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Who has a different combo for SD Move? Gaming Sanctuary has every character having the same ones, standing X or half-circle forward x.
You're right, they're all the same. I edited my post above.

Anyway, I guess the sheet is somewhat finished now:
I will organize it more, but this should be it.

Maybe except one thing:
[Image: 28IwzEh.png]
The blue guy is Ryuhi while he's doing his (I guess) Diving Dragon Kick, but I'm not sure what the move is actually called. According to Gaming Sanctuary, I should be able to pull it off with pressing A while being in midair (forwards jump or backwards jump), but nothing works. The AI won't do the move either.

Thing is, I want to test if E.Quaker changes his palette when he's hit by this move. Because he does it while being hit by Suzaku's Soaring Phoenix attack (the red guy on the pic).
Finally put E. Quaker / Earth Quaker from SD Hiryuu no Ken (SNES) on the site.

This was a drag, but now the game has at least one fighter to show. I also submitted a lot of sheets for Grand Summoners (Mobile), mostly units and giant bosses.
I was looking at GameFAQs and it looks like SD Hiryu no Ken has an internal sprite viewer. It doesn't display the colors right for that particular attack but it's something.
This one?
https://gamefaqs.gamespot.com/snes/56534...ken/cheats

I already found it here
https://tcrf.net/SD_Hiryuu_no_Ken
and tried it out. It only shows certain sprites, not all of them. Or am I missing something and there is a way to actually see every single sprite? I will give it another try, then.

Edit: omg you're right
[Image: M6F7rzY.png]

Y and A swap between fighters.
X and B switch between different frames for the fighter.

This changes a lot. Also the wrong palette is aboslutely no problem, it can be easily changed by getting all correct and incorrect palettes from vSNES and then recolouring everything.

Edit2: It seems that I have to change the fighter id while browsing the frames to make the palette swap too.
Put Daddy & Jennifer on a sheet, these are all of their frames.

Mostly with correct palette, but I can easily get the rest.
Organized form, now only needs the palettes and Jennifer's tiles on Daddy while he's flying (electrocuting whip attack).
updated Earth Quaker from SD Hiryuu no Ken (SNES) with more frames from sprite viewer, etc.

Edit:
updated E. Quaker's icon
submitted Daddy & Jennifer

the star sfx is wrong on both sheets, I can only guess if the animations for it are unused or not.
Just noticed that Natsuki Crisis Battle (SNES) doesn't have any fighter either and therefore chose Rina for some representation.

WIP

Just like SD Hiryuu no Ken, Natsuki Crisis Battle has a convenient sprite viewer:
https://tcrf.net/Natsuki_Crisis_Battle

Start the game with C0007F00 active, choose option 1 both times and you can view all sprites in the game.
Submitted
- Rina (Fighter)
- Dojo (Stage)

Both from Natsuki Crisis Battle (SNES)
updated Daddy & Jennifer (SD Hiryuu no Ken, SNES) by erasing duplicates, I also put a note on the sheet on how to access the internal sprite viewer.

Super Variable Geo (SNES):
[Image: rZ9YDDV.png]
Another fighting game without a character. Just like Natsuki Crisis Battle, it has some nice anime art.
Rise of the Robots (SNES) - Cyborg (WIP)
Super Variable Geo (SNES) - Elena Goldsmith (WIP)
Actually wanted to rip Crusher, but Rise of the Robots uses a black background and Cyborg is one of those who has a clean palette which doesn't blend with the bg. Not sure how to trigger special moves or if there are any in the game.

Edit: Found a list, apparently the game has just two special moves for cyborg.
A few things are left to do, but I need animget and the cpu player for this. It's kinda difficult to control keyboard and controller at the same time while trying to press F1. For now, I'll work on Elena and come back to this when I feel like it.

Edit: Quick test of Battle Blaze (SNES)
[Image: AcZCsjl.png]

Despite having a black background, the character palettes (at least for the girl) are clean.
Just wanted to say you're doing a great job.

Always respect anyone* who does fighting game rips considering the animations of the characters. Know how hard that they can be and need to be really dedicated.

* - within reason.

As for the dreaded black background, maybe try using BizHawk or that SNES9X build? Only suggested the latter due to the ability to change your background colour and for someone such as yourself who does capturing.

BizHawk (one of the two that I use for SNES ripping, the other being bsnes-plus) has a Graphic Debugger where you can view the sprites, tiles, backgrounds. For the sprites, it even gives them a transparent background making it much easier to paste into whatever paint program you use. Just thought that I mention it since there were a few characters you wanted to rip but couldn't.
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