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I skipped the villagers, sheet is full enough:
http://img832.imageshack.us/img832/9950/npcs.png
Yes, this spell is called "Summon Demon", but the Sylphs are not called "Summon Sylph", therefore I made a new icon:
http://img835.imageshack.us/img835/2620/summondemon.png
Posts: 3,964
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Posts: 3,964
Threads: 107
Joined: May 2008
Posts: 3,964
Threads: 107
Joined: May 2008
08-04-2010, 02:36 PM
(This post was last modified: 08-04-2010, 02:48 PM by Davy Jones.)
Hah, I found the palettes for the battle backdrops:
overlayer: 0/488
ground: 16/490
bg: 0/489
This is enough material to overtake Lunar SSSC, I think.
My first BB's (Batte Backdrops) from this game:
http://img835.imageshack.us/img835/8166/...roombb.png
http://img444.imageshack.us/img444/3138/...ealmbb.png
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Jamir (progress):
http://a.imageshack.us/img823/4480/jamirarcknight.png
PSX-VRAM is very useful for overworld chars, battle backdrops and tilesets, but this tool fails at battle sprites for monsters and mainchars. It shows only one or two sprites of a mainchar and ONE sprite of a monster.
I wonder if there are some alternatives, I think I will try PSicture.
Smithy had this to say;
Davias seems to think vram fails at battle sprites. He seems to misunderstand that the vram only shows what is currently loaded. Namco only loaded one sprite at a time for their early Tales of games.
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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yeah, it's not in general. I ripped from other PSX-games and had no problems with battle sprites in combat systems.
But in the specific case of ToP, it fails as a decent ripping tool. I know it's possible to view every single sprite from this game with PSicture, but I am unable to get this tool to work with just a BIN-file on my PC (but it works very well if you have a physical copy of the game).
If there are no alternatives, I have to go the hard way and make quicksaves everytime Jamir makes a different pose. That was easy while I ripped Odin, but Jamir is faster and has way more sprites.
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08-06-2010, 10:05 AM
(This post was last modified: 08-06-2010, 10:07 AM by Davy Jones.)
I've already ripped over 25 battle backdrops, I will do the rest in a few days and submit them in a zipped package.
Progress on Jamir:
http://a.imageshack.us/img715/4480/jamirarcknight.png
This sheets needs 5 sprites to be complete, these monsters are not as hard to rip as I thought. I can stop the fights with the menu and slow down the game with Animget, in every case it's easier than ripping the critters from Lunar SSSC or EBC.
Edit:
@Tonberry: Don't forget the stuff from post #17
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08-06-2010, 02:35 PM
(This post was last modified: 08-06-2010, 02:45 PM by Davy Jones.)
Posts: 3,964
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08-06-2010, 03:49 PM
(This post was last modified: 08-06-2010, 03:50 PM by Davy Jones.)
Update on Arche Klaine:
http://a.imageshack.us/img835/2227/archeklaine.png
And some random WIP-stuff from different RAM-files, Evil Sword and Bigfoot looking nice.
http://a.imageshack.us/img828/1175/copy7ofbb.png
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08-07-2010, 07:13 AM
(This post was last modified: 08-07-2010, 07:15 AM by Davy Jones.)
Update on the NPC sheet:
http://img830.imageshack.us/img830/6414/npcsf.png
I deleted three NPCs which are already on Smithy's sheets and added Dhaos' correct palette (in his 3rd form he wears a white suit instead of a red one).
And finally, Klarth's summons are now complete:
http://img835.imageshack.us/img835/9484/...undine.png
http://img844.imageshack.us/img844/5691/...efreet.png
Edit:
Jamir is a boss enemy, not a summon ;D
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@Deathbringer:
Cool, I will try that =D
Small one (Misc.):
http://img837.imageshack.us/img837/5118/...tscene.png