12-25-2009, 09:21 AM
Shin Megami Tensei for the Mega CD (the Japanese Sega CD).
Deathbringer's Rips Progress Thread
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12-25-2009, 09:21 AM
Shin Megami Tensei for the Mega CD (the Japanese Sega CD).
01-04-2010, 02:50 PM
(This post was last modified: 01-04-2010, 05:25 PM by Deathbringer.)
They're going to be colored and organized into classes like I did with the other games, but these have to be tile ripped since the sprites use black. I might do the first game too. Not a rip per se, I took a sprite of Highway Star and edited it to Gameboy standards, boredom really.
02-17-2010, 03:18 PM
I thought about doing Breath of Fire III, but Myria is making me reconsider.....
It only looks like that because I how I set TiledGGD up, I would assume that it would be more organized in PSX-VRAM. Thanked by:
02-17-2010, 03:48 PM
Not sure. Not always the PSX-VRAM helps assembling, but at least it usually only shows a small set of it all.
02-17-2010, 04:39 PM
I've seen how the game uses the VRAM, it loads things by area (Cedar Woods loads all of the background tiles, npcs, and enemies in that area, and so on...), except for the main party, at least for movement and battle, who only have a single sprite in the VRAM.
02-17-2010, 09:04 PM
(This post was last modified: 02-17-2010, 09:08 PM by Davy Jones.)
@Deathbringer: I use Animget to make screenshots and put the frames on a sheet + deleting the colour palette of the background (condition: the sheet is below 256 colours -> quality). This should be a better method, if there are some cutted elements of Myria, you can replace the parts with the data from PSX-VRAM.
And for the main party... haha, same problem with Guilty Gear, in this case PSX-VRAM is useless. I don't know if TiledGGD could help you, but I would use Animget too if they are as messy arranged as Myria here.
02-18-2010, 04:21 PM
Quote:I thought about doing Breath of Fire III,you must the sprites for BOFIII are gorgeous and do you realize how hard it is to find rips of them???
02-18-2010, 04:28 PM
I changed the Tile Size to 64*32, and this seems to work with not just Myria...
...but this is how I remember it being stored in the VRAM.
02-19-2010, 02:16 AM
I think it might be much easier with TiledGGD... GL
02-19-2010, 08:13 AM
I might have worded that last part wrong, I meant it is how the VRAM displays it.
02-21-2010, 09:27 PM
(This post was last modified: 02-21-2010, 09:34 PM by Deathbringer.)
I'm not going to post every tileset mostly because there would be way too many to do, but here are the folders they'll be in.
http://s560.photobucket.com/albums/ss42/...I/Enemies/ http://s560.photobucket.com/albums/ss42/...II/Bosses/ I might actually finish a couple sheets if they don't require much assembly, like the Eye Goo, for example. I'm also doing the NPCs, Bosses, and what not, since the files are done by area.
03-01-2010, 05:20 PM
(This post was last modified: 03-01-2010, 10:02 PM by Deathbringer.)
Here's the first boss of the game: As you can see, two frames of it's body are not used, which is kinda weird. That and the white foam which doesn't seem to have been used either.
03-02-2010, 07:41 PM
(03-01-2010, 05:20 PM)Deathbringer Wrote: Here's the first boss of the game:The unsued body frames are his moving animation (swimming), the foam is from the overworld version when the dragon appears. But swimming towards the heros is impossible because the battle background has no space for that. Even his overworld version was triggered like a random encounter, he appears out of nothing and attacks the group. In the SSSC-version you meet Dross and he calls the dragon which appears from the depths of the sea.
03-03-2010, 05:35 PM
03-04-2010, 02:05 AM
Are the ghost and cloud supposed to be on there twice?
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