The VG Resource

Full Version: various rips
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
Pimple is done, finally.

Hey Ton, can you accept my RPG Maker 2003 rip? The tilesets on it are free add-ons by the developer, not paid DLC or anything.
That was my worry. Thanks for clearing it up. Tongue
Mechwarrior 3050 (SNES)
https://www.spriters-resource.com/snes/mechwarrior3050/

MadCat (Gameplay, WIP)
[Image: qtIUlOG.png]

Shadows are separatable with vSNES, otherwise it's a complete sheet minus intro and sfx.

Edit: Turns out the head rests on a metal plate and can turn in any direction while also moving in any direction:
https://www.youtube.com/watch?v=B2gK5oZmidk
30:09

Edit 2: And if you look closer, it turns out the head only has three frames for each direction, bopping from the left to the right and also having a frame for being in the middle.
Still trying to find the best setup for ripping Rudra:

Snes9x 1.6
Wrong colours, cut off background. Quicksaves for all Snes9x versions work with vSNES.

Snes9x-1.51-RR
Wrong colours, cut off background. Can change bg colour from black to red, blue, green, etc.

Snes9x-1.60-RR
Wrong colours, cut off background. Starts recording just when you start the emulator, bg colour change is no longer possible.

bsnes+
Wrong colours, cut off background.

bsnes-mt
Wrong colours, cut off background. Has nice integer scaling, but blacks out / crashes frequently. "mt" stands for Marat Tanalin.

bsnes-rawpalettes
Correct colours, cut off background. Made by Random Talking Bush.

ZSNES 1.51
Correct colours differ per game and usually affect the background tiles. Ys IV, Secret of Evermore, Arabian Nights and Rudra show artefacts. Quicksaves work with vSNES.

vSNES 2.91
Loads quicksaves from ZSNES and Snes9x, always shows correct colours. Has viewer for palettes / tiles / current scene and is able to erase sprites which overlap other sprites. Can also capture mode 7 maps and erases ripple / screen tone / deformation. Background colour change is also possible.

Bizhawk 2.91
Can only use Snes9x and bsnes cores. As far as I can see, bsnes-rawpalettes isn't a core that can be utilized by BizHawk.

YY-CHR old: 0.99-b2 / new: 20210606
I assume it's better at tile ripping than vSNES? I only tried it a handful of times.
felipemoraesmoura Wrote:Use Zsnes and create a savestate file where the character you want to appear shows on screen, go to Pallet, Load Emulator State File, the correct collors for your char will be shown in the Pallet lines.
Finding the palette is apparently pretty easy.
Currently doing maps with bsnes-rawpalettes:

Sacred Forest, Gomorrha City
Giant's Tower, Vairocana Ruins, Small Church, Tuhla Ruins
All maps are WIP and cut off the top / bottom (will be completed with tiles from the map). The Tuhla Ruins also have some hole in a few tiles, have to look into that.

Dragon God Ruins (Exterior) and Desert Ruins (Exterior) are already done.
Treasure of the Rudras (SNES)
https://www.spriters-resource.com/snes/treasurerudras/

Thor Volcano, Delphi Mountain, Mantra Peak
All WIP. Castles are next.
Sacred Gate, Cryunne Castle, Sodom Castle / Dannan Temple, Eremias' Mansion
WIP, no layers. These come next.
The mountains from before don't even have any layers, only a background panorama.
Rudra has now its own thread in "Ripping Projects":
https://www.vg-resource.com/thread-42535.html

And now for something completely different:
https://mega.nz/file/JNIC0ZiS#7DpH_Z3T5y...XGZhNUwKOs
[Image: nIaez8o.gif][Image: kBrHQOy.gif][Image: g23Qx6a.gif][Image: JI8Ch2L.gif]

Romancing SaGa 3 Character Sets, made for Hacks but also being compatible with RPG Maker 2000 / 2003, since the sprites fit perfectly into the rpg maker charset template.

Ryan914 posted a lot of them here ages ago, but the imageshack links are long dead.
https://gamefaqs.gamespot.com/boards/248...192?page=2

There was a full website with these and my archive covers like over 1000 character sets, also monsters and misc. stuff (I don't remember the name or the adress of the site, but it was in Japanese).
Obviously I can't submit them to TSR, but I thought it would be nice having a download link for them. 12 of them are corrupted, though (I put them in a separate folder). Not sure if these can be recovered.
Oh, those are awesome.
WIP

Not going to rip a lot from this game, maybe this is the only one beside my older rips.
Ripped with bsnes-rawpalettes, the sfx layer can only be seen in the tilemap viewer or by using vSNES.

Edit:
Edit 2:
Testing the waters for a new game. In the pot we have Terranigma, Lufia 2 & Tales of Phantasia.

Maps use wrapping and repeat themselves.
The repeated versions don't have NPCs or teleports, they also show glitch tiles on certain areas.
Tiles are messy and useless.
Every place on the world map can be entered, except Gratze Kingdom.

No map wrapping, sometimes the game crashes when you go off the map.
This game is perfect for tilesets, since the dungeons are kinda big and not very interesting in terms of mapping.
A lot of places on the world map are not trespassable.

Haven't tried Terranigma so far.

Rips were all done with bsnes-rawpalettes. For Tales of Phantasia, I'll probably switch to ZSNES / vSNES since the latter one can tell me which tile uses which palette.
bsnes-rawpalettes strength is map ripping anyways (true colours, tile map viewer against bg eating tile colours).
This game needs the tile viewer, since black is the default bg colour. Kinda annoying, since it bloats up the ripping process.
Most of the lower layer can be put on a black bg (transparent selection) with a few snippets here and there being replaced with images from the tile viewer, since they use transparency.
The upper layer on the other hand needs everything from the tile viewer.

Pretty sure I'll go with Tales of Phantasia, since the tilesets are way easier to do.
Last one before completion:

Edit:

Example for replacing the layer with tile map viewer stuff.
If you move correctly, you can cut out an entire screen without puzzling stuff together. Incorrect movement on the other hand causes wrong rows or columns from other parts of the map to show up.
The left square for example misses part of the wodden hut above the door, since I wasn't moving accordingly.

TL;DR map contents move with player character and you can screenshot the whole current map layer instead of pieces

Edit2: Lufia 2 codes:

Walk Through Walls Overworld
DDBE-4FBC
JPN: DDC8-4DE0
No random battles on the map
7E1170:00
No Random Battles on World Map
7E11E3:00
https://gamehacking.org/game/43603

Walk thru walls in dungeons
6D21-44AE
6D8F-176E
Alt. Walk thru walls (hold B)
7E057CFF
https://gamefaqs.gamespot.com/boards/588...s/72335241
I really love the SNES Lufia games. They're up there with Lunar and Grandia as RPG series that don't get enough attention.
Yeah, Lufia 2 is easily in the top 5 best looking SNES RPGs, just look at the castles:
https://www.vg-resource.com/thread-42762.html

Also discovered that if the room is too small, you cannot manipulate the tile map viewer into showing the entire map pre-assembled.
This doesn't pose a problem, though. The interior rooms are pretty easy to rip.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29