*Emerges from a warp pipe* Whoa nelly, it's been a long while! Time to get back in the swing, yo~.
...Naaa, I'm not picking the stereo up again. That'll wait for another time.
Anyways, what can I say, folks? The "central" is back up and running, and another data crisis has been averted... That, and it's snowing in here. Been a long time since we've seen a bit of snow in Rome...
...But enough of that. Today we've got a new sheet and a couple of updated ones. Have some ID!
Hovering Vehicle(Metal Slug 5)
<-- "Whaddaya mean ya can't hurt it? What, I'm s'posed ta just stand 'ere while it wrecks da bridges?!?"
*And yes, that "accent" is intentional.*
Ah yes, this... just what kinda vehicle is it anyway? Appears in the first area of Mission 2, popping out to destroy any bridge you cross.
You can't damage it, and yet there's one in an unused area which CAN be damaged. Chances are you'll be seeing the "Continue?" screen before even reaching it, though(Those who've seen that unused area, you've got the point.*).
As per usual, all frames of animation are present. Aside from the turning anim, first three of every line are the original frames, unedited from the sprite viewer, and last three are edited versions of the first three, to make the animation slightly more fluid.
And that's the new sheet in a nutshell. For the edited sheets, instead, we have...
°1 - Weapon SFX("Metal Slug" Series)
Just a minor update, but it turns out the Shotgun palette in the other games is different than the one in MS5. Decided to include that palette for easy recoloring.
Once again, thanks to esreveR for bringin' this to my attention.
°2 - Eri Kasamoto("Metal Slug" Series)
Well, I did say I'd fix the Tiaf660 sprites before putting them in the sheet at the second-to-last update, right? And it's about time I did too.
Yeah, for some reason the sprite viewer has the sprites of the characters driving the Tiaf660 differently colored from the in-game palettes. Check for yourself if you don't believe me.
And that's all for today, dudes and dudettes. There's still more stuff coming though, so stay tuned!
As always, check the first post for the sheets.
*3: 9 T_1 in the debug mode's "level select" feature. Make sure to have at least the "invulnerability" dipswitch ready before entering it.
...Naaa, I'm not picking the stereo up again. That'll wait for another time.
Anyways, what can I say, folks? The "central" is back up and running, and another data crisis has been averted... That, and it's snowing in here. Been a long time since we've seen a bit of snow in Rome...
...But enough of that. Today we've got a new sheet and a couple of updated ones. Have some ID!
Hovering Vehicle(Metal Slug 5)
<-- "Whaddaya mean ya can't hurt it? What, I'm s'posed ta just stand 'ere while it wrecks da bridges?!?"
*And yes, that "accent" is intentional.*
Ah yes, this... just what kinda vehicle is it anyway? Appears in the first area of Mission 2, popping out to destroy any bridge you cross.
You can't damage it, and yet there's one in an unused area which CAN be damaged. Chances are you'll be seeing the "Continue?" screen before even reaching it, though(Those who've seen that unused area, you've got the point.*).
As per usual, all frames of animation are present. Aside from the turning anim, first three of every line are the original frames, unedited from the sprite viewer, and last three are edited versions of the first three, to make the animation slightly more fluid.
And that's the new sheet in a nutshell. For the edited sheets, instead, we have...
°1 - Weapon SFX("Metal Slug" Series)
Just a minor update, but it turns out the Shotgun palette in the other games is different than the one in MS5. Decided to include that palette for easy recoloring.
Once again, thanks to esreveR for bringin' this to my attention.
°2 - Eri Kasamoto("Metal Slug" Series)
Well, I did say I'd fix the Tiaf660 sprites before putting them in the sheet at the second-to-last update, right? And it's about time I did too.
Yeah, for some reason the sprite viewer has the sprites of the characters driving the Tiaf660 differently colored from the in-game palettes. Check for yourself if you don't believe me.
And that's all for today, dudes and dudettes. There's still more stuff coming though, so stay tuned!
As always, check the first post for the sheets.
*3: 9 T_1 in the debug mode's "level select" feature. Make sure to have at least the "invulnerability" dipswitch ready before entering it.