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Toy Story


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I did it from the full ISO of the 1995 Windows version of Toy Story. I first went through the contents of the disc to see how the game stored its resources, because the graphics weren’t simply sitting there as normal BMP, PCX, or PNG files that could just be opened and exported. Most of the interesting data was inside the game’s DATA folder, especially a file called SHELL, which appeared to be a custom resource container used by the game.

From there, I had to inspect the file at a binary level and figure out how its contents were structured. I looked for things such as repeated patterns, offsets, file sizes, internal tables, palette data, and blocks that could potentially contain graphics. A lot of older PC games stored assets in their own proprietary formats, so even after extracting a chunk of data, it didn’t necessarily mean I immediately had a usable image. Some of the graphics were stored as indexed pixel data, tiles, sprite frames, or other raw image data that depended on a separate palette or needed to be reconstructed before they looked correct.

I also used the game executable as a reference, since the executable itself contains the code responsible for reading those files and interpreting the data. By comparing how the game accessed the resource files with the structure I was seeing in SHELL, I was able to get a better idea of how the graphics were stored and how they were supposed to be decoded. In some cases, the raw data by itself would just look like garbage or corrupted pixels unless the correct dimensions, palette, and format were applied.

Once I had the graphics decoded correctly, I converted them into normal PNG files and started separating and organizing them into more useful categories, such as characters, enemies, objects, backgrounds, stages, HUD elements, screens, and other miscellaneous graphics. Some things also required manually identifying what the extracted data actually belonged to, since the original resource files didn’t always have useful filenames or labels.

So basically, it wasn’t a simple case of opening the ISO and copying image files out of it. It was more of a reverse-engineering process: inspect the game files, identify the resource container, work out the internal structure, extract the relevant data blocks, figure out the image format and palettes, reconstruct the graphics, and then convert and organize everything into usable PNGs.
MSM-RIPPER Sep 20, 2026 5:09 PM
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How did you do that?
Chipper_52 Sep 20, 2026 4:59 AM
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Ripped them myself. Pretty easy to do, if u ask me.
MSM-RIPPER Sep 20, 2026 2:30 AM
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WHAT THE HELL, WHERE DID SO MANY SPRITES COME FROM?
Chipper_52 Sep 19, 2026 5:27 AM
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A lot of Toy Story at the minute. We just had Game Boy rips and now PC rips! (I mean it as a good thing)
ExistentDrink Sep 7, 2026 8:54 AM
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Also I think I found some unused sprites? I have not seen them in the other builds of the game and they are also not called by the game, so that's fun.

Also for people wondering, PC sprites has more colors (different highlights and some details too), some differences here and there too, and some unique sprites too I'm pretty sure.
Chillax Aug 20, 2026 4:25 AM *
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Took me a bit to reverse engineer the way the sprites are rendered into the game, alongside their file formats but worth it. I will be uploading more sprites soon, hopefully. :3

Some sprites have some interesting differences in comparison to the other versions of the game (such as having more colors albeit also sometimes lacking highlights or... having unique highlights? I think some sprites also have less frames).
Chillax Aug 18, 2026 6:02 PM
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How the heck do you rip cd rom games I’m wondering.
CatCommander99 May 31, 2025 7:02 AM
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ain't it just the same as the snes one
ValisEmma Jul 13, 2024 5:29 PM
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HA, MISSED
Prosto_igrok2 Sep 17, 2023 4:29 PM
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i never played this version
Striker777771 Oct 29, 2022 6:00 PM