05-24-2020, 05:41 PM
(05-24-2020, 02:40 PM)BarackĀ Obama Wrote: Sprites in a grid are useful if you have an entire box around the character:Yeah, it definitely helps to make sure the animation is lined up correctly and accurately! I always find it a little frustrating when they aren't in a grid but it still takes a lot of work so I'm appreciative of that. The Mario Maker 2 character sprites are a good example of a good layout to me
https://www.spriters-resource.com/playst...eet/40337/
Just the 8x8 boxes from the MemViewer which you put together to form the sprite are not really neccessary, they are essentially the same as frames placed by hand. This method gives you proof that you put the character correctly together (since the 8x8 boxes have to align to each other), though.
The only other advantages are possible unused frames, clean & separated sprites without effects and gadgets plus a correct palette. Of course you have to capture Luke with zsnes anyway, since the tile viewer doesn't give you the correct frame order.
I would try to search the ROM per MemViewer/PalViewer in vSNES first, usually you can see all tiles and sprites. You can only choose from the palettes which you have on screen when you made the quicksave.
The ones I did above were captured from the SceneViewer with the other sprites disabled and "no transparency" ticked. You can see on the ESB Luke that the leg tile actually correctly overlaps the body slightly which is interesting. Doing this also sets the correct palette in the MemViewer
The MemViewer tiles are very difficult to decipher because Luke's body is made up of so many tiles, so it doesn't really have too many benefits that the SceneViewer doesn't also have
Do you know if there is a way to progress the game by a frameĀ from inside vSNES? Within the SceneViewer there is a button "update sprite layer after loading a SNES" that I was hoping would allow me to run the game in an emulator, and the SceneViewer would update dynamically