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Full Version: 16 Shades Of FURY: last page (Techokami's Sprite Dumpster)
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So I started a proper little project: revamp the sprites from Sonic 1 (Master System) into the style of Sonic 1 (Genesis/Mega Drive). However, it's a bit involved. Let me show you how I've been doing it:
[Image: s1sms_revamp_process.png]
First I take the original, then I stretch it horizontally to 125% of its normal size (this is the same scaling the Master System does to all graphics - it renders a 256x240 screen at 320x240). Now I touch up details that became terribly mangled due to the resizing as best to my ability, then flatshade the whole thing. Finally, using the corresponding Sonic 1 (Genesis/Mega Drive) sprite as a reference, I reshade the sprite, redrawing as needed to fix details like spines and the nose.

Also, please don't use this sprite until I'm done, thanks!
Pretty awesome job.
Awesome Job Tech.
I don't think this sheet is very site worthy, so I'm posting it here instead:
[Image: pacmanvs_rips.png]
The system it's for? It's a really fuzzy subject... this is both a GBA and a GameCube game at the exact same time - it used the GCN Link Cable to have GBAs for controllers. The players as the ghosts used the TV which showed everything in 3D, but only a limited area around each ghost, and the player as Pac-Man used the GBA screen to see the whole maze in a style very much like the older home console ports of the arcade games.

Colors may be terribly off as you can't get very far in the multiboot data in VBA, leaving me to just bullshit the palette.
LOOK AT ME, I PARK ON YOUR DOMAIN
[Image: s1sms_donesofar.png]
Again, please don't use these yet.
4th and 5th sprites looks as if he were standing under a lamp or something.
(10-15-2009, 09:34 AM)Maneko Wrote: [ -> ]4th and 5th sprites looks as if he were standing under a lamp or something.
Yeah, you might want to fix that Tongue
I had to sacrifice an extra shade on that head due to size and palette issues. But seriously, the Genesis sprite looks no different.
[Image: sonic1_walking_frame.png]
Hmm, yeah. I see what you mean. Maybe it looks better animated.
You're overdoing the lighting a bit; the bright shade is really harsh and spreads out over most of the head, so it looks drastic.
(10-15-2009, 10:55 AM)Techokami Wrote: [ -> ]I had to sacrifice an extra shade on that head due to size and palette issues.
wait what

i just skimmed through the thread but
why are you limiting your palette
contrary to popular belief, the computer is capable of displaying every color imaginable
I'm pretty sure he's sticking to the Master System limits.
oh

that makes a little more sense
(09-26-2009, 09:56 AM)Techokami Wrote: [ -> ]Dunno why you had to send it as a PM, I don't mind people posting stuff in my thread
Maneko Wrote:[Image: whatthehellim2.png]

There. I have NO idea of why in the hell these sprites were in that game.
Very odd, SMAS SMB1 sprites O_o
That's pirates for ya!
That can't be right. Natsume's not a pirating company.

Anyway, I checked through the ROMs of that game, and I see what Maneko meant about the Mario sprites. However...

[Image: TNW_MarioSprites1.png]
[Image: TNW_MarioSprites2.png]

Those are all from the same memory addresses in each version. The Japanese version has SMAS remnants, the US version has nothing, and the European version has random jargon. There's only one explanation I have for that -- the person who dumped the Japanese ROM didn't clean the data out after he dumped the Super Mario All-Stars ROM, so the values that didn't get overwritten are those of the SMAS ROM.

*has no clue if what I said was true or not*
(10-15-2009, 05:47 PM)Tonberry2k Wrote: [ -> ]I'm pretty sure he's sticking to the Master System limits.

No, because sonic 1 Sonic has 4 shades, not 3.

Wait, Master System. nvm.
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