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various rips
Added:
- Banana Hoard, Tree House & NPC Locations ~ Donkey Kong Country (SNES)

Just clicking through various SNES games to see what's probably missing or what sheet is in need of a re-rip. The quicker the better, I mainly want to do Dual Orb II after all.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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Thanked by: Ton, Yawackhary
Added:
- Revision of Very/Really Gnawty with SFX, palettes and a full recolour for Really Gnawty ~ Donkey Kong Country (SNES)
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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Thanked by: Ton
[Image: qT83Q3N.png]
WIP, needs numbers, palettes and what the Japanese version has. The current DKC menu is probably the last bad sheet from this section, so I'm gonna do it.
I also found out that the jungle bg isn't ripped yet, so you get that one too. But after that, the game is done for me.

Btw Dual Orb II just got way better since I arrived in Colodus and can buy Sun Stone, which lets me repel monsters in dungeons. The encounter rate in this game is way too high after all.

Edit:
No Random Battles C2309C:80
https://gamehacking.org/?game=42774&hack...rmat=genie
Argh, I haven't seen that. Whatever, I need to know which enemies are in the dungeons so I can rip them later.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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Thanked by: Ton, Yawackhary
Added:
- Main Menu (DKC, SNES)
- Slug (Dual Orb, SNES)
- Forest Battle BG (Dual Orb, SNES)
I saw that the first Dual Orb wasn't on TSR so I did some quick rips for it. More game progress is impossible since there is no translation.

Also the jungle bg for Donkey Kong Country has an extensive palette change in level 1 so I'm not doing it.
Maybe this is how the modified bsnes+ emulator by Random Talking Bush could be useful, since it shows the VRAM changes in realtime. And since the modified variant shows raw colours like vSNES, I will probably give it a shot at one point.
Fast palette changes are more conventient to rip like this than with vSNES (each palette change requires one ZSNES quicksave to view it).

Anyway, I'm done with DKC and I will now continue to finish playing through Dual Orb II so I can decide what to rip from it.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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Thanked by: Yawackhary, Ton
More Dual Orb II:
- Saladin & Karina (Overworld)
- Title
- Battle Backgrounds

I had to revise the battle bgs twice because one of the bosses is integrated into the backdrop.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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Thanked by: Ton
Dual Orb II:
- World Map Tileset
- World Map Skybox, Gradient & Minimap
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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Thanked by: Ton
Dual Orb II, World Map Objects
[Image: eggp43m.png]
WIP
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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Thanked by: Ton
I've never even heard of this game but it seems to have some pretty cool stuff in it!
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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It really has, I try as much as my motivation lasts.

Btw, MarioFanGamer brought my attention back to Yoshi's Island:
https://www.vg-resource.com/thread-29927...#pid675496
So I started ripping and already did some revisions, but now I'm stuck:
Clouds are not visible ingame, therefore I don't know the loop order. I guess bsnes+ rawcolours can help me? I will try it out later.

Edit: Checked it in bsnes+ rawcolours, the loop order is correct.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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Thanked by: Ton
Tons of Yoshi's Island bgs:
- Sea / Ocean
- High Trees
- Crystal Cave
- Fort / Castle (Wooden Walls)
- Far Away / Miniature
- Overgrown Lakeside / Cathedral
- Full Moon Hills
- Conifer Forest Hills
- Volcano Forest

Most of them are revisions for Nemica's sheets and include all palettes and variants. Since this is really fun, I will do more, if not all of them.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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Thanked by: Ton
WIP, needs the variant from stage 6-7. Still Yoshi's Island.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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Btw, can someone take care of these and delete them?
https://www.spriters-resource.com/snes/y...et/156944/
https://www.spriters-resource.com/snes/y...et/157360/
https://www.spriters-resource.com/snes/y...heet/4793/
https://www.spriters-resource.com/snes/y...heet/4788/
https://www.spriters-resource.com/snes/y...heet/4795/
https://www.spriters-resource.com/snes/y...heet/4796/
https://www.spriters-resource.com/snes/y...heet/4779/
https://www.spriters-resource.com/snes/y...heet/4799/
They're all either incomplete or duplicates with better rips already on the site.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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Waterfall Cave from Yoshi's Island (SNES). I thought the sheet was complete until I noticed a lot of sparkling throughout the cave.
Not sure how to solve this, since some places light up while others get darker at the same time. These sparkles also share colours.

This is a background that never got ripped and I can see why that is. There is also a lava variant and also a background with smiling clouds, both also unripped so far.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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Thanked by: Ton
Decided to isolate the waterfalls and rip the sparkle animation separately. Some of the sparkle frames share colours with the waterfall too.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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Thanked by: Ton
Waterfall cave is complete.

Turns out the sparkles are 8 frames with the water animation being doubled (4x2). Every time the bg sparkles, the water animation moves in unison. So separating the entire thing was unneccessary, but at least I now know how to approach the whole thing.
Ripping the lava variant is a whole lot easier now.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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