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Steven Universe: Attack the Light Graphics Organization?
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(08-14-2015, 01:38 PM)DarkGrievous7145 Wrote: [Image: test-su.png]

a quick little test of two theories i had...
note that almost all of the sprites have these little artifacts in some places? (which i'm guessing are not actually part of the sprite, because they look out of place and somewhat distort them)
I tried cutting from there, seems to work...
could at least yield some information as to what the bounding boxes on individual sprites are, or could be.

before this, i used a color picker on those little artifacts, but there wasn't enough variance in the pixels to suggest pixel-encoded data...

Again, idk what purpose these serve, they very well could just be noise generated as side-effect from some kind of mass rasterization process. But, it seems odd that firstly, cutting these off seems to yield what the isolated sprite probably should look like, and secondly, i've converted vectors (assuming these were drawn as vectors, but they probably were) before...never had these artifacts formed... but, i was always converting one at a time, and never to create a big spritesheet for some game

i also checked-out one of the graphics in a hex editor, and...well...if there's any embedded data, idk how to get at it

anyways, back to the binary files...
These sheets seem to have been rotated in a image editor that distorted them, there are actually some sprites of pearl's legs on one of the sheets that seem to back this idea up.

I have not had much luck with this program for this game, but maybe try SpriteTracer. The main problem is that when I emulate the game to take a screen shot I have no idea what size the games native resolution is and even if I did there is no way to fine tune the emulator's resolution. So the graphics are either compressed or stretched which messes with the final result of the program.
Game Boy Advance forever!
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RE: Steven Universe: Attack the Light Graphics Organization? - by ZetTheLegendaryHero - 08-27-2015, 02:30 PM

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