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The Observer's Comprehensive Ripping Project Thread [Sonic]
Wow, you sure tackle a lot of things at once.

I think putting a sample together of the way a sprite of background was intended to look is just fine. I did it in one of my Chrono Trigger Black Omen sheets. Just make sure you include the unaltered one from the game as well and label them.
[Image: b1.php?u=39480955]
Ton's most wanted rips: Time Splitters 2 Models (Gamecube, PS2), Radiant Historia Characters (DS), Final Fantasy 4 Models (DS),  Final Fantasy 7 models (Playstation/PC), Bravely Default/Second Models (3DS), Clay Fighter 1/2 fighters (SNES)
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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(08-01-2018, 06:40 AM)Ton Wrote: Wow, you sure tackle a lot of things at once.

I think that the more I try to tackle in one hit, the less I have to worry about later. Though this has been quite counter-productive lately, along with other things.

(08-01-2018, 06:40 AM)Ton Wrote: I think putting a sample together of the way a sprite of background was intended to look is just fine. I did it in one of my Chrono Trigger Black Omen sheets. Just make sure you include the unaltered one from the game as well and label them.

Understood, I'll cross that bridge later on. Thanks!

Alright, so I don't have really all that much to show and tell, but I'm making progress on updating the Get Blue Spheres sets from Sonic 3 and Sonic & Knuckles (these two sheets are just examples that will be part of a more full collection, just showcasing them because they're finished).
[Image: S_K_GBS_7_BG.png] [Image: S_K_GBS_7_FG.png] 

And while charting out the Act 1 Map for Mystic Cave Zone, I figured I ought to get the objects.

[Image: S2_MCZ_OBJ.png]


Before I sign off, some observations I've made:
- Angel Island Zone: The intro scene when playing as Sonic is, well, much different than we see up on TSR. I believe where the sand meets the ocean has some sort of 2.5D effect in operation, and there are waves that crash upon the beach that we don't really see in game because of Super Sonic zip-zooming past it. Further investigation shall be undertaken regarding the coastline, but the waves are confirmed.

- Sandopolis Zone: Why there hasn't been an update to that zone in some time. When I dropped it off the schedule, it was because it took too much time to segregate the Pyramid from what it was 'parallaxing' over. After looking at it recently in the VDP, both "layers" are one and the same; taking into account the fact that there is the Heat Haze effect that perpetually animates the (foreground and) background, this means that there is a minimum of 1024 combinations in place for the Pyramid parallax system. By comparison, four or five renditions of the Act 2 background, each accounting for the level of lighting and transition in-between, is much simpler.

- Marble Zone: So the interior background is different in both Acts 2 and 3. I'll get to those soon enough.

- Tidal Tempest (Present): Continues to be a nightmare. While it's entirely easy to get the volcanoes blowing their load in the distance, charting out the extent of that part of the background is an exercise in frustration. Likewise with the Labyrinth Zone-esque background lower in the Present acts, but I have found that the transition between the volcano background and the brick background allows for their respective palettes to overlap.

- Carnival Night(mare) Zone:
I've yet to confirm it, but considering my issue with Sandopolis as above, there is a possibility that the city that is affected by the parallax falls under the same 'many combinations' to the tiles that construct it. Unlike Sandopolis, though, since it is a lot easier to cut out because of the lack of a Heat Haze effect, I will stick to the original plan I had for the sheet to the background parallax and do the cutting out separation. While I continue to make remarks on this stage, I can confirm that I've had relative success and getting the parallax for everything above the city in the background. The city parts are definitively for a week where I am literally doing nothing.

In all, it's like Sonic Team anticipated the games being ripped and made it as difficult as possible. That being said, I've found something of a solution to my Sonic CD Special Stage issue, but my problem now is palettes.
[Image: Beach.png]
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Thanked by: Ton
Just a quick update.

[Image: SCD510_P_MM_PAST_Z1_BG.png]

From the 510 Beta of Sonic CD, the Zone 1 (Past) Background of Metallic Madness, torn down into parallax sections and this time with handy cycling palette notes (I can't get a full frame-by-frame-per-second breakdown since I can only seem to activate slow motion in the Sonic 2 Betas and S3K). From what I read on TCRF, this palette is specific only to that time period and zone, and by the looks of things, from trying to see if I could follow the bottom-most section to see if there was more than just 2x2 block lights, the background changes completely between Zones 1 and 2.

Mystic Cave Act 1's map is near completion. The long overdue update for that stage is close at hand.
[Image: Beach.png]
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Thanked by: Ton
Wow, the breakdown is really detailed. Nice work!
[Image: b1.php?u=39480955]
Ton's most wanted rips: Time Splitters 2 Models (Gamecube, PS2), Radiant Historia Characters (DS), Final Fantasy 4 Models (DS),  Final Fantasy 7 models (Playstation/PC), Bravely Default/Second Models (3DS), Clay Fighter 1/2 fighters (SNES)
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
Reply
Thanked by: The Observer
Thanks man!  Smile

I've been messing about here and there with game content, seeing what can be easily gotten while I'm bouncing about between offline stuff. Today's update has two pieces.

First, a pretty much complete foreground  set for the Sonic 1 Special Stage. After a very much elongated attempt at seeing how many fishes there were in slow motion, I found out that, in the Japanese Version at least, the programmers structured the Special Stage to not transition between bird and fish when observing in slow-motion. Pause the game and try to advance the transitioning frames, and nothing happens at all. Pause the game and advance the birds or fishes? Infinite scrolling creatures. So I just let the game naturally return to the birds and counted the pairs that scrolled by, and found that 20 appear on screen in full before shifting to the fishes.

As for why it's the 'foreground', the stage maps themselves consist entirely of sprites, and the background is either the clouds or the bubbles depending on which creature is on laid over them. Notes for this particular sheet shall come later.

[Image: S1_SS_BG.png] 

And where I currently am with getting the map for Hydrocity Act 1. I'm removing the waterfall from the map(s) and dealing with it later when it comes to the 128x128 blocks.

[Image: S3_HCZ_A1_DRY_P1.png]
[Image: Beach.png]
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Thanked by: Superjustinbros
I love how massively detailed this Hydrocity 1 rip is going, very well done!
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Thanked by: The Observer
Thank you kindly!  Smile

Advice Request Time
So I'm trying to rip the background of Star Light Zone, and there is a huge problem with the night sky section. To put it simply, the sky part of the background operates in 2.5D, in Japanese and US versions, but there doesn't seem to be enough of the rotary in place to get a full loop; this is the extent of the issues:

1. Each act has a different length, meaning that the rotary stops dead at different positions.
2. Different altitudes in the acts changes the formulation of the 2.5D, meaning a different amount of frames when exploring the extent of the rotary.
3. The beginning of the rotary never shows up again after being seen in the top-left corner of the background.

The most optimal way I can rip the night sky is by keeping it static and just leaving it as a parallax section like the rest of the background, and place on the sheet notes for users to feel free to change star positions along the horizontal axis as they see fit. Would this be suitable for the collection release?

Other info (show and tell coming next post):
Map ripping initiated for Spring Yard Zone Act 1 and Marble Garden Zone Act 2.
The Object sheet for Labyrinth Zone is getting an upgrade, as will eventually to the Badnik sheet.
The Cloud/Bubble background of the Sonic 1 Special Stage is about a third complete, in terms of palettes.
[Image: Beach.png]
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