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Super Star Ultra
I love this rip!
[Image: 27348983yu7.png]
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Also to answer your question, no those Wheelies don't have turning sprites.

I don't think the originals did either.
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(12-24-2008, 10:42 AM)A.J. Nitro Wrote: Do the Wheelies in that sheet have turning poses?
Nope, that's all there was in the tiles. The Wheelies don't have any sort of turning animation.

...and I might as well mention right now that I'll also be ripping the Galactic Nova Nucleus... but you probably expected me to, anyway. Tongue
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Bah! I guess I'll do sword then. I've been avoiding it so far since I know it's going to be as difficult as hammer was at the very least.
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(12-24-2008, 09:31 PM)Drshnaps Wrote: Bah! I guess I'll do sword then. I've been avoiding it so far since I know it's going to be as difficult as hammer was at the very least.
Well, haingi was asking if he could help rip Sword Kirby a few posts back, but...

...No offense, haingi, but you probably would miss a few frames of animation. Drshnaps wouldn't.
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It seems I hit a very serious problem. The TM tutorial states I need a format of 15bpp RGB (555) exactly. My laptop is not showing that. Instead, it only has 15bpp BGR (555). Is there an alternative I can use? Otherwise, I take it that I'm screwed.
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(12-26-2008, 03:08 AM)Seiryus Tear Wrote: It seems I hit a very serious problem. The TM tutorial states I need a format of 15bpp RGB (555) exactly. My laptop is not showing that. Instead, it only has 15bpp BGR (555). Is there an alternative I can use? Otherwise, I take it that I'm screwed.
Strange, because my Tile Molester only has 15bpp BGR (555), and that works perfectly fine for me.

I think that tutorial needs to be fixed up.
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I can't think of any tree-related quote, so...

[Image: Nintendo_KSSU_WhispyWoods_icon.png]

...and I've updated the Lololo and Lalala sheets, because I forgot the 2nd frame for the boxes somehow, and I ripped the full background (not just what shows up on the DS screen).

[Image: Nintendo_KSSU_LololoLalala_icon.png] [Image: Nintendo_KSSU_LololoRevenge_icon.png]
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Well, it seems that the colors are jacked up when I input the pallette. RTB what did you do to get the correct colors to show up?

Edit: Argh! This program annoys me. I'm forced to take a drastic measure.
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Jacked up how? Can you post a screenshot?
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
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I mean jacked up as in how the color is when you don't have the correct pallete. Don't worry about it. I'm using Animget for this since I can't do much with TM. It's saving me time, even though it's time cosuming regardless. XD
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A screenshot could still help, I might know the problem you're having.
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
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RTB, I think you ripped Twin Woods wrong. Don't the middle parts of them like come out or something?
[Image: 27348983yu7.png]
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(12-26-2008, 06:01 PM)Random Talking Bush Wrote: I think that tutorial needs to be fixed up.
It's been some time since I did the tutorial, but I do remember there being issues with both, tile molester and my knowledge. Unless my memory fails me, an unmodified TM will have a 15bpp BGR (555) format listed, while it is, in fact, 15bpp RGB. This was Kent Hansen's goof-up, but I fixed it when I released the first individual tmspec, with WonderSwan palette support.
Or something like that. I just remember stuff being really flunky and involved lots of fiddling, but if you're still experiencing problems, check the tmspec. It might have some problems in it.
Once there was a way to get back homeward
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(12-27-2008, 12:02 PM)A.J. Nitro Wrote: RTB, I think you ripped Twin Woods wrong. Don't the middle parts of them like come out or something?
Eh... Kirby Super Star Ultra has some sort of weird in-game effect for Twin Woods and how it cuts up the background for that attack. If you want, I could add the separate chunks (on second thought, I'd rather not) where to cut up the BG for that effect later on today in a few minutes. It's not like I forgot about it -- I had ripped the faces for Whispy for that attack. (1st line, 5th sprite and onwards. Except for that bit at the end.)

Gimme a break -- I spent about three days (on and off) ripping it (and one of those days was re-ripping a bunch of things)... Sick

...anyway, this is what it says in my Tile Molester's tmspec.xml, and it seems to work.
Code:
<directcolor id="CF00" bpp="15" rmask="001F" gmask="03E0" bmask="7C00">
    <description>15bpp BGR (555)</description>
</directcolor>

I think I'm gonna take a break from sprite ripping for a week or so. I've been forgetting a lot of things recently, probably because I'm a bit stressed out. (Actually, it might also do with the fact that I haven't gotten much sleep, either.) Hence the reason why I have to keep updating my spritesheets with things I've missed. Ayayayayaya... *slowly cowers deeper into a box*

(EDIT: Okay, it's updated. Read the note about Twin Woods at the bottom to see why I didn't rip it. The icon will fix itself up on its own, since Photobucket seems to retain older versions of images for a day or two.)
[Image: Nintendo_KSSU_WhispyWoods_icon.png]
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