The VG Resource
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)



RE: Super Star Ultra - Batandy - 01-20-2009

The Marx's Dark hole is badly ripped.
ORIGINAL:
[Image: darkholeev0.png]


RE: Super Star Ultra - Omegakyogre - 01-20-2009

I never saw that sprite on the emulator, or on the DS. I never even remember seeing that in the tiles.

Are you sure that's correct? Where did you find it?


RE: Super Star Ultra - Carpaccio - 01-20-2009

I believe that's the zappy hole-thing Marx bursts out of when he comes out of the ground. I'm not sure if it's in Ultra or not. I think it's just an effect though rather than an actual sprite. In the original Super Star, that thing would move along the ground to indicate where Marx was going to pop up, and usually went slipping all around the place, trying to get under you if you stayed still too long. After some time it would widen up for a split second and Marx would fly up out of it.


RE: Super Star Ultra - Omegakyogre - 01-20-2009

I'm well aware of where it would be, and I certainly remember seeing a similar sprite in the SNES version of the game, but in Ultra it's just a black shadow. That's why I was wondering where he found it.

Oh, I get it. Batandy posted the original sprite from the SNES version of the game. You'll notice, however, that both DrShnaps' Marx Soul sheet and my Marx sheet have the same shadow sprite, because its the same for both characters and truly is just a black shadow with nothing in it.


RE: Super Star Ultra - Jermungandr - 01-20-2009

At least it appears that way on the emulator. I need to double check my actual DS cart but I don't see why it would be different ...


RE: Super Star Ultra - Omegakyogre - 01-20-2009

Hm! It appears the effects ARE there in the original cartridge!

Might it be the same sprite from the SNES version? They look awfully similar, and that'd make it much easier. Still though, it needs to be looked into.


RE: Super Star Ultra - Jermungandr - 01-20-2009

I can't get them to appear on ANY emulator. I don't understand why ...


RE: Super Star Ultra - Batandy - 01-21-2009

In this video you can see the original Dark Hole.
http://it.youtube.com/watch?v=2ItaZQdpy6Q


RE: Super Star Ultra - Jermungandr - 01-22-2009

Well okay. Apparently Marx Soul doesn't have the effect though, if this video (00:44) is any indication.


RE: Super Star Ultra - Batandy - 01-22-2009

No,
Marx soul has the flashy lighty things too.
Because i've beated the True Arena for 14 times.
Look at this DS true arena gameplay video
http://youtube.com/watch?v=RBDpepMgXxg&feature=related


RE: Super Star Ultra - Omegakyogre - 01-22-2009

I'm nearly done with Snack Tracks, but I do have one question:
Where might I find the file for it? There are a couple of sprites that have hidden pieces and I'll need to tile rip to get them- But I don't know where to find it.


RE: Super Star Ultra - platinumhorns103 - 01-22-2009

Snacky tracksy! Yayz!


RE: Super Star Ultra - Jermungandr - 01-23-2009

When I ripped the shooting game I had to rip the sprites from a savestate. Deathbringer explains how here:
http://www.spriters-resource.com/community/showthread.php?tid=2356&pid=34896#pid34896

The pallet should always be around 264656.


RE: Super Star Ultra - Hyper Gumba - 01-23-2009

DeDeDe´s castle,first hall (Revenge of the King)

[Image: hgdddcastle1sthallyg1.png]

My first rip ever made,did it per screenshot.
Can anyone tell how to use the Tilemolester?
I saw a few descriptions but I still don´t get it...


RE: Super Star Ultra - Omegakyogre - 01-23-2009

(01-23-2009, 07:52 AM)Drshnaps Wrote: When I ripped the shooting game I had to rip the sprites from a savestate. Deathbringer explains how here:
http://www.spriters-resource.com/community/showthread.php?tid=2356&pid=34896#pid34896

The pallet should always be around 264656.

Oh yeah, I forgot about savestates. Thanks.

@Hyper Gumba: Don't forget to rip the backgrounds as well if it hasn't already been ripped.