11-30-2013, 04:51 PM
And it's time for some new content, a double header I believe. Have some IDs.
VTOL Heavy Bomber "The Keesi II" [Metal Slug 2: Super Vehicle 001/II]
<-- A pyromaniac's wet dream? Potentially.
Look familiar? I did a rip of this baby waaaay back when. Looking back, I've missed out and/or just flat-out ignored a bunch of stuff on the original rip. So I whipped up the ol' equipment and re-ripped everything from the ground up... back on the old PC.
Yeah, I had the tiles sittin' on the boundary of my hard drives for quite a while. Anyways, this new sheet incorporates all the missing stuff, plus a couple of extras. A few things to note here:
1. Some of those damage degrees are pretty much approximations. They're stored in the tiles as one single sprite, and every tile is loaded separately in-game as the Keesi gets more damaged.
2. Those semi-charred turbine FX occur if the Keesi's engines take one too many bullets. Coupled with the big explosion SFX, which was also used as basis for the engines' flame FX.
3. Alternate palette taken from the Keesi MKII model from Metal Slug Universal, courtesy of the Metal Slug Wiki.
And that's the first sheet of the day. The second one is a new rip, and it's a background rip.
Unused Areas [Metal Slug X]
<-- Gonna need to recheck the maps for this one.
Another one I ripped back on the old PC, and compiled just recently in a sheet.
Testing around with MSX's level select yields some rather interesting results. There's a huge number of unused areas in the game, a good chunk of which would later be refined for MS3. This sheet contains the more unique areas that don't appear anywhere else.
8: 2. Rooftop Run, Metal Slug style. This area has a lot of gaps you can't clear with a single jump.
9: 4. A cliffside with openings on more cliffs. Simple as that.
A: 2/A: 6. A snowy alcove at night. Full size, for the curious.
9: 8. BONUS GET! A cavern area, later redone and used in MS3.
And that's it for tonight. You know the drill by now, just click on the images for the sheets. Have fun!
VTOL Heavy Bomber "The Keesi II" [Metal Slug 2: Super Vehicle 001/II]
<-- A pyromaniac's wet dream? Potentially.
Look familiar? I did a rip of this baby waaaay back when. Looking back, I've missed out and/or just flat-out ignored a bunch of stuff on the original rip. So I whipped up the ol' equipment and re-ripped everything from the ground up... back on the old PC.
Yeah, I had the tiles sittin' on the boundary of my hard drives for quite a while. Anyways, this new sheet incorporates all the missing stuff, plus a couple of extras. A few things to note here:
1. Some of those damage degrees are pretty much approximations. They're stored in the tiles as one single sprite, and every tile is loaded separately in-game as the Keesi gets more damaged.
2. Those semi-charred turbine FX occur if the Keesi's engines take one too many bullets. Coupled with the big explosion SFX, which was also used as basis for the engines' flame FX.
3. Alternate palette taken from the Keesi MKII model from Metal Slug Universal, courtesy of the Metal Slug Wiki.
And that's the first sheet of the day. The second one is a new rip, and it's a background rip.
Unused Areas [Metal Slug X]
<-- Gonna need to recheck the maps for this one.
Another one I ripped back on the old PC, and compiled just recently in a sheet.
Testing around with MSX's level select yields some rather interesting results. There's a huge number of unused areas in the game, a good chunk of which would later be refined for MS3. This sheet contains the more unique areas that don't appear anywhere else.
8: 2. Rooftop Run, Metal Slug style. This area has a lot of gaps you can't clear with a single jump.
9: 4. A cliffside with openings on more cliffs. Simple as that.
A: 2/A: 6. A snowy alcove at night. Full size, for the curious.
9: 8. BONUS GET! A cavern area, later redone and used in MS3.
And that's it for tonight. You know the drill by now, just click on the images for the sheets. Have fun!