(06-27-2015, 08:56 PM)Daxar Wrote: [ -> ]What, 134 megapixels is too big?
Done.
Thanks. One of Ploaj's Mario & Luigi: Dream Team sprite sheets had the same problem, seems it's just too large to display on tSR (but works fine otherwise).
Toki Tori 2 had a .etx format that was known, but nobody bothered really ripping the images once the format was figured out. So I taught myself enough C# to use the converter library I found, and have started using
my sheeter program to stitch it all together.
The Toki Tori player character sheets themselves had this ONE extra frame the old version of my program couldn't delete. Derp. Anyway, finally got around to making a new version, which means this is done!
Finally figured out Engine Blacks .anim file format (Used in some WayForward games), so I started work on Mighty Switch Force! Hyper Drive Edition:
More from Mighty Switch Force H
Shantae and the Pirate's Curse (3DS/PC) had been started on by Ploaj, so I'm finishing it up:
New sheets:
Revised sheets:
And loads more added, too lazy to link them all
Sheets added 9/8/15:
That *should* do it for Shantae. Lots of nice sprites all around!
I've set your account up to automatically be approved. So you should be able to just freely upload to the site now
Well, thanks! I kinda felt bad for inundating you all in sprites over and over, so that'll help.
I don't think Dazz has ever once said "Guys, we just have too many high quality sprites. I don't know what to do."
wow!
These all look pretty awesome!
Updated wfLZEx and working on Shantae: Half Genie Hero:
These are amazing. Awesome work! Can't wait for the NPCs!
Righto then!
Still trying to figure out if the image format for some of these is correct. For example, Twitch and Vinegar are aliased images and look pretty terrible when zoomed in, while Vagabond is fully antialiased and looks quite fine (aside from the lossy DXT compression, which is expected). The image formats are set on a per-frame basis, and as far as I know the format identification process is all correct unless it's changed drastically since DuckTales. Ingame it doesn't look this bad, so I'm not sure if it's a filter that's applied at runtime, if the textures are downscaled slightly to get rid of the aliasing, or if I'm just misreading the format. I think I'll keep uploading what I have, and we can always go back later and revise if our understanding of the format improves in the future.