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The Official M&L3 Ripping Project *WARNING CONTAINS SPOILERS*
Well since I'm doing Mario Battle (yeah still working on that but kind of halted for a while), I may as well sheet those Mario sprites. Ridge'll probably want to do the Bowser ones since he's been hard-ripping them anyway. And if nobody else wants to I wouldn't really mind doing Luigi.

I do have a question though: hammer-swinging sprites have the character and hammer separated. Should I put them together myself or leave them separated? The main reason I wouldn't do the latter is because the characters have chunks taken out where the hammers should be, but if that's not too much of a problem then it's probably the better option.

Also, is it just me or doesn't anyone remember swimming as Bowser? Unused sprites maybe?
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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I'm always in for keeping seperate sprites seperate. You can add an alternate, assembled version, too, but I prefer the seperate ones.
Kinda like here with the trainers on the surfing Pokémon, the sheet includes them both seperate and assembled.
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So there were 3 bowser sprites that came out wrong or not at all
http://i.minus.com/ibqIpg9RWBG5gY.png
http://i.minus.com/ibjIy3yGjTsydC.png
http://i.minus.com/iHqjjSs5kkGzp.png
Thanked by: puggsoy
If the bros are ever attached to each other as one sprite, you could do something like I did with these:
http://spriters-resource.com/ds/mariolui...ydrill.PNG
http://spriters-resource.com/ds/mariolui...injump.png
http://spriters-resource.com/ds/mariolui...pmario.png
[Image: 27348983yu7.png]
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Here's what I could gather from BObjPc.dat which I assume is the battle sprites
http://ge.tt/7dN8hfU/v/0?c
they started using more texture formats for what I assume is alpha transparency or something so Im going to have to add support for those before more can be done.
Oh my god. I'm speechless. You've put me to shame, quite literally. Amazing job - How are you doing this, though?
Also, you mention alpha channels. Would it be possible for you to rip effects from the game? I don't know about anyone else, but I could really, really use them.

I'm a bit worried about assembling all this, because I'm not sure how everything is supposed to line up, but I'll try Bowser soon.
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Holy moly, these are wonderful! I'll wait until you've figured out the alpha problem before I try and sheet them, but seriously this is better than I could have hoped for. I mean, it even has half of the bros' knocked out sprites without the other carrying them (which will probably be a challenge to assemble but hey).
They are missing shadows though. You said you wanted to keep shadows for animation purposes, right Ridge?
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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Yes... If there's any way you can rip the Battle sprites with shadows, it would be fantastic. While things seem to be on bounding boxes, it would be a plus.

I hate to go off assumptions, but you haven't really told us what you're doing so... What can't you rip, or is this a tool any of us could use?
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(01-03-2013, 04:23 PM)puggsoy Wrote: Holy moly, these are wonderful! I'll wait until you've figured out the alpha problem before I try and sheet them, but seriously this is better than I could have hoped for. I mean, it even has half of the bros' knocked out sprites without the other carrying them (which will probably be a challenge to assemble but hey).
They are missing shadows though. You said you wanted to keep shadows for animation purposes, right Ridge?

The issue with the shadow is that it isn't exactly part of the sprite, It's in FObj and separate from the mario sprites for example, although I guess if someone went through a lot of trouble they could add them back on. The alpha channel issue doesn't exactly effect any of the current sprites there are just some I couldn't get without having support for that format and were skipped.
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(01-03-2013, 04:35 PM)Greiga Master Wrote: The alpha channel issue doesn't exactly effect any of the current sprites there are just some I couldn't get without having support for that format and were skipped.

Yeah I know, if any of the skipped sprites should be in the sheet, I don't want to start organising it before I have them all (otherwise I might have to reorganise all over again).

(01-03-2013, 04:34 PM)Ridge Troopa Wrote: I hate to go off assumptions, but you haven't really told us what you're doing so... What can't you rip, or is this a tool any of us could use?

I'm wondering this too, how are you doing it? If you don't want to tell us (for whatever reason) that's OK, but please say so instead of not saying anything about it at all.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
Thanked by: Ridge Troopa
Actually, it just occurred to me. Since these are arranged on bounding boxes, I might just be able to grab the shadows from the game and paste them on a grid behind each sheet. We'll see though.

I should bring up a bigger issue, though. When arranging these, should the blank space be kept for animating, or condense the spritesheet? Personally it might be better to keep as-is and just combine - blank space is negligible for PNG format.
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(01-03-2013, 04:41 PM)puggsoy Wrote:
(01-03-2013, 04:34 PM)Ridge Troopa Wrote: I hate to go off assumptions, but you haven't really told us what you're doing so... What can't you rip, or is this a tool any of us could use?

I'm wondering this too, how are you doing it? If you don't want to tell us (for whatever reason) that's OK, but please say so instead of not saying anything about it at all.
I'm ripping them from the .dat files using a tool I wrote, if that matters at all. I think using it would be a bit too complicated for someone that isn't me though.
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To be honest I was just really curious. I figured as much though, if there was a public tool out there we'd probably know about it.

(01-03-2013, 04:43 PM)Ridge Troopa Wrote: I should bring up a bigger issue, though. When arranging these, should the blank space be kept for animating, or condense the spritesheet? Personally it might be better to keep as-is and just combine - blank space is negligible for PNG format.

When I ripped from Bastion the sprites had lots of blank space (by lots I mean lots), used (or at least usable) for animation, which I just left. This was partially because it was easier to leave it there than to crop it, but also because anybody who really wants to animate them properly can do so if they do a bit of space calculation. It's essentially just transparent bounding boxes, actually. I made it easier by adding lines, which lets you know the height of the boxes, but it shouldn't be too bad with Mario.

tl;dr I'd say keep the blank space. We'd have to be careful when cutting sprites to organise them though (for example if there's a long line you want to cut up so that you can stack it).
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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Ridge, I honestly wouldn't worry about the shadows, but that's just me. I only liked keeping them on enemies since they always seem to stay on the same spot. Even with the shadows, it might change the amount of poses on the one sheet because sometimes in game, the shadow could move by two pixels in two frames as the character's frame only changes once. Sorry if that didn't make a whole lot of sense.
[Image: 27348983yu7.png]
Thanked by: Ton
So this should be the complete thing from Bobjpc got stuff to show up that didnt before, seems the alpha transparency thing was used exclusively for the fire attack bowser does.
http://ge.tt/2tVBBgU/v/0?c


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