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Deathbringer's Rips Progress Thread - Printable Version

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RE: Deathbringer's Rips Progress Thread - Deathbringer - 03-22-2010

You do realize this is a "progress" thread, right? Otherwise you would have noticed that half of its body is missing.



http://i560.photobucket.com/albums/ss42/The_Deathbringer/contra4__waterfall01.png

- The body is only temporary as iDeaS doesn't have a VGA bright mode (which the palette in the ROM is) but it'll help with jigsawing it with the right colors.

- I'm still trying to figure out the tail itself, the tip is a bit complicated.

- I have the tilesets for the it's energy attacks and the dead sniper ready to assemble.

And at least any one who has played Contra 4 can see it's whole body, without the gate in the way.



[Image: contra4__waterfall02.png]


RE: Deathbringer's Rips Progress Thread - Deathbringer - 04-16-2010

Lunar Eternal Blue is more complicated than I hoped, the enemies attack sprites only show up in the VRAM when in use as the PCs sprites also use the space, for some reason.

[Image: leb__dolphinface.png]

[Image: leb__deserteye.png]


RE: Deathbringer's Rips Progress Thread - bones090 - 04-16-2010

your pretty good at ripping deathbringer, and, since you said that LEB was hard to rip, I can see you have done a magnificent job.


RE: Deathbringer's Rips Progress Thread - Deathbringer - 04-16-2010

Not so much hard as is arduous, for example:

This is the Brainhand's complete set, which does appear when it's in action.
[Image: leb__brainhand.png]

But if it isn't, it'll only have it's idle set (this is during the Slime's action).
[Image: xzcvxcv.png]

So it's somewhat annoying.


RE: Deathbringer's Rips Progress Thread - Davy Jones - 04-17-2010

Is'nt Animget a easier method? The battle background should not have as many colours as Eternal Blue Complete (240-250 colours). And this makes it easy to delete such backgrounds.


RE: Deathbringer's Rips Progress Thread - Deathbringer - 04-17-2010

Problem with Animget is that the emulator I'm using (Kega Fusion) only has set resolutions with the lowest being 320x240 and the resolution for Sega-CD games is 256x240 so every shot is going to be stretched and having to fix each one is more work than tile ripping. Of course, when I'm doing a boss, I'll tile rip but I'll also do capture ripping since putting together a bosses sheet by piecing each tile together would take some time.

Like Guardian: http://www.spriters-resource.com/community/showthread.php?tid=6942&pid=254864#pid254864


RE: Deathbringer's Rips Progress Thread - Davy Jones - 04-17-2010

I see, and other emulators aren't helpful? Like Gens, Ages, MESS, Gens Plus!, Gens32 Surreal, Xega or Xe?


RE: Deathbringer's Rips Progress Thread - Yawackhary - 04-17-2010

Tried using GensKMod or Gens G/S? I'm not certain if the emulators work on this Mega CD game and even after enabling Perfect Sync but I do know that on them two emulators as well as the rest of the Gens range, the screen doesn't stretch to 320x240 unless you enable it since there are some Genesis games that do output in that resolution.

I know they aren't as accurate as Kega Fusion (well G/S is a bit more than KMod and the rest of Gens though) but I suppose that they do.


RE: Deathbringer's Rips Progress Thread - Deathbringer - 04-17-2010

I'd rather not switch to another emulator just for the Sega CD (I already use Gens for the Genesis but it doesn't let me Boot CD).



Looks like the English version will also need some ripping done too.
The plant boss from the Japanese version:
[Image: planterium.png]

English version:
http://rpg-home.lunar-net.com/lunarweb/lunar2mcd/boss02_info.htm

Makes me wonder if anything else got edited too.






RE: Deathbringer's Rips Progress Thread - Deathbringer - 04-22-2010




RE: Deathbringer's Rips Progress Thread - Deathbringer - 04-23-2010

[Image: w3dsnes__misc.png]

Other than some more fonts and a couple pictures, this is pretty much everything I could tilerip from Wolfenstein 3d for the SNES. I had to use TiledGGD to find the enemy graphics in the ROM because, unlike standard SNES games with the standard 8x8 tiles, these were linear and couldn't be groups properly. All because of Mode 7.


RE: Deathbringer's Rips Progress Thread - Ultimecia - 04-23-2010

That IS awesome. The sprites looks prettier than I thought
Just ripped the last bosses from PC Spear of Destiny


RE: Deathbringer's Rips Progress Thread - Deathbringer - 04-23-2010

Unfortunately unless someone figures a way to rip the enemies from the SNES, this will probably be the only rips from the game.


RE: Deathbringer's Rips Progress Thread - Davy Jones - 04-23-2010

The only enemies I don't recognize are the slug and this Pokemon (Nidoran I think) xD

The japanese version of Plantella looks funny, but even EBC has some differences. There is a bloody portrait of Jean and a portrait of Zophar, he has also an overworld sprite, I wonder why the US-version has not such extras.


RE: Deathbringer's Rips Progress Thread - Deathbringer - 04-26-2010

[Image: leb__tester.png]

I don't know if I really want to do a good capture rip as there is some much shit to get.