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awesome anyway you can rip out 3d models?
This is Awsome! ^^
@esepablo:
I'm not very familiar with model ripping, therefore I will concentrate on sprites and textures first.

@kydogan: Thx =)

This time you get three bosses:
[Image: iconluceid.png]
http://img34.imageshack.us/img34/2434/luceid.png

[Image: iconbelselk.png]
http://img853.imageshack.us/img853/5895/belselk.png

[Image: iconboomerang.png]
http://img69.imageshack.us/img69/5504/boomerangq.png

Nearly finished Zeikfried & Zed, just a few details.
Cooool, Boomerang looks like Quick Man. Tongue
Now that you said it... Cute

The leader of the quarter knights, also the main villain in the game:
[Image: iconzeikfried.png]
http://img42.imageshack.us/img42/9872/zeikfried.png


No sunny breakfast for you tomorrow!

[Image: iconzed.png]
http://img43.imageshack.us/img43/4638/zedp.png


Great job! How much stuff is left in the game to rip, I wonder? It seems you've gotten a lot of the BG's, and you're working on enemies/bosses, you've done items (I think)...
I updated the list on the first site, there are still many backgrounds left and I will only do the dungeons. At the moment, the cities are too annoying to rip for me and not as interesting as the other tilesets. I will also not rip the items, because they're too time expensive. The enemies... yeah, now I will fight with duplicates.

My theory: The developers created different sets of high-colour-sprites which they wanted to use in different areas. Each of this sets had more than 256 colours, nevertheless they reduced them all to 8-bit.

Now we have dozens of different sets but with identical sprites and different colour gradients. Luckily, most of the enemies and bosses are uneffected cause they were stored in a different file. Exceptions are Alhazad, Lady Harken's transformation to Elmina & vice versa, Agaless, Cap'n Geist & Ceracenian. Agaless & Alhazad have also transparency problems with their black parts.

Even more worse than the enemies are the main characters and the NPCs. In this case, every single sprite is affected. I really don't want to spam my sheets with countless twin sprites just due to the colour gradient, but it feels kind of incomplete when I miss them.
Hmm, would it be possible to simply include palettes for each sprite, or would it just be easier to have each sprite? I'd do that too, I wouldn't wanna miss anything. Tongue
Like the fighters from Mortal Kombat (SNES), the main chars and NPCs have no specified palette. They were drawn, scanned and colour-reduced.

It would be far easier to have each sprite, but as said this would result in a giant sheet with lots of duplicates.
[Image: iconmotherfried.png]
http://img695.imageshack.us/img695/6278/motherfried.png

Fun fact: Rogue Galaxy has also a "Mother" enemy, but this one lasted longer than 10 seconds.

Fun fact 2: In both games, they are not the final boss but the second last.
Awesome as always! You seem to be really good at these PSX rips. Smile
I'm ripping for years and I can say it gets easier and easier the more you gain experience through all the games. Nevertheless, I don't like characters with a huge range for their animations, especially when you have to get them from different places in the game. Therefore I focus on monsters, tilesets and battle backgrounds, they can't run away from me (mostly).

Tilesets:
[Image: iconmountainpass.png]
http://img842.imageshack.us/img842/5381/...inpass.png

Resubmitting:
[Image: iconvolcannontrap.png]
http://img24.imageshack.us/img24/9126/volcannontrap.png
Added a few additional sprites and the orb animation, also changed the palette for the small rocks.

WIP:
http://img845.imageshack.us/img845/9312/mother.png
Probably my next enemy sheet.
(04-21-2011, 02:18 PM)Davy Jones Wrote: [ -> ]WIP:
http://img845.imageshack.us/img845/9312/mother.png
Probably my next enemy sheet.

That enemy looks a lot like Motherfried.
Great job Davias Big Grin
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