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Sonicfan32's sprite rippings.
#31
(04-10-2017, 07:05 PM)Davy Jones Wrote: Can you post a screenshot of these jumbled tiles?
Posted. Loaded up the .pce file, tried finding Tarosuke, found these.


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#32
(04-10-2017, 07:28 PM)Sonicfan32 Wrote:
(04-10-2017, 07:05 PM)Davy Jones Wrote: Can you post a screenshot of these jumbled tiles?
Posted. Loaded up the .pce file, tried finding Tarosuke, found these.

try using the ÷ and + buttons(top right of screen) to change the sprite's offset.
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#33
(04-11-2017, 12:18 AM)Firejoker54 Wrote:
(04-10-2017, 07:28 PM)Sonicfan32 Wrote:
(04-10-2017, 07:05 PM)Davy Jones Wrote: Can you post a screenshot of these jumbled tiles?
Posted. Loaded up the .pce file, tried finding Tarosuke, found these.

try using the ÷ and + buttons(top right of screen) to change the sprite's offset.

I tried doing that, but it didn't fix it.
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#34
While I'm at it, I'm just gonna update again. It's the font and logos from MSX Mappy.


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#35
I'm still trying to fix the problem with the PC Engine sprites for Tarosuke. Any more help?
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#36
(04-12-2017, 07:30 PM)Sonicfan32 Wrote: I'm still trying to fix the problem with the PC Engine sprites for Tarosuke. Any more help?
These were probably compressed by the developpers to save space. This is common for most consoles after NES. IMO best bet would be to rip them from an emulator unfortunately.
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#37
Ok. I'll be using BizHawk to rip those. ...Only now I have to play the whole game with it's multiple endings, special actions and events to get all the sprites. I can handle it. (It'll take a few weeks.)
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#38
So I basically decided to take a break from ripping that TG-16 game I mentioned earlier in the thread. This time however, it isn't something from the console game. It's Monmotaro from the arcade version of the aforementioned game. I got help from superjustinbros when making the sheet. (NOTE: The reason that some sprites look like they have pixels missing is the fact that [for whatever reason,] the grids had the same black as in the sprites.)


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#39
First SFC rip. It's Yoshi from SMW2... only in parts. It even has things TCRF didn't cover on their page. Read the notes for info on some questionable things.


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#40
(04-22-2017, 05:57 PM)Sonicfan32 Wrote: First SFC rip. It's Yoshi from SMW2... only in parts. It even has things TCRF didn't cover on their page. Read the notes for info on some questionable things.

These appear to be  the wrong color judging from this sheet:
https://www.spriters-resource.com/snes/y...heet/4808/
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#41
(04-22-2017, 06:35 PM)Firejoker54 Wrote:
(04-22-2017, 05:57 PM)Sonicfan32 Wrote: First SFC rip. It's Yoshi from SMW2... only in parts. It even has things TCRF didn't cover on their page. Read the notes for info on some questionable things.

These appear to be  the wrong color judging from this sheet:
https://www.spriters-resource.com/snes/y...heet/4808/

Ah, shoot. I'll fix it.

Ok, here's the revision. Still needs a bit of work.


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#42
(04-21-2017, 05:47 PM)Sonicfan32 Wrote: So I basically decided to take a break from ripping that TG-16 game I mentioned earlier in the thread. This time however, it isn't something from the console game. It's Monmotaro from the arcade version of the aforementioned game. I got help from superjustinbros when making the sheet. (NOTE: The reason that some sprites look like they have pixels missing is the fact that [for whatever reason,] the grids had the same black as in the sprites.)
Have you tried ripping the sprites with a wrong palette which doesn't have the black in it? Then you rip the sprites with the correct palette and paste them onto the wrong-coloured ones. Re-colour the rest and there you go, a sheet with every pixel on it.

This technique is very useful if you have black backgrounds and sprites also with black in their palette.
[Image: dariC.png][Image: tumblr_mlf109xOe81rmu6i5o1_250.gif][Image: b0KxM.gif]
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#43
(04-23-2017, 01:29 PM)Davy Jones Wrote:
(04-21-2017, 05:47 PM)Sonicfan32 Wrote: So I basically decided to take a break from ripping that TG-16 game I mentioned earlier in the thread. This time however, it isn't something from the console game. It's Monmotaro from the arcade version of the aforementioned game. I got help from superjustinbros when making the sheet. (NOTE: The reason that some sprites look like they have pixels missing is the fact that [for whatever reason,] the grids had the same black as in the sprites.)
Have you tried ripping the sprites with a wrong palette which doesn't have the black in it? Then you rip the sprites with the correct palette and paste them onto the wrong-coloured ones. Re-colour the rest and there you go, a sheet with every pixel on it.

This technique is very useful if you have black backgrounds and sprites also with black in their palette.

I tried doing that, but all palletes had the same sort of black that's on the background.
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#44
Too bad, it only works when at least one palette replaces the black with a non-black colour.

But I looked the game up:
https://www.youtube.com/watch?v=r907gdAkPls
Skip to 2:48. As far as I can see, all sprites shown on your sheet are present and I can't see any black pixels on Momotaro.
[Image: dariC.png][Image: tumblr_mlf109xOe81rmu6i5o1_250.gif][Image: b0KxM.gif]
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#45
(04-23-2017, 06:08 PM)Davy Jones Wrote: Too bad, it only works when at least one palette replaces the black with a non-black colour.

But I looked the game up:
https://www.youtube.com/watch?v=r907gdAkPls
Skip to 2:48. As far as I can see, all sprites shown on your sheet are present and I can't see any black pixels on Momotaro.

Oh, I saw it. So... having black pixels on the sprites is a no no... Ok. So, here's another sheet, using Davy Jones' technique. It's the gateway to the gambling minigame, and the minigame itself.


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