Super Star Ultra - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: The Resource (https://www.vg-resource.com/forum-85.html) +----- Forum: The Spriters Resource (https://www.vg-resource.com/forum-5.html) +------ Forum: Ripping Projects (https://www.vg-resource.com/forum-33.html) +------ Thread: Super Star Ultra (/thread-2356.html) |
Super Star Ultra - Jermungandr - 09-23-2008 COMPLETED SHEETS Abilities [BEAM] Helpers / Playable Characters Enemies Backgrounds Other Checklist: = This sheet isn't done. = Someone is working on this sheet (don't steal!). = This sheet is complete. Kirby - Drshnaps Beam (Ability) - Seiryu's Tea Waddle Doo (Buddy) Bomb (Ability) - Omegakyogre Poppy Bro. Jr. (Buddy) - Sploder Copy (Ability) - RTB T.A.C. (Buddy) - Drshnaps Cutter (Ability) - Omegakyogre Sir Kibble (Buddy) - Omegakyogre Fighter (Ability) - Omegakyogre Knuckle Joe (Buddy) - Drshnaps Fire (Ability) - Drshnaps Burning Leo (Buddy) - Drshnaps Hammer (Ability) - Drshnaps Bonkers (Buddy) - Sploder Ice (Ability) - Omegakyogre Chilly (Buddy) - Drshnaps Jet (Ability) - Omegekyogre Capsule J2 (Buddy) - Drshnaps Mirror (Ability) - Omegakyogre Simirror (Buddy) - Drshnaps Ninja (Ability) - Drshnaps Bio Spark (Buddy) - Drshnaps Parasol (Ability) - RTB Parasol Waddle Dee (Buddy) - RTB Plasma (Ability) - Drshnaps Plasma Wisp (Buddy) - Drshnaps Stone (Ability) - Drshnaps Rocky (Buddy) - Drshnaps Suplex (Ability) - Omegakyogre Bugzzy (Buddy) - Drshnaps Sword (Ability) - Drshnaps Blade Knight (Buddy) - Sploder Wheel (Ability) - RTB Wheelie (Buddy) - Sploder Wheelie Rider - Sploder Wing (Ability) - Geo the Fox Birdon (Buddy) - Drshnaps Yo-Yo (Ability) - RTB Gim (Buddy) - Drshnaps Cook (Ability) - RTB Crash (Ability) - RTB Mike (Ability) - RTB Paint (Ability) - RTB Sleep (Ability) - RTB Common Effects (warpstars, explosions, etc.) - Drshnaps Starship & Helper - Omegakyogre Playable Meta Knight - Drshnaps Sword Knight (Buddy) - Sploder Common Enemies - Deathbringer Ability Enemies - Deathbringer Mid-Boss All Stars 1 (Chef Kawasaki, Bonkers and Bugzzy) - Drshnaps Mid-Boss All Stars 2 (Poppy Bros. Sr., Mr. Frosty, Iron Mam and Jukid) - Drshnaps Meta Soldiers - Drshnaps Whispy Woods / Twin Woods - RTB Lololo and Lalala - Solink Kracko Jr. / Kracko - Drshnaps King Dedede - Drshnaps Dyna Blade - Drshnaps Fatty Whale - Deathbringer Computer Virus - Deathbringer Chameleo Arm - Drshnaps Wham Bam Rock - RTB Main Cannon #2 (Combo Cannon) - RTB Heavy Lobster - Omegakyogre Halberd Reactor - RTB Meta Knight - Drshnaps Galactic Nova Nucleus (Heart of Nova) - RTB Marx - omegakyogre Kirby Card Swipe - Deathbringer Kirby on the Draw - Drshnaps Snack Tracks Misc. Items - Jaabi & RTB Stage Icons - Drshnaps Gourmet Race - RTB *SPOILERS BEYOND THIS POINT* True Mid-Boss All Stars (Tick Tock, Grand Wheelie, Phan Phan and Flame Lion) - Drshnaps Whispy's Revenge - RTB Lololo and Lalala's Revenge - Solink Kracko Jr.'s Revenge / Kracko's Revenge - Drshnaps Kabula - Sploder Masked Dedede - Drshnaps Wham Bam Jewel - RTB Galacta Knight - Omegakyogre Marx Soul - Drshnaps Boss Files: b0 = Whispy / Twin Woods b1 = Whispy's Apple b2 = Whispy's Apple (again?) b6 = Lololo & Lalala b7 = Kracko b8 = Misc. SFX b9 = King Dedede bf10 = Dyna Blade b11 = Kirby sprites for cutscene after Dyna Blade fight b16 = Fatty Whale SFX b20 = Computer Virus Windows b21 = Computer Virus SFX b22 = Computer Virus SFX b23 = Computer Virus Slime b24 = Computer Virus Doll b25 = Computer Virus Magician b26 = Computer Virus Knight b27 = Computer Virus Dragon b36 = Chameleo Arm b40 = Wham Bam Rock b42 = Heavy Lobster b44 = Combo Cannon b45 = Combo Cannon SFX b47 = Halberd Reactor SFX b48 = Meta Knight b49 = Winged Meta Knight b50 = Heart of Nova b51 = Marx b56 = Kabula b59 = Cutscene Sprites? b62 = "GET IT!" Hammer platform b63 = Masked Dedede SFX b65 = Masked Dedede b66 = Lololo & Lalala's Revenge b67 = Kracko's Revenge b68 = Galacta Knight b70 = Marx Soul b92 = Grand Wheelie RE: Super Star Ultra - Chdonga - 09-23-2008 Kirby doesn't look like the SNES Kirby!? How dissappointing! Well I can't wait to see it finished. RE: Super Star Ultra - A.J. Nitro - 09-23-2008 It