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10-08-2013, 02:50 PM
(This post was last modified: 10-08-2013, 03:49 PM by Davy Jones.)
Downloaded the tool (build 210) and got this:
http://i.minus.com/ifZnