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Full Version: The Official M&L3 Ripping Project *WARNING CONTAINS SPOILERS*
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(10-22-2012, 05:48 PM)A.J. Nitro Wrote: [ -> ]Jesus, Ridge, that's amazing! How are you ripping these exactly? And is that Koopa Clown Car custom made? If it is, that's pretty good!

AnimGet, import screencaps to Photoshop layers with Adobe Bridge, crop, save as GIF, open in GIF Movie Gear, export as filmstrip, delete background. I'm only doing this for overworld; since there aren't shadows, bounding boxes are pretty much necessary to animate any of these properly.

Ultimately, I'd also like to get all of Bowser's tiles ripped to go with this, but that can be done after the actual sheets/animations are complete.

That Clown Car is a few years old, actually. Used to be my avatar, remember?
I'm going to make a new one that looks like the reference I pasted there from NSMB2.

(10-22-2012, 05:54 PM)Mighty Jetaku Wrote: [ -> ]ridge, can you use minus.com? they accept images of any dimension http://minus.com/

Minus is a piece of shit for me in any browser, it refuses to upload images and signs me out without warning. Unless you know a fix or a better site, MediaFire will have to do.
Ridge, I wish I could thank you a million times~Heart

I just wanted to see some more of him ripped, god I'm so happy to see this!
well minus doesnt require you to be a member
but yeah try "neuropod.net/imagehost"
afaik it doesnt compress images
but it looks like once you upload one image you have to either use or save the code before uploading the next because it doesnt appear to have an album or viewing of images thingy
hope that helps
Yeah, screw Minus, won't work even without an account. Given that I'm not hogging someone's bandwidth... I'll use that host you linked to, thanks! Post updated. (Nothing new to see here if you already downloaded the .rar earlier.)

This is amazing. I never expected so much progress! Looks like you should be near the end, right?
And is that last sheet the "Bowser vs Castle" sprites?
Hardly near being finished, haha. Check out the list I included to see how much is really left. Guess what I have just looks like a lot because of directions.

The last sheet is some of the Giant Bowser tiles, yes. As I noted I might go back and rip those, but that'll be after normal Bowser stuff is done if I do.
you say youre using animget but you keep saying tiles
are you just taking pieces off the giant sprites manually?
Holy wow, awesome job Ridge!

Also JUST noticed this thread even existed. Knowing that it does gives me a real good kick in the backside to get on with Mario Battle, unfortunately school's started again but I'll try and do a fixed amount of frames/animations each day. In any case I already finished the tummy-rubbing animation, it was HELL but some fancy cutting and sticking back together in GIMP managed to get it all perfectly.

By the way Ridge, I recently made a program called Background Remover (here) which can... well, uh, remove backgrounds. It's not a miracle and you probably can't use it in every situation, but it should make removing the background from Bowser easier sometimes. As you can see in the screenshots, if he remains stationary during the animation you can remove the background of multiple frames which can save a lot of time.
(10-23-2012, 07:35 AM)Mighty Jetaku Wrote: [ -> ]you say youre using animget but you keep saying tiles
are you just taking pieces off the giant sprites manually?

I'm using AnimGet for normal Bowser.
Giant Bowser was ripped with an actual tile viewer due to the in-game viewport constantly resizing/zooming and distorting the sprites. It's impossible to rip any Giant battle sprite, Bowser or boss, through screencaps.

When I said that I'd like to go back and rip normal Bowser's tiles after the fact, it's exactly what I meant. While it is entirely possible to rip the assembled sprites with AnimGet, it would be really nice to have all of Bowser's tiles separately. Seeing as most sheets on tSR are not tile ripped, it's not really necessary, but in reality, ripping the full sprites just shows you how to place and animate the tiles.
This is also why on my custom sheets, instead of just adding a 'parts' list, it'll be assembled sprites/animations at the top, and a section at the bottom with every single tile used to make said sprites.

Probably didn't need to specify all that, but oh well!

Puggsoy, thanks for the background remover, it may come in handy in some places as you said.
On this subject though, I should probably ask: is there an easier way to crop a shitton of screencaps at once and arrange them in bounding boxes than what I specified earlier?
tile viewer... DeSmuME's tile viewer or a tile program? cause I thought the emulator's tile viewer was... crap, and the roms data is compressed so you can't get at it with just anything
sorry I'm just curious Shy
You're right, DeSmuMe's tile viewer is compete junk. RTB learned me on the basics of Tile Molester a while back, so if you need specifics he'd be more helpful to you than I.
I still need to pick up on deciphering correct palettes, but thankfully Bowser's is the same across the board!
(10-23-2012, 03:53 PM)Ridge Troopa Wrote: [ -> ]Puggsoy, thanks for the background remover, it may come in handy in some places as you said.
On this subject though, I should probably ask: is there an easier way to crop a shitton of screencaps at once and arrange them in bounding boxes than what I specified earlier?

Well what I do is import them all into GIMP as layers (not one by one just draged them all in), and then crop the image (which crops all the layers too). I found a plugin that exports all layers as PNGs, so then it just exports them all at once, and that's that.

Not sure if the cropping works the same in Photoshop (from your method above it sounds like it does). Apparently it can export layers as images (File -> Scripts -> Export layers to files...), I'm not sure what version you have but I think versions earlier than CS4 can't export to PNG. You can probably find plugins online for versions that can't, here's one for CS3.

As for the bounding boxes: not sure. If you want I can try and make an option for it in Background Remover. If the sprite stays stationary during the animation, all the frames would be positioned correctly relative to each other, so it'd probably work if you use it properly.
well jasc animation shop's cropping tool surrounds every image in an animation so you just have to check all the frames and adjust the crop box so that all the frames fit into each of the box's axis' if that makes any sense
If there is any means of displaying sprite data properly, I think there's a small set of Luigi sprites no one has been able to get in the Bowser-inhaling cutscene near the beginning of the game. You think they can be extracted through TM?
Here's my progress so far on Mario Battle for whoever's curious:


You'll notice I've put in a few notes for details on some animations. However, I was wondering, should I put the animation names as well? Like "idle", "idle tired", etc?
Also, some animations are reversed and looped (e.g. when getting the item) but others aren't (e.g. when presenting and throwing the item). Should I say when they're reversed and when they aren't, or should I rely on whoever uses them to know?

It's just this is my first sheet like this with heaps of animations so I want to know what I should and shouldn't label.