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Yoshi's Island omg

I thought for sure you'd finish the Metroid bosses. Tongue
Torizo really burnt me out, therefore I need some easier rips to get some energy back.
I think Crocomire might just need additional tiles and palettes, rest seems to be good. And maybe if Murphmario calls the enemy sheet off, I might do these too. But not now, I want to do something else.

Btw Rufaswan already extracted the Lunar 2 maps and gave me the files to sheet them, but they have multiple problems like black-eating layers, missing colours like some brown edges from the Magic Guild roof, wrong colours of entire tile sections (sand & stone garden in Horam) and some tiles which are just "off". I have to discuss this with him first, I don't want to submit incorrect maps.
So yeah, Yoshi's Island it is.
(09-29-2022, 12:09 PM)BarackĀ Obama Wrote: [ -> ]Torizo really burnt me out, therefore I need some easier rips to get some energy back.
I think Crocomire might just need additional tiles and palettes, rest seems to be good. And maybe if Murphmario calls the enemy sheet off, I might do these too. But not now, I want to do something else.

Btw Rufaswan already extracted the Lunar 2 maps and gave me the files to sheet them, but they have multiple problems like black-eating layers, missing colours like some brown edges from the Magic Guild roof, wrong colours of entire tile sections (sand & stone garden in Horam) and some tiles which are just "off". I have to discuss this with him first, I don't want to submit incorrect maps.
So yeah, Yoshi's Island it is.

Feel free to work on the enemy sheet whenever, I haven't worked on it in quite a bit.
You have no idea how excited I will be to finally nuke my old "miscellaneous" sheet from the site.
@Murphmario: Will do =)

@Ton: Not sure if I can get my hands on the enemies that easy, it seems everything is loaded in when needed, at least for most of the parts. I need to take a closer look, but the first impression of the VRAM is pretty bad, especially when compared to SMW and Super Metroid.

Anyway, here is WIP for the overworld:
They're both located inside the MemViewer when selecting FX as decoder and ROM as memory. The bg maps are inside SceneViewer when selecting mode 7 backgrounds.
Does anyone know when overworld Yoshi starts sparkling? Looks like he's about to throw a spirit bomb xD

Edit: It seems I was mistaken, most enemies are complete within the VRAM or the FX section of the ROM, they just don't use that many tiles.
And also found this, it's a unused Kamek sprite which is not even on TCRF:
[Image: kfaw3ki.png]
I found it inside the VRAM when you play one of the mini games (scratch cards). I used the EU version, not sure if it's inside the NA / JPN version too.

Edit 2: Seems like a scrapped SMB2 slot game:
[Image: 2xw2RcU.png]

Edit 3: Okay, the slot game is actually in the game (3:40):
https://www.youtube.com/watch?v=ppqzKXXEr5g
The Kamek sprite I found isn't, though.
Revised Title & Overworld for Yoshi's Island.

Maybe I should go for bigger and more complicated sheets? I guess anyone can rip the enemies and there is not really much to them, at least not tileset-wise.
I decided to rework the following sheets in the Enemy/Misc. section for Yoshi's Island:
- General Sprites ----> erased level tiles, renamed to General Sprites 1
- General Sprites 2 --> erased level tiles + enemies which are already on other sheets, revised the sheet with only the objects while the enemies get a new sheet (Various Enemies 2)
- Misc. Objects -------> erased level tiles, renamed to General Sprites 3
- Unused Enemies ---> changed section from Misc. to Enemies
- Basic Enemies ------> Renamed to Various Enemies 1
- Spear Guy ----------> Put on Dancing Spear Guy's sheet, the Spear Guy entry itself is revised to host Various Enemies 2. It's better than featuring this crappy sheet on the main site as a new submission.

There were also some boss parts from Prince Froggy and Fuzzy, but since they're already ripped I erased them too.
Icons and world maps.
Progress on the icons. I also realized that one of the bosses isn't ripped yet, so I just started on him.
Progress on Roger, also updated Kamek with SFX and palettes.
When it comes to enemies, I think most of the issues come from the rotations, not the sprites, if that makes sense. Like, Shyguy is easy to capture, but the foot rotations, or rolling along the ground after they're spit out lead to way too many "poses" on the sheet.
I think the best solution would be to rip the sprites that get rotated and point them out? Maybe?
I think it depends on the enemy. For example, Shy Guy has a moving animation which loops after 7 frames. Since 2 frames are doubled, they're actually 5 unique frames, which isn't much. The feet are just separate objects on fix positions, which means they don't look different each time you try to capture him.
Still have to take a look at the other enemies to determine what ripping method makes sense and what not.

For now, Roger the Potted Ghost was submitted, which means that all bosses for this game are finally complete.
Icons got a full re-rip too.

Also revised the Overworld / Title sheet with the JPN title.
Added tilesets to the world maps.
Looking great! Very thorough!
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