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Tengai Makyou Zero / Far East of Eden Zero (SNES)
#31
Ripped more characters:
[Image: 0fQnJSn.png]
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#32
The Mahamayuri is tricky, since it has a lightened up variant with tileset animations, but I can only see a part of it during a short cutscene.
I could recolour the darker version with the palette blocks from the tile viewer and puzzle the missing animation parts from the tiles together.

But this takes time and I rather use it on easier maps. Sprite animations are my current priority, with some character updates and maps inbetween.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#33
[Image: 1HoHs8a.png]

Progress, all playable characters are now on this sheet with their basic walk animations.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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Thanked by: Skyla Doragono
#34
Not sure how far I'll take it with these.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#35
I guess this is happening:

Binta has already been submitted as the first playable character. Pretty sure I can finish Genkotsu too.

And after a bit of trying around with the sprite viewer, I found out that I can just stop the game with F2 (custom key) and refresh the sprite viewer to get the current frame I need.
I can also move forward frame-by-frame with F3 (also custom key), then also hit refresh and easily get whatever I want.
The tile viewer loads in chunks of poses with all directions, even the ones which are unused and can never be seen ingame.

This doesn't work for every character though. Also the walk frames get loaded in as needed, there is no chunk with all of them present, which is why I deactivate layers with Effect Toggle & do screen rips with F1 (custom key again).
Frame by frame (F3) moving helps a lot here, also the fact that most characters in the game moonwalks when facing any direction.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#36
Randomly found this within Royal Dragon Castle:
[Image: DQ5lkkS.png]

Only accessible with walk thru walls code. If you deactivate the layers, you can see a Hisui placeholder on the right site which gives you various options.

There is another area like this, which is the top left of the cursed Turtle Nation overworld.
It has a lot of teleports and even plays the event after Juri has been beaten, which saves a lot of time in speedruns (walk thru walls is neccessary, though).

Genkotsu is done, btw. I'm currently ripping Hisui as the next playable character.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#37
The crystal flickers in front of the divine beast with some extra overlay animation on it, which also appears independently.
Sometimes the crystal is seen behind the overlay, sometimes the overlay stays alone and most of the times, only the crystal is seen (or the divine beast behind it).
[Image: 4IqsSoz.png]

Got some updates for Binta and Genkotsu ready, since things can be easily overlooked:
- Victory & Item are shared, but for other characters like Hisui, Scroll & Item are shared.
- Binta uses one palette for overworld and battle, but Genkotsu has different ones for each appearance.
- The idle for Binta & Hisui can be separated, but not for Genkotsu.
- Bonus options when you press R & L, like fleeing from a battle, which comes with extra animations.

Hisui should be fine, I'm learning with each new sheet how things should be approached and what matters when ripping them.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#38
Should be complete, but needs organization.
The thing in the top right is the goldkin bug and doesn't belong there.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#39
Actually did one enemy and one battle bg sheet, which I didn't plan to do.
I guess it's nice to have at least one sheet for each section (pcs-npcs-enemies-bosses-maps-misc.).

Not sure why I'm avoiding the sprite animations, though.
But now I have to set a time limit for this game, or else I'll spend another month on it.
After all, I've already submitted 174 sheets for it.

Hm, let's see... by the end of this month? Should be fine.

Anyway, here is another WIP:
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#40
Should be almost everything.

To do:
Mizuki sleeping, separating Higan's idle / defending and the rest of the skill portraits, which probably depend on the coolness level.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#41
Still need to separate Higan's idle / defense. Also needs the palette for being paralyzed.

And then of course all the scattered sprites for the poses. Just have to check every scene with my quicksaves.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#42
Context:
The game has a sepia-coloured cutscene with unique sprites, which only use palettes with max. 12 colours including background.
Needed are 16 colours, so I tried to fiddle around my recolouring tools, even other emulators to be able to edit the palette.

Then I noticed that you can choose to not use the cg ram in the tile viewer of bsnes-rawpalettes, which enables a greyscale palette with 16 colours.
While the palette itself is not visible, I can easily grab a certain greyscaled sprite and recolour it with a coloured version from another location in the game.

This took way longer than neccessary, but I got the sprites I wanted.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#43
Tenjin and Mizuki are done, now only Higan and Subaru remain.

Not ripping the extensive skills for them, since they need a separate sheet anyway.
Higan is especially time consuming since he has a chunk of sword-drawing sprites which are chopped up in a difficult-to-assemble manner.
Also his sprites are everywhere, since he is playable from the start.

Bits of trivia:
Subaru joins in nation 2, Tenjin in nation 3, Mizuki in nation 4.
Genkotsu, Binta & Hisui join in nation 1, but also leave before nation 2 is entered.

Genkotsu and Binta can't get sleepy, I tried already with certain enemies in Wood Land 1 (nation 4).
The devs just made them immune to prevent graphical glitches, since they apparently don't have sprites for that.
There are enemies in Royal Dragon Castle (Interior) which petrify you when attacked, but I assume this won't have an effect either.
Didn't bother to try it out with Hisui, should be the same.

All playable characters have unique world map sprites, but Binta and Genkotsu have santa claus and a lion dancer as placeholders.
Again, no graphics for these two since they were never supposed to walk around the world map in the first place.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#44
Subaru is done, last one is the main protagonist.

Some sheets also need updates:
- all bosses: palettes
- separated sfx for Shiranui and Ninigi
sprite for Ninigi before getting Agni's sword
- Mizuki: currently in revision, but she needs another one for additional sprites which I've found while rewatching more cutscenes.
- Animals: Goldkin bug extra sprites + others (crane, crab, monkey, blood chicken, Rudolph)
- Yumedono: different egg sizes (already seen on Tileset Animations 1)
- Divine Beasts: Dragon has more sprites before going to Takamagahara
- NPCs 2: Some NPCs have more sprites than just sitting, according to the festival screencaps from the guide
- Dragon Shrine - teleport fields
- Fireshadow village - broken roof
- Hisui, Binta, Genkotsu - petrified + palettes
- Gates of Hell - red eyes animation (Ninigi's seal)
- more hermit sprites - okie-dokie-hermit, Binan
- title screen - add save menu

These are all pretty quick fixes, except for the NPC sheet, since there are A LOT of festivals and for each one I need to restart the game (with codes, of course).

Edit: Added some more sheets which needed updates.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#45
last one for Higan:

SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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