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I love this rip!
Also to answer your question, no those Wheelies don't have turning sprites.

I don't think the originals did either.
(12-24-2008, 10:42 AM)A.J. Nitro Wrote: [ -> ]Do the Wheelies in that sheet have turning poses?
Nope, that's all there was in the tiles. The Wheelies don't have any sort of turning animation.

...and I might as well mention right now that I'll also be ripping the Galactic Nova Nucleus... but you probably expected me to, anyway. Tongue
Bah! I guess I'll do sword then. I've been avoiding it so far since I know it's going to be as difficult as hammer was at the very least.
(12-24-2008, 09:31 PM)Drshnaps Wrote: [ -> ]Bah! I guess I'll do sword then. I've been avoiding it so far since I know it's going to be as difficult as hammer was at the very least.
Well, haingi was asking if he could help rip Sword Kirby a few posts back, but...

...No offense, haingi, but you probably would miss a few frames of animation. Drshnaps wouldn't.
It seems I hit a very serious problem. The TM tutorial states I need a format of 15bpp RGB (555) exactly. My laptop is not showing that. Instead, it only has 15bpp BGR (555). Is there an alternative I can use? Otherwise, I take it that I'm screwed.
(12-26-2008, 03:08 AM)Seiryus Tear Wrote: [ -> ]It seems I hit a very serious problem. The TM tutorial states I need a format of 15bpp RGB (555) exactly. My laptop is not showing that. Instead, it only has 15bpp BGR (555). Is there an alternative I can use? Otherwise, I take it that I'm screwed.
Strange, because my Tile Molester only has 15bpp BGR (555), and that works perfectly fine for me.

I think that tutorial needs to be fixed up.
I can't think of any tree-related quote, so...

[Image: Nintendo_KSSU_WhispyWoods_icon.png]

...and I've updated the Lololo and Lalala sheets, because I forgot the 2nd frame for the boxes somehow, and I ripped the full background (not just what shows up on the DS screen).

[Image: Nintendo_KSSU_LololoLalala_icon.png] [Image: Nintendo_KSSU_LololoRevenge_icon.png]
Well, it seems that the colors are jacked up when I input the pallette. RTB what did you do to get the correct colors to show up?

Edit: Argh! This program annoys me. I'm forced to take a drastic measure.
Jacked up how? Can you post a screenshot?
I mean jacked up as in how the color is when you don't have the correct pallete. Don't worry about it. I'm using Animget for this since I can't do much with TM. It's saving me time, even though it's time cosuming regardless. XD
A screenshot could still help, I might know the problem you're having.
RTB, I think you ripped Twin Woods wrong. Don't the middle parts of them like come out or something?
(12-26-2008, 06:01 PM)Random Talking Bush Wrote: [ -> ]I think that tutorial needs to be fixed up.
It's been some time since I did the tutorial, but I do remember there being issues with both, tile molester and my knowledge. Unless my memory fails me, an unmodified TM will have a 15bpp BGR (555) format listed, while it is, in fact, 15bpp RGB. This was Kent Hansen's goof-up, but I fixed it when I released the first individual tmspec, with WonderSwan palette support.
Or something like that. I just remember stuff being really flunky and involved lots of fiddling, but if you're still experiencing problems, check the tmspec. It might have some problems in it.
(12-27-2008, 12:02 PM)A.J. Nitro Wrote: [ -> ]RTB, I think you ripped Twin Woods wrong. Don't the middle parts of them like come out or something?
Eh... Kirby Super Star Ultra has some sort of weird in-game effect for Twin Woods and how it cuts up the background for that attack. If you want, I could add the separate chunks (on second thought, I'd rather not) where to cut up the BG for that effect later on today in a few minutes. It's not like I forgot about it -- I had ripped the faces for Whispy for that attack. (1st line, 5th sprite and onwards. Except for that bit at the end.)

Gimme a break -- I spent about three days (on and off) ripping it (and one of those days was re-ripping a bunch of things)... Sick

...anyway, this is what it says in my Tile Molester's tmspec.xml, and it seems to work.
Code:
<directcolor id="CF00" bpp="15" rmask="001F" gmask="03E0" bmask="7C00">
    <description>15bpp BGR (555)</description>
</directcolor>

I think I'm gonna take a break from sprite ripping for a week or so. I've been forgetting a lot of things recently, probably because I'm a bit stressed out. (Actually, it might also do with the fact that I haven't gotten much sleep, either.) Hence the reason why I have to keep updating my spritesheets with things I've missed. Ayayayayaya... *slowly cowers deeper into a box*

(EDIT: Okay, it's updated. Read the note about Twin Woods at the bottom to see why I didn't rip it. The icon will fix itself up on its own, since Photobucket seems to retain older versions of images for a day or two.)
[Image: Nintendo_KSSU_WhispyWoods_icon.png]