11-13-2016, 07:58 AM
Not exactly a huge update, and not exactly what I had intended on focusing on over the massive, complex ripping of Ranma 1/2: Chounai Gekitou Hen (the original Japanese version of Street Combat, surprisingly enough), but after poking around Super Mario Kart's sprite sheets for a while, I figured it was time to give the section a somewhat massive overhaul.
I already updated some of the characters to fix some of the mistakes that came from the (possibly) ye ol' days of ripping sprites straight from the emulator, but when it came to the tracks and backgrounds, I wasn't exactly sure how best to fix those problems without making the end result another confusing mess.
So instead, I opted to just make new sheets with the proper backgrounds included with the tracks. Plus, the tracks, themselves, no longer have the coins and blocks that the original track sheets had, using Time Trial and 2P battle's course select menu, which didn't include the mentioned obstacles.
The only thing missing was the scrolling landscape seen in the upper screen of the selection menu. I dug around all of vSNES' tools, but couldn't get it to show up on the Mode 7 section of the Scene Viewer. It probably isn't a big deal anyway, since they might just be duplicated versions of the track's tile set.
And, as an added bonus, I figured I throw in another Sprite Sheet for a different game:
Strangely enough, both the portraits and the Picture from the Theatre menu are presented as textures rather than the usual 2D images or sprites. I can guess the portraits need to be in texture form in order to incorporate the zooming effect when an augment is being used, though I can't exactly say the same for the Theatre image.
I already updated some of the characters to fix some of the mistakes that came from the (possibly) ye ol' days of ripping sprites straight from the emulator, but when it came to the tracks and backgrounds, I wasn't exactly sure how best to fix those problems without making the end result another confusing mess.
So instead, I opted to just make new sheets with the proper backgrounds included with the tracks. Plus, the tracks, themselves, no longer have the coins and blocks that the original track sheets had, using Time Trial and 2P battle's course select menu, which didn't include the mentioned obstacles.
The only thing missing was the scrolling landscape seen in the upper screen of the selection menu. I dug around all of vSNES' tools, but couldn't get it to show up on the Mode 7 section of the Scene Viewer. It probably isn't a big deal anyway, since they might just be duplicated versions of the track's tile set.
Mario Circuit 1 (No Sprites)
Mario Circuit 2 (No Sprites)
Mario Circuit 3 (No Sprites)
Mario Circuit 4 (No Sprites)
Donut Plains 1 (No Sprites)
Donut Plains 2 (No Sprites)
Donut Plains 3 (No Sprites)
Ghost Valley 1 (No Sprites)
Ghost Valley 2 (No Sprites)
Ghost Valley 3 (No Sprites)
Bowser's Castle 1 (No Sprites)
Bowser's Castle 2 (No Sprites)
Bowser's Castle 3 (No Sprites)
Choco Island 1 (No Sprites)
Choco Island 2 (No Sprites)
Vanilla Lake 1 (No Sprites)
Vanilla Lake 2 (No Sprites)
Koopa Beach 1 (No Sprites)
Koopa Beach 2 (No Sprites)
Rainbow Road (No Sprites)
Battle Course 1 (No Sprites)
Battle Course 2 (No Sprites)
Battle Course 3 (No Sprites)
Battle Course 4 (No Sprites)
Title and Results Background
And, as an added bonus, I figured I throw in another Sprite Sheet for a different game:
Augment and Summon Portraits
Strangely enough, both the portraits and the Picture from the Theatre menu are presented as textures rather than the usual 2D images or sprites. I can guess the portraits need to be in texture form in order to incorporate the zooming effect when an augment is being used, though I can't exactly say the same for the Theatre image.