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I actually considered to tip this background myself but because of the animations, that one certainly was harder than expected. Good job!
Thanks, I also sent another load of revisions, more than I can remember xD
New sheets will be the doors + key as well as Big Boo & Boo.
I also sent revisions to General Sprites 1-3 since a lot of it is now on better sheets.
Aleth from Dual Orb II
[Image: MW6RUvB.png]
Idle, Hit, Attack
Weapons are separate objects, which makes sense since he can use different looking swords.
[Image: N1LFtCN.png]
Should be all palettes / animations, except maybe for techs (never used them in my playthrough).

Weapons:
https://gamefaqs.gamespot.com/snes/56305...faqs/51439
* Long Sword -> Steel Slicer *
* Flame Sword -> Hades Blade *
* Cross Sword -> Saint Sword *
* Dragon Killer -> Tiamat Blade *
Not listed: Wooden Stick.
What's missing:
- Hit - easy
- Defeat - easy
- Magic - nearly every frame needs a savestate due to sfx covering Aleth
- Status Ailment - needs a fitting enemy to hit Aleth with a specific spell
- Weapon: Tiamat Blade, all animations, frames & tiles
Now it's just Magic & Status Ailment. And the Tiamat Blade.

Also made some revisions for some old sheets:
- Yoshi's Island: General Sprites: Erased more duplicates, combined General Sprites 1-3 to one sheet.
- Yoshi's Island: Various Enemies 1: Erased more duplicates.
- Yoshi's Island: Introduction: Erased duplicates
- Super Metroid: General Sprites: Erased duplicates
- Super Metroid: Misc. Sprites: Split into several sheets like Menu / HUD, Doors, etc.
- Super Metroid: Objects & Items: Added "Doors" to the icon name, since their animation is on the sheet.
All animations are here, except for the Tiamat Blade.
I guess ripping the one Dual Orb character with 9 weapons first wasn't really the smartest thing to do, this is really exhausting.

Taking a break from it and trying some Super Metroid again:
[Image: W3Egzwm.png]
There are so many things to fix for Super Metroid for sure. I actually considered to rerip the credits but then I thought, nah, let's do some other stuff which are missing as for now (basically, I was hoping you'd do this XD ).
@MFG: It's way too much, back then I stopped after Torizo because it's overwhelming. I'm also not doing the credits, only the different ending sequences at the very end.

Some info for myself in case I take longer breaks and need to remember things:
+ The top palettes within the vSNES PalViewer have only 3 colours (4 with colour 0, which usually isn't used) and sit in the first row.
+ The rest is used for regular bgs and sprites, which have the entire row at their disposal.
+ Sometimes this potential isn't used and a substantial rest of the row stays black or pink.
+ Palettes can also be splitted and partially swapped like for the overworld Yoshis in Yoshi's Island (SNES).
This is everything, now I need to clean and organize it.

Codes for played time in Super Metroid (SNES):

0 hours played
7E09E000
7E09DE00

4 hours played
7E09E004
7E09DE00

8 hours played
7E09E008
7E09DE00

Top code is hours, bottom code is minutes.

Edit: Erased stars with Recolor:
Re-ripped the ending scenes for Super Metroid (SNES).
Also erased everything on the ancient Ending Sprites sheet by Bacon except planet Zebes.

Plok & Grandpappy Plok from Plok! (SNES) also got some updates. Added more stuff, changed notes, etc.
(11-29-2022, 02:09 PM)MarioFanGamer Wrote: [ -> ](basically, I was hoping you'd do this XD ).
In the end, I'm doing it. I can also see why you want me to do it, lots of SFX, palette changes and glowing effects. This is something that needs time.
Aleth from Dual Orb II (SNES) finally done, needs separated weapons, some sfx covering the sprites edited out with the OG variant and general organization.
This sheet is huge! Great job though!
Taking a break for this week, I also abandon the credits scene sheet from Super Metroid, it's just too much work and no fun at all.
Aleth from Dual Orb II is already taking more time than I thought, I really underestimated how many frames he has.
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