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Super Star Ultra - Printable Version

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RE: Super Star Ultra - GrooveMan.exe - 09-24-2008

Ok, so the Hat sprites are separate from the kirby sprites? That's pretty neat, actually; although it leaves some questions as to how the sheets would be arranged. Kirby and Hats separate, or Kirby with each hat? I'd prefer the former (increased ease of customisation), but that's just me.


RE: Super Star Ultra - Raccoon Sam - 09-24-2008

Smashing job!
I finished doing the tutorial video. I'll upload it later on today.
As for the 'new' Tile Molester file, it's on the attachments panel. Grab it there and overwrite your old tmspec..! It's named as tmspec.txt, since the attachment system doesn't accept XMLs. Just rename it as 'tmspec.xml' and you're ready to roll.


RE: Super Star Ultra - Omegakyogre - 09-24-2008

(09-24-2008, 05:01 AM)GrooveMan.exe Wrote: Ok, so the Hat sprites are separate from the kirby sprites? That's pretty neat, actually; although it leaves some questions as to how the sheets would be arranged. Kirby and Hats separate, or Kirby with each hat? I'd prefer the former (increased ease of customisation), but that's just me.

Yeah. When you think about it, it's a better way to store the sprites in terms of space usage on the cartridge-- Squeak Squad had a lot of redundant sprites since Kirby was separate on every sheet.
It makes it a pain to rip, though, because there's a lot of guesswork in trying to figure out which hat goes on which Kirby. I'm probably going to wind up combining Kirby with his helmet with the Cutter sheet just because it's easier on the end-user. (Though, the hats on their own should be included anyway.)


RE: Super Star Ultra - Raccoon Sam - 09-24-2008

[Image: kirby452.png]
Behold, the Kirby rip..!
Too bad it's incomplete. I don't intend ripping it fully. Think of it as a 'proof' that ripping is feasible.

Also, I hit some problems with the tutorial vid. Turns out the audio was malformed. I'll have to re-do this.


RE: Super Star Ultra - Goemar - 09-24-2008

Quote:for personal projects

Surely this means he doesn't want help?


RE: Super Star Ultra - Jermungandr - 09-24-2008

I'm having a problem similar to the one omegakyogre was having with the pallet, only I'm sure I have the right version because RGB is an option. Let me run down exactly what it is I'm doing so you can correct me if I'm screwing this up:

- I opened the file abea.b
- I found that the hex position for the beginning of the garbage is 00003f40 (right?)
- I found the decimal number for this position via http://www.google.com/search?hl=en&q=0x3f40+in+decimal&btnG=Search
- I go to Pallet > Format and set it to 15bpp RGB (555)
- I go to Pallet > Import From > This File
- I set the offset to 16160, the size to 512, and the format to 15bpp RGB

But after doing all that the pallet doesn't change at all. I've tried this with both Intel and Motorola and get the same results. I tried changing the size to 1024 and still nothing changes. What am I screwing up?


RE: Super Star Ultra - Omegakyogre - 09-24-2008

(09-24-2008, 10:12 AM)Drshnaps Wrote: I'm having a problem similar to the one omegakyogre was having with the pallet, only I'm sure I have the right version because RGB is an option. Let me run down exactly what it is I'm doing so you can correct me if I'm screwing this up:

- I opened the file abea.b
- I found that the hex position for the beginning of the garbage is 00003f40 (right?)
- I found the decimal number for this position via http://www.google.com/search?hl=en&q=0x3f40+in+decimal&btnG=Search
- I go to Pallet > Format and set it to 15bpp RGB (555)
- I go to Pallet > Import From > This File
- I set the offset to 16160, the size to 512, and the format to 15bpp RGB

But after doing all that the pallet doesn't change at all. I've tried this with both Intel and Motorola and get the same results. I tried changing the size to 1024 and still nothing changes. What am I screwing up?

It's got to be the same problem I was having.

