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Pokemon Emerald water/sand crashing animations
#1
Hi all, first post here be nice!

I'm just trying to rip the pokemon emerald water/ocean animations/tiles and sand/water crashing on the sand animations but I can only seem to find 1 frame in this tile rip I found online. As you can see in the attached video there's more of an animation to it.

If anyone knows where I could find these that would be awesome!

Thanks heaps Smile 

video link: https://i.gyazo.com/0eb6b4d56ce68b38fe50...b43132.mp4

[video]https://i.gyazo.com/0eb6b4d56ce68b38fe50a70641b43132.mp4[/video]

[Image: 2025234756_GameBoyAdvance-PokemonEmerald...9db006.png]

[Image: 1752543506_ScreenShot2022-11-10at2_05_36...80ca4f.png]
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#2
Water is here, but it misses the shallow and deep variants plus the sand crashing:
https://www.spriters-resource.com/game_b...eet/23876/
Coast shadows and water currents are also not included.

This needs a re-rip, but I'm really committed right now and the water in this game doesn't seem to be a quick one.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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#3
(11-20-2022, 07:52 AM)Barack Obama Wrote: Water is here, but it misses the shallow and deep variants plus the sand crashing:
https://www.spriters-resource.com/game_b...eet/23876/
Coast shadows and water currents are also not included.

This needs a re-rip, but I'm really committed right now and the water in this game doesn't seem to be a quick one.

Hey there, thanks so much for the reply and the resource, the game I'm working on that uses these is in early development so no rush, I might look into ripping myself to see how hard it is.

Thanks heaps!

Regards
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#4
Here are some suggestions for GBA emulators:
https://www.vg-resource.com/thread-41182...#pid675335

I'm not sure if or how they can capture tiles/sprites or if layers can be toggled, but in the worst case, you could use Animget or Screenget:
https://spritedatabase.net/download
You basically open the tool, turn it on, change to the active emulator window, capture your frames, turn it off and save the captured images in a specific folder. For output, Animget uses .BMP and I think Screenget uses .PNG.

If you have problems on how to determine the tile size on the screenshots to cut the frames out, you can activate a 16x16 pixels or 8x8 pixels grid within your graphics program (only if your software supports it).
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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#5
(11-21-2022, 10:31 AM)Barack Obama Wrote: Here are some suggestions for GBA emulators:
https://www.vg-resource.com/thread-41182...#pid675335

I'm not sure if or how they can capture tiles/sprites or if layers can be toggled, but in the worst case, you could use Animget or Screenget:
https://spritedatabase.net/download
You basically open the tool, turn it on, change to the active emulator window, capture your frames, turn it off and save the captured images in a specific folder. For output, Animget uses .BMP and I think Screenget uses .PNG.

If you have problems on how to determine the tile size on the screenshots to cut the frames out, you can activate a 16x16 pixels or 8x8 pixels grid within your graphics program (only if your software supports it).

Thanks heaps for the quick tutorial! I'll definitely use the 16 pixel grid, thanks a ton Smile
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