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These are all from the Beastiary. Some of enemies use the same sprites as others on the sheet (Same sprite, different names for enemies), which is why I only ripped them once.
Daikaijuu Monogatari 2:
Sonia/Darkness Knight
Jodan
Daikaijuu Monogatari 2:
Jalamar
Ukkie
Escape Sub
Daikaijuu Monogatari 2:
Summon Spell Bosses

Fun Fact:
Last one is Fat Badger, main antagonist of Kaijuu Monogatari (NES)
Is the second sprite for these enemy a near death sprite like Final Fantasy Mystic Quest, or is it for something else?
Yeah, it's for near death. However the series did this ever since the NES release Kaijuu Mongatari (Shell Monsters/Beast Story)

I had to play through this game a total of 2 times to get the summon boss sprites (Fat Badger and Vampire specifically) because of the damned Time Ruins which can only be accessed at a certain time of the day: The game has a built in clock, when you set it to the current time of day when you start a file, the time will remain set and you can't change it like in some other games with a built in clock. The only option is to delete the save file.

You can access the sundial portion of the ruins at anytime, but you can't actually go in them until a specific time (Can be accessed in both AM and PM hours) and at a specific location (5 ruins throughout the land and only some will appear after the halfway point because they are sunken underwater in the first half of the game), and you have to touch the number stones on the ruins in a specific order or in a certain direction, it's really finicky about what you have to do to get the summon spells

And you can't even get the Summon spells without a certain character which you can miss early on in the game (You can get him at anytime, but it's hard to find him without a walkthrough.)
Uh oh Ryan... on your FF6 Advance enemies sheet, the lady holding the fan (8th row, 4th to last sprite) blended into the background. Very Sad
I don't know if any others are like that, that's just the first one I noticed.
Also, I assume Daikaijuu Monogatari 2 doesn't have a section, so I'll need someone to help make an icon. The Maka Maka and FF5 stuff has been uploaded though.
All the enemies of that type are supposed to look like that, most enemies with white are off white (Non R: 255 B: 255 G: 255) in the GBA version, some enemies like the Level 90 Magic (Wrexsoul repalette) and the Ninja type enemies also have similar issues. It's really the sprite artists fault. I ran the sprites through OAM Viewer myself to clarify, in fact that's how I ripped most of the sprites.
Daikaijuu Monogatari:
Bosses
I can see Akira Toriyama's style, especially the pink dragon who resembles the Oozaru from DBZ.
Also, chiming in late, but those FF6 enemies have had that problem since the SNES.
Totally Rad!/Magic John:
Protagonist

I am not ripping the transformed states, The old sheet on the site did not have the complete run cycle, moving while shooting, nor the charging palette & Stronger Magic attacks.

Magic John is the Japanese title of the game BTW.
Sword of Mana:
Julius
Alright, the Magic John half of Totally Rad. Big Grin I don't know how I missed the running while shooting sprites since I was aware of it. As for missing frames, back then I didn't have an emulator that could run slower or frame by frame, so I was likely to miss a couple.

I was also aware of the more powerful Magic graphics, but I didn't know how to use them in Totally Rad, and the emulator I preferred wasn't able to run Magic John.

Maybe I could cut Jake from my old sheet and just use it as a transformations sheet, provided I double check the frames again. Its been a while.
sword of mana Heart
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