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The Fortress of Dr. Radiaki [PC]
#1
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Hello, everyone! I hope this is the right place for this thread.

This is probably going to be my main and only contribution here, but, none-the-less, considering how many years these resources were desired by a multitude of people, I feel it'll be appreciated none-the-less.

So, I commissioned a programmer friend of mine, InsanityBringer over on the Zdoom Forums, to finally decode and rip the sprites from the elusive and frustrating Fortress of Dr. Radiaki, a terrible Doom Clone from the early-mid 90s. I have a project I wanted them for, the sprite work itself is actually quite good, so it should be an interesting source to people!

https://drive.google.com/file/d/10QlOta4...sp=sharing

This zip has almost everything - every monster, projectile, item and object, as well as the sounds. They're all in suitable folders, so it should be pretty well organized for a sprite sheet already.

Would someone more knowledgable than I be able to point me in the right direction so I can make good, organized sprite sheets from these and possibly get them submitted? Not sure if i'm even allowed to considering the circumstances, so, that's why i'm checking. I want to make sure i'm doing everything correctly, since the situation here *is* a bit unusual. I want these sprites to be useful to others.

Thanks, all! Enjoy!
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#2
Awesome work! I was wondering if this game was rippable or not, but I'm glad sprites are finally available. It's really interesting that there's rotations for the death sprites and items.
The tank robots look like they could blend in Duke Nukem or Strife. (Minus the melting death as that's way too cartoony for either game. XD)
Also, love how the folders for the enemies are based on what Civvie 11 called them in his coverage on the game.
[Image: sonamy_animtitle_by_retrobunyip-dbg86ov.gif]
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#3
Daxar's Sprite Sheeter (first post) & SheetMaker (last post):
https://www.vg-resource.com/thread-29374.html
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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#4
It has been brought to my attention that since I didn't rip them myself, I can't upload them. Ah, well, makes sense.

Since I honestly doubt my friend has any interest in doing so, i'll leave a useful snippet from when he was decoding them. Maybe it'll help someone else who'll rip them *and* be able to upload sheets.

"it seems like every run starts with a byte that indicates the length. < 128 indicates a span of uncompressed bytes of b+1 pixels, > 128 is a compressed span of 256-b pixels, and = 128 terminates the span"
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#5
Of course you can upload them, extraction per tool is something different than actual hard-ripping per screenshots or tile-viewing and assembling.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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#6
No, a friend of mine did the actual ripping part, as wrote in the original post - so if they were to be uploaded, *he'd* have to do it, not me. All I did was commission him to the task, which isn't enough. I vetted this in the contact forms on the site.

Sad
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#7
These are the rules:
Quote:Warning: Submitting on behalf of someone else is not allowed under any circumstances, regardless of whether or not they gave you permission or asked you to do so. And remember, if you didn't rip or create the file you're about to submit yourself, you can't submit it - no exceptions.
Let's check it out:

You submit on behalf of someone else? Nope, you're doing this under your own name.
You created the file? Yes, since you put the single images on the sheet which will be submitted.
You ripped it? If the sheet got ripped by a machine, it will always look the same no matter who pushed the button. Decoding doesn't count, this is groundwork like creating an emulator or a tile viewer like vSNES.

Edit:
Okay, it's not really clear how much human and how much machine was at work. Do what you think is right.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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#8
"Your friend would need to upload them and realistically, would be the only submitter listed. Just because you commissioned the rip does not mean they are yours to upload - our rule is that you can not submit anything you did not rip or create yourself."

this is specifically what they told me when I wrote them in the contact form. Sad
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#9
This is a game that should've been ripped years ago, and honestly that's pretty rude of them saying that. They're also wrong about only your friend being listed, everyone who collaborated gets added on the list.

Anyone else got ideas for what he should do? Game like this was something the Doom modding community were trying to rip for resource sharing but had no luck.
[Image: sonamy_animtitle_by_retrobunyip-dbg86ov.gif]
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#10
I just want to say that RTB send Kanbei a ZIP with extracted sprites which he said, just have to be sheeted.

Random Talking Bush Wrote:@Kanbei: So, funny thing about that... I just checked not too long ago, and it seems my method that I used for ripping Pocky & Rocky Reshrined's sprites earlier actually works with this game too. If you want, I can extract the sprites from this game pre-assembled, and send you them for sheeting purposes, to save you the time of assembling them yourself.
https://www.spriters-resource.com/ninten...ewarriors/

So if that is okay, then this should be real free estate too.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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