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Full Version: SMRPG background rejected as a dup, but the existing one is a muddy GIF
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Hi Everyone,

I'm new here, just signed up today. I've just started on a little hobby/proof-of-concept project where I want to take Super Mario RPG sprites, etc and re-implement the game (or at least the first area, to start) and change how battle works. But none of that really matters in regards to my questions/comments.

Spriter's Resource is such an excellent, well, resource. I was just a little disappointed to find this small subset of the battle backgrounds (namely, Mushroom Way), which I was going to use first thing in my proof of concept, weren't in a clean PNG by themselves, but in a smaller than native resolution collection, in a GIF. You can see artifacts the second you look at it.

Don't get me wrong, I'm not trying to bash the original up-loader for that one, I just need nice clean pixels.

So I thought, no big deal. I'll open it up in my emulator, make a clean one myself. And then maybe I'll upload it to SR in case someone else notices this problem.

But it was rejected, saying that background already existed. Blank

So, like I said I'm new here. I don't know how things work. Is first-to-post all that matters? I thought the cleaner quality would be appreciated. Any thoughts, feedback, etc?

I'll attach my reject one.

And here's the one I hoped to supplement and/or eventually replace:
http://www.spriters-resource.com/snes/sm...eet/12806/

Let me know what you think.

Regards,
Joe
Yea you're right, the original is a little bit muffled. I guess no one bothered to check for differences.

I'll replace the one on the sheet with yours, but do you happen to have the other backgrounds ripped? Would be nice to just have a new sheet entirely for the cleaner rips.
It'd be nice to actually rip all of these battle backgrounds eventually and just stick them all on one sheet as a png... Maybe somebody knows how to rip them from the data?
The game does have a debug option that lets you change battle backgrounds, however there's 255 different possibilities (of which many could be duplicated or unfinished data).
Found something!
I'm looking at the TCRF page on it and here's what they say:
Quote:A very complex one, at that. To enable it, use PAR code C106AF80, enter any battle, and simply press Start on your turn.
SCENE - Battle select. This option allows you to select any battle/formation in the game, including some that aren't used.
OBJ - View all the uncompressed sprites in the game!
BG - Allows you to change the current battle background.
HPMAX - This simply refills your HP to its current maximum. It won't max out your HP to 999.
MUSIC - This option lets you listen to all the music that's in the game!
SE - Allows you to listen to all the sound effects in the game.
LINE - This is used to measure the CPU usage of what it would use on the SNES. Nothing too fancy about this. You can simply turn it on or off.
EFFECT - This is used to show the Background Animation of objects like the Star used for Mallow's Star Rain or the rock from Bowser's Crusher attack.
EVT 1 - Leads directly to the first fight to save Toadstool from Bowser.
EVT 2 - Leads directly to the fight with Boomer at Bowser's Keep.
EVT 3 - Leads directly to the Smithy fight.
TEST - This option just shows the animation used when Smithy transforms into his true form, after which the game hangs.

Here's a link to another webpage about it.
There's an application called Lazy Shell that may let you rip it in its entirety.
Nice! Thanks for all the info!

If no one beats me to it, I'll rip them all over the next 2-3 days.

Regards,
Joe