looks like a mix between Kirby Advance Style and Super Star. And I don't like the dark colors. RE: Super Star Ultra - Geo the Fox - 09-23-2008 God dammit, someone is already starting to rip this? Drshnaps, may I help? I'd need you to teach me how, but I really wanted to rip from this game!! Oh, and the colors are too dark. RE: Super Star Ultra - Random Talking Bush - 09-23-2008 (09-23-2008, 09:38 PM)Geo the Fox Wrote: Oh, and the colors are too dark.VGA (Poppy Bright) should fix that, DrShnaps. Would you mind if I helped out with the ripping project? If so, I would like to rip the following (for now, I'll request some more later): HELPERS: Parasol Waddle Dee T.A.C. OTHER: Copy Icons (Never mind, Jaabi ripped most of those. I'll just help him out with that instead. ) ...Oh, and in the game, Capsule J is redesigned, and is called "Capsule J2". (Probably because the original looked a lot like TwinBee.) Also, BELOW IS SPOILERS OF ALL THE NEW ENEMIES AND WHATNOT! Quote this post to be able to see them. (You can add this to your post if you want to, DrShnaps.) Enemies (Return of the King) Tick-Tock Giant Wheelie Phan Phan Fire Lion Whispy Woods' Revenge Lololo and Lalala's Revenge Kracko / Kracko Jr.'s Revenge Kabula Masked DeDeDe Wham Bam Jewel Galacta Knight [u]Marx Soul RE: Super Star Ultra - Raccoon Sam - 09-23-2008 I took a look into the ROM's contents, and apparently the vast majority of sprites are compressed under some 'z-' compression, which Arcnor seems to know about a little(?). Actual palette files shouldn't be a problem; their sizes are quantized and are named appropriately. What's actually known are the .b files. Many of them are located in ./rom/pd/, and from what I think, they're Kirby hats. Not 100% sure since I just looked around for a bit. The graphics are 4bpp Linear, reverse order, and the palettes are ordinary 15bit RGBs at the very end of the file. What are you waiting for? Get rippin'! <- just a snippet. I don't intend ripping the whole sheet. RE: Super Star Ultra - Omegakyogre - 09-24-2008 (09-23-2008, 11:05 PM)Raccoon Sam Wrote: What's actually known are the .b files. Many of them are located in ./rom/pd/, and from what I think, they're Kirby hats. Not 100% sure since I just looked around for a bit. The graphics are 4bpp Linear, reverse order, and the palettes are ordinary 15bit RGBs at the very end of the file. What are you waiting for? Get rippin'! There seem to be .b files for all of his helpers as well, and a large file that contains regular kirby. I made a quick test rip: (For some reason the image was JPEG'd...) 'Threw in a Squeak Squad kirby for comparison. I did a quick recolor of the ripped sprites because I didn't know where to find the .b pallete files... Could you explain the process of getting it set up? I'd like to help with this as well, if it's no trouble. RTB probably doesn't remember me, but I was the one who ripped Cutter Kirby from Squeak Squad a very, very long time ago. (Guess which hat I'd be ripping.) RE: Super Star Ultra - SmithyGCN - 09-24-2008 If Tahaxan would work on my laptop, I'd help. <=/ So all I can do now is sit on the sidelines and root for the team. Yay team. RE: Super Star Ultra - Raccoon Sam - 09-24-2008 (09-24-2008, 01:17 AM)SmithyGCN Wrote: If Tahaxan would work on my laptop, I'd help. <=/Now now, we don't want anyone to be left out Are you sure you downloaded all the necessary runtimes for Tahaxan? You need them in order to make the app run. Download 'em here. As for Omegakyogre: That's super awesome! Are you going to rip it completely? Either way, about the palettes; If you're using Tile Molester (which you really should), go to the very, very end of the file, and observe where the normal sprites end and where the garbled mess starts. The seam between those two is the start of the palette data. Resize the canvas to 1x1 so you have a 8x8 pixels view, and slowly push right and left keys so you get the absolute offset of the garbage's starting point. Once you're there, check one of the cells in the bottom of the window that has the offset in hex, and convert it to decimal. The rest is just self-explanatory. Hit 'Palette > Import from.. > this file...' and type in the decimal offset, select "15bpp RGB" from the 'palette type' drop-down menu, set the size to 512 (I'm sure that's enough. If palettes are missing, shift it to 1024 or something) and hit OK. If you fail - - Check the offset again. It's pretty much always an absolute value (like, 0x54390, NOT 0x5438F. Ends in 0.) - Change the byte order from the import palette menu. I don't remember if it was Intel or Motorola, try both. If you succeed - - You're awesome RE: Super Star Ultra - Omegakyogre - 09-24-2008 (09-24-2008, 01:56 AM)Raccoon Sam Wrote: As for Omegakyogre: That's super awesome! Are you going to rip it completely? Either way, about the palettes; Good sir, your kindness and helpfulness on these interwebz is both admirable and freakin' shweet. You are an inspiration to mankind's internet population. To the point: I'll give it a try and see if it works. Thanks! And yes, if I can get it to work, I'll be ripping the entirety of Cutter Kirby, at least... It may take a while considering my massive work schedule, but it shall happen. RE: Super Star Ultra - Raccoon Sam - 09-24-2008 Good luck, and thanks..! I'm at school at the moment, but I'll get home soon enough and make a video guide for anyone who wants to attempt this. RE: Super Star Ultra - Omegakyogre - 09-24-2008 (09-24-2008, 02:16 AM)Raccoon Sam Wrote: Good luck, and thanks..! Hmm. There seems to be a problem: Whenever I find the correct offset for the "garbage" (aka Palette), and put all of the information into TM, none of its palette changes; it stays on the same palette it had on previously, regardless of which one it was. What's really odd is that this phenomenon only occurs when I use the offset for that 'garbage' data. Whenever I use any other (incorrect, but it was for testing purposes) offset, the palette changes to something. I've tried both ajet.b and cjet.b along with hbio.b and acut.b, and all of them do the same thing. I've tried Intel and Motorola. A quick check: My window is entitled "Import Internal Palette" (got there through Palette>Import From>This File), and the only 15bit option is entitled "15bpp BGR (555)" (I noted the BGR instead of RGB...). Is this correct, or do I have a different version or something? What on earth could be the problem? EDIT: More information... Offset found for acut.b was 21880 (dec), or 0x5578. EDIT AGAIN: I got it working, it just wasn't nearly as easy. I was testing how high I could tell the offset to go, when I discovered (eventually) that if I set the offset to 21016 (required tweaking to get the palette aligned correctly; started with 21000) and then jumped forward using the palette selector, I could get where I needed to. Thanks for all of your help! RE: Super Star Ultra - Ton - 09-24-2008 Wow, this game has loads of new content. I'm no good with DS ripping, but I eagerly await your work, guys. RE: Super Star Ultra - Raccoon Sam - 09-24-2008 omegakyogre Wrote:ProblemsOh..! You don't have the 'latest' version of Tile Molester.. In fact, I don't remember if it's even available on the internet. Just in case, check Ragey's site. The 'current' Tile Molester doesn't support 15bpp RGB palettes, but you can easily modify the tmspec.xml file to do so. I get home soon enough, so I can check out my Tile Molester and send you the necessary files. The problem you had with the palette not changing was too big palette. It attempted to read palette data beyond the End-of-file. If a palette doesn't change, shrink the size to half. EDIT: I'm on my way home right now. RE: Super Star Ultra - Omegakyogre - 09-24-2008 (09-24-2008, 03:12 AM)Raccoon Sam Wrote: Oh..! You don't have the 'latest' version of Tile Molester.. In fact, I don't remember if it's even available on the internet. Just in case, check Ragey's site. The 'current' Tile Molester doesn't support 15bpp RGB palettes, but you can easily modify the tmspec.xml file to do so. Alright, cool. Thanks. Using what I've got now works, but having the latest and greatest will certainly be useful. Here's what I've got so far: http://i164.photobucket.com/albums/u33/omegakyogre/CutterKirbySSU.png |