Instead of typing in 512, try cutting it in half and trying it again. I had to retry until I reached 64 before the palette changed (but after that it finally worked correctly Big Grin)

That's what fixed it for me, at least.


RE: Super Star Ultra - Jermungandr - 09-24-2008

Oh wow, that worked. Well, kinda. It turned black when I cut it in half but after that I just browsed the pallet select a few frames and the correct pallet popped up.


RE: Super Star Ultra - Omegakyogre - 09-24-2008

(09-24-2008, 11:44 AM)Drshnaps Wrote: Oh wow, that worked. Well, kinda. It turned black when I cut it in half but after that I just browsed the pallet select a few frames and the correct pallet popped up.

That usually means you were off with your offset. I'd double check it, keeping in mind that the cell only tells you the hex location of the upper-left 8x8 tile.


RE: Super Star Ultra - EliteKill - 09-24-2008

Hi everybody, I'm new here (and to ripping) and I need some help. I have unpacked the rom and got a ton of "Files" with no extensions. Other than that are the before-mentioned .b files and the .vx movie files. Now, I have no idea where the sprite files are and how to open them and the .b files. Any help? I'm a good learner and I can help this project...

PS: The sprites I currently need are the playable Meta-Knight ones.


RE: Super Star Ultra - Omegakyogre - 09-24-2008

(09-24-2008, 01:39 PM)EliteKill Wrote: Hi everybody, I'm new here (and to ripping) and I need some help. I have unpacked the rom and got a ton of "Files" with no extensions. Other than that are the before-mentioned .b files and the .vx movie files. Now, I have no idea where the sprite files are and how to open them and the .b files. Any help? I'm a good learner and I can help this project...

PS: The sprites I currently need are the playable Meta-Knight ones.

You need a program like 'Tile Molester' to open the .b files. These .b files are the ones that contain the sprites. Check the previous page for a short explanation of how to get ready for ripping using TM (it should be near the bottom). If you have any troubles, post here. Be sure to read through the thread first in case your question has already been answered.

The file that contains Meta Knight is titled hmet.b.


RE: Super Star Ultra - EliteKill - 09-24-2008

Wow, I'm confused. I used to work with Photoshop, but I never worked wit tile programs. I am willing to help, but maybe a quick guide? Here is what I got when I opened up hmet.b:

http://i35.tinypic.com/sdin3c.png


RE: Super Star Ultra - Random Talking Bush - 09-24-2008

(09-24-2008, 02:16 PM)EliteKill Wrote: Wow, I'm confused. I used to work with Photoshop, but I never worked wit tile programs. I am willing to help, but maybe a quick guide? Here is what I got when I opened up hmet.b:

http://i35.tinypic.com/sdin3c.png
View > Codec > 4bpp linear, reverse-order. That should make the sprites show up.

As for the palette, it's (usually) at the bottom of the sprite file. Raccoon Sam already explained how to get it. (I use GGD to help get the palette offsets, though.)

(09-24-2008, 01:56 AM)Raccoon Sam Wrote: 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 - platinumhorns103 - 09-24-2008

lol, blinking has 3 frames!


RE: Super Star Ultra - Omegakyogre - 09-24-2008

(09-24-2008, 03:27 PM)platinumhorns103 Wrote: lol, blinking has 3 frames!

I know! It's so weird.

Not only did they give unimportant things extra detail, it seems they left out a lot of details in things like Cutter Kirby's Final Cutter.

Here's what I mean:
[Image: FinalCutter1.jpg]
They were really lazy in making Final Cutter. The only reason why you can'tell in-game is because most of the time Kirby shoots up off screen and moves to quickly to see. Still, they could have done something with it. Like:
[Image: FinalCutter2.jpg]
Even something small like that would have been an improvement.

For some reason Photobucket is compressing my images for no reason whatsoever. It probably just hates me.

Quote: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
I need to honor this quote by making it my signature. It shall be done.