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Hidden Sprites and Color Issues - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Spriters Resource (https://www.vg-resource.com/forum-110.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-114.html) +---- Thread: Hidden Sprites and Color Issues (/thread-26198.html) |
Hidden Sprites and Color Issues - Shred Mako - 11-15-2014 Hello everyone. ![]() ![]() RE: Hidden Sprites and Color Issues - Shade - 11-15-2014 I know you already mentioned trying to fix it this way, but it sounds like incorrect codecs to me. I've never ran into this problem personally, so I'm not sure of how much help I could be. ![]() I've really only noticed this in NES games, but you could always make sure Row-interleaved doesn't need to be activated. Oh, which games have the issue you're talking about? RE: Hidden Sprites and Color Issues - Shred Mako - 11-15-2014 The game that currently has me bashing my head against the wall is Rockman B&F for NGPC. Yellow Devil, the dragon and the top half of Wily's ship, among others, don't show up. I think they may be backgrounds I know Ive seen jumbled stages in the code, but I haven't had any luck finding a better codec in the option list. Another bummer about Wily is he has a really cool turning animation that they never put into the game, but the limited color pallet is not showing all the details. I've been trying to manually edit the sprites to fill in the details, but I wouldn't want to submit something that's just guess work. RE: Hidden Sprites and Color Issues - Deathbringer - 11-15-2014 For NGPC games, try YY-CHR, it's the only program I've ever had any success getting sprites to look right. Some observations: 1. According to Mednafen, the NGP/C has 3 layers (background, foreground, and sprites). The main bosses (Yellow Devil, VAN Pookin, Mecha Dragon, Mad Grinder, and Wily Machine) are comprised of sprites on the foreground and sprite layer, where the main body is part of the foreground layer (with Wily Machine it only is on the foreground layer) and other details like the attacks are on the sprite layer. Whatever sprites you see of the bosses in the ROM (the ones that look unfinished), do not correspond to the sprites that are loaded in the VRAM. VAN Pookin (ROM) ![]() VAN Pookin (VRAM) ![]() Notice how the outer shell looks between them. Either the system pulls off some impressive magic trick or it's dummy data and the actual sprites are stored in whatever format the background stuff is in (which I don't know). So that Wily turning animation might just be unfinished leftover data. 2. The palette cheating thing is done by two different processes, the overlay like you mentioned which is using the foreground layer and sprite layer (portraits and the Yellow Devil use this) or by assigning different palettes to individual tiles (VAN Pookin and Wily Machine use this, with VAN Pookin uses 7 or 8 different palettes). RE: Hidden Sprites and Color Issues - Shred Mako - 11-15-2014 Funny, YY-CHR was the first utility I dabbled in. Before that, it was image captures and... ![]() |