If no one wants to do any work with those you can always upload the zip
Got around to investigating the .image format
http://ge.tt/4nJP7lU/v/0?c
Are these sprites supposed to have those grey spots in them? It just doesn't look right to me. Even in the previous ZIP you posted a few pages back.
(01-05-2013, 11:55 AM)A.J. Nitro Wrote: [ -> ]Are these sprites supposed to have those grey spots in them? It just doesn't look right to me. Even in the previous ZIP you posted a few pages back.
Yeah it should be a limitation of their texture format, every 4x4 tile only gets a 2 color palette and get a possible 3rd one by mixing them. You can read more about it here
http://nocash.emubase.de/gbatek.htm#ds3dtextureformats
it's format 5.
This sorta takes all the fun out of it though...automation proggies/bots/batch scripts. Spriting in general is a good/healthy way of relieving base level OCD urges. Sprite collecting/archiving also doesn't cost anything, unlike "plastic crap" collections, in which it's easy to dump a small fortune on consumerist crap and tchotchke trinket tripe that eats up living space and collects dust.
Usually the most I ever do is layer manipulation/hiding and even that's sorta "cheating" in a way. I liken it to using cheat codes in games. Some limited codes are okay, simply as a matter of speeding up game play when you don't have a lot of free time, but if you just max out all the codes to achieve "God Level" status, then it just kinda loses the entire point and purpose of even bothering in the first place. Like the difference between using a code to have every item in the game vs a code to increase the likelihood of item drops.
Kind of a personal/philosophical stance on the whole, there are lots of different reasons people have for spriting (some more admirable than others). The worst ones I think are the ones who simply do it for "credit" or to achieve some pseudo sense of plasticized "recognition" amongst hordes of other mostly faceless strangers as well as USI (unwarranted self importance) need and greed.
There's a lot of fun in creating such programs, scripts etc, though. :I
Yeah, I guess that's true too. More coding based than sprite based, but both good hobbies. I'd rather see that coding put to other use though, mainly in actually making new games. That's one of the reasons why I like harvesting sprite material, because it can be used by others to create new/enhanced/edited games.
By the way, I don't know if you've been reading the thread but we kinda have to rely on such tools to get the graphics because they are really messed up when displayed in an emulator thus stopping us from ripping the old fashioned way.
Whenever possible it's best to extract the sprites rather than screenshot them because you get them in their proper form with no effects in the way among other things.
It also saves a lot of time, trouble and effort and the sprites get up on the site much sooner. It's more about the graphics being out there to be used after all.
Mmmm, not necessarily true. Code is code, the display will always be relative to whatever codecs/drivers/software/monitor you happen to be using.
For example an image opened/viewed in Paint Shop Pro will look slightly different gamma wise than the exact same image opened/viewed in FireFox. The most variable difference is almost always with gamma, but even the colors themselves are never locked/inherent to a single form, especially when you start taking about graphics cards/driver differences.
(01-24-2013, 12:57 PM)Argle-Bargle Wrote: [ -> ]Yeah, I guess that's true too. More coding based than sprite based, but both good hobbies. I'd rather see that coding put to other use though, mainly in actually making new games. That's one of the reasons why I like harvesting sprite material, because it can be used by others to create new/enhanced/edited games.
Not everyone likes to make games. The coding and thought processes often are fairly different. You're kinda comparing apples and pears here :-P
I made a game and while I made that game I also made a few small extraction and conversion tools for sprite ripping purposes. The game uses custom graphics nontheless, which I prefer to using ripped ones! :>
Meh, coding is coding to me, although I've never coded an entire game, mostly just "proof of concept" stuff, mostly in Flash/AS3, PHP/j-script, C++ and Ruby scripting via RPG Maker. Never been a big fan of completely custom sprites either, cause they usually don't look all that good (often pillow shaded and flat/plastic looking). There aren't that many spriters who make really incredible stuff straight from scratch and even those that do often use specific techniques (often via the use of texture effects and conversion forms). I kinda like an "inbetween" approach, using existing sprite materials and then reworking and editing them to create new forms. Good use of imagination/pareidolia as well. Many sprite forms are generic enough that if you look at them long enough you can see other stuff in them, then you can do a bit of creative editing and ~viola~ you've created a derivative masterpiece.
==EDIT==
Mmmm, forgot to mention something, on the topic of sprite rendering differences, I just noticed something else that complicates things even further. With Mega Man ZX - Advent, the icons in the menu aren't being displayed individually, rather it's creating one large image for each scrollable block section and then it's running some kind of pallet conversion/image compression over it, which can produce tiny little minute differences from one sprite instance to another. They're not exactly noticeable at all unless you blow them up to like 800% their normal size, but the differences do exist.
The other real nasty thing that the DS does (frequently) is that the game designers often use flat rendered 3D sprites. Meaning, code wise, the sprite is actually a three dimensional construct, but the game's code is rendering it "flat", so it loses it's true three dimensional form. The problem with that is that, depending on how the game was coded, any particular sprite form may not look ~exactly~ the same from one particular instance to the next, even if it's in the exact same sequence.
So basically, overall, at least as far as the DS in general, you're almost never going to get any true level of absolute perfection...because really, none actually exists...unless you just want to post pure code.
I hope this isn't too much of a bump, I beat the game a few days ago and thus realized it's safe for me to pop into this thread without spoilers... which I'm glad, given one of the topics of debate is a rather out of the blue surprise scene.
Anyway, I thought I'd mention that the odd sprite colors are how it is in-game... on the DS version only. They used something to convert the game from the main 3DS version to the secondary DS version, which I guess made use of that 4x4 texture compression thing. The 3DS version's sprites are all uncompressed(or they don't have visual compression, anyway) so whenever 3DS file ripping is possible(unless the game followed Shantae and got an iOS port) you guys are gonna have to dig this back up for them if you all want the highest quality sprites.
Also, people fretting over Lumpy Space Princess and her odd sprites, there's a few things I've noticed. First, the version on the site right now was done without alpha transparency it seems, losing out on some of the outline and some of the effects, making it a bit off. Secondly, there's LSP.png which seems to contain the entire animation set for her little cutscene(I am almost led to believe half of the game's visual budget was split between player sprites and this single cutscene which has over 160 sprites!) which includes many of the sprites in FBLumpy but larger. I bet that her sprites were indeed resized, maybe relating to the shooter bit?
Here's a frame from the version on the site, the alpha-transparent version from FBLumpy and the version from LSP.png. She's also got her generic idle in LSP_Basic/LSP_NoShadow and the ash tray's separate sprite in LSP_Item. Others might be separated or have duplicates like this, though I doubt there are any that are this severe. (Besides there being more Lady Rainicorn sprites under FBUnicorn that have the same shrunken blur effect and a few attack effects for Finn and Jake scattered about)
EDIT: Oh, also, there's a special edition of the game that comes with a bestiary which should have the official names for everything that could be used on the sheets. While I'm sure a good AT fan could find out most, I'm thinking at least some weren't from the show at all, as well as things that might have appeared in the show with no name given that might be named here. So... uh, anyone happen to have that?
Ok, so I want to get these up on the site, because people are using the dodgy ones that are up at the moment.
If somebody could give me a run down of what I need to download, I'll get started making some basic sheets.
Of course! Do you have Dropbox? Might be a bit easier to organize files and stuff if we can do it communally
Heh, never thought having a dropbox would come in handy.
How would we use dropbox to organize the files and stuff? (I have a dropbox, but I have never used it before)
EDIT: Just realized how to share folders. Sent you a PM.