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The big issue with this game, as you will find out, is that each stage uses its own set of sprites for the characters.
Level 1-4-6 are identical in terms of character sprites, with 4 having some grab frames for holding on Karnath. The rest is indeed unique and unfortunately, has black background to deal with (sprite outlines are identical with the bg colour).
As far as I can see, only level 1 has ripping-friendly backgrounds, the rest needs vSNES for literally every frame.

I think it's doable, but I will only do Pimple, since he's tied to player 1 inputs and also needs a better sheet.

Everything here is from level 1 with the grab frames missing. There is also nothing that can be separated with vSNES, not the horns or frame 2 for the hammer swing, even though it looks like the devs overlapped two sprites.

Edit: Added the grab frames and a few other things.
Recently I've been using a Snes9x mod which allows to change the background color: https://archive.org/details/snes-9-x-1.51-rr
Ah, nice. Unfortunately and as far as I remember, SNES9x doesn't have a screenshot function like ZSNES which makes it a bit of a hassle (needs AnimGet / ScreenGet instead).

It's probably fine for other games and the last straw if there are a lot of frames with clashing colours, but Battletoads also requires sprite separation with vSNES. Level 3 and 5 have bikes and the bonus sections + level 2 have Pimple attached to a gadget as well.
If you mean a pause/frame advance feature yes, it does have it. You can use pause/break to pause the emulation and \ (can be configured to another button in the hotkeys menu) to advance one frame. You can take screenshots with F12 (can also be configured).
Maybe you can use bizhawk? You need to use the bsnes variant as it gives you both a layer disabler and a tileviewer.
All SNES Wizardry games are now on the site:
https://www.spriters-resource.com/snes/w...lgamynjpn/
https://www.spriters-resource.com/snes/w...monsheart/
https://www.spriters-resource.com/snes/w...maelstrom/
https://www.spriters-resource.com/snes/w...cforgejpn/

I also did some stuff for Battletoads and Torneko again.
https://www.spriters-resource.com/snes/b...lemaniacs/
https://www.spriters-resource.com/snes/t...nodungeon/

@Magma MK-II & AFruitaday!:
Good to know, there are at least two games (Tengai Makyou Zero & Marvelous) which won't run properly or not at all with ZSNES and therefore vSNES can't be used.

If I decide to do them, I'll look both of them up.
Also this one: https://www.vg-resource.com/thread-41182...#pid675404
bsnes-rawpalettes by Random Talking Bush

Not sure which one of these three will be the best for these games, but I will find out.
Battletoads in Battlemaniacs (SNES) - Pimple
Progress.

Intro: not checked yet
Level 1: flattened sprites from boss fight
Level 2: side attack super & checking hands on frame 4, also more frames / palettes for pod
Level 3: walk frames complete?
Level 4: grab frames
Level 5: not ripped yet
Level 6: ok
Bonus 1: ok
Bonus 2: red mirror frames
I hate that Marvelous is such a pain to rip because the game's graphic are gorgeous.

Pimple is looking incredible!
Yeah, his sprites are pretty neat.

Battletoads in Battlemaniacs (SNES) - Pimple
Progress.

Intro: not checked yet
Level 1: flattened sprites from boss fight, scared from seeing the boss
Level 2: side attack super & checking hands on frame 4, also more frames / palettes for pod
Level 3: walk frames complete?
Level 4: ok
Level 5: ok
Level 6: ok
Bonus 1: ok
Bonus 2: red mirror frames
outro: walk frames x2

If someone ever wants to do Rash, use the slowdown cpu code in level 5 (refers to the rat enemy, not the snes chip):
DDCB-14D6
DDCF-1D66
DDC8-4D66
https://gamehacking.org/game/42310

It really helps.
https://www.spriters-resource.com/pc_com...lbion1995/

Doing a lot of Albion stuff.

UAlbion by CSinkers:
https://github.com/csinkers/ualbion
Quick tutorial:
Tl;dr put the game files (ALBION folder) in UAlbion, right-click on run.bat, choose "edit" and type pause at the end of the text file.
Install .NET 6. Then type -b Albion Unpacked into the target field on the properties of a shortcut to run.bat. Extraction stops? Press enter.
Extracted files are in UAlbion-mods-Unpacked-Assets (.PNG, .WAV). Maps are in .TMX and need to be ripped with Tiled (map editor).

Tiled v.1.10.2:
https://www.mapeditor.org/
This map editor opens the Albion maps, it can also change the bg colour of the tilesets. Some collision icons from the upper layer can't be turned off and need to be cut manually.

https://albion.wiki.gg/wiki/Category:2D_map_images
https://albion.wiki.gg/wiki/Category:3D_map_images
Tiled doesn't give you a preview, therefore having these maps on the wiki is pretty helpful.

Just in case I forget some details.
interior tileset (Albion, WIP):

Treasure of the Rudras (SNES)
https://www.spriters-resource.com/snes/treasurerudras/

Dragon God Ruins Tileset (Exterior, WIP)
[Image: auBFlj6.png]

The map itself is already submitted. I also revised a few icons with broken transparency.

Edit:
Walk Through Walls
6DD4-E7A5
Always sprinting
DDDB-E701
No Random Battle
7e092300

Sources:
https://gamehacking.org/game/44299
https://gamefaqs.gamespot.com/boards/564...u/46844031

The most useful codes.
I also have to trash the two maps I was working on, since ZSNES causes very small artefacts. I found out by letting my graphics program count the colours of each layer and then erasing them one by one. Guess I will use bsnes-rawpalettes by Random Talking Bush again.
Battletoads in Battlemaniacs (SNES)
Intro: ok
Level 1: ok
Level 2: pod frames
Level 3: walk frames complete?
Level 4: ok
Level 5: ok
Level 6: ok
Bonus 1: ok
Bonus 2: red mirror frames
outro: same as intro
Battletoads in Battlemaniacs (SNES)
Intro: ok
Level 1: ok
Level 2: punch frames + pod frames
Level 3: ok
Level 4: ok
Level 5: ok
Level 6: ok
Bonus 1: ok
Bonus 2: ok
outro: same as intro

Edit: Added more frames.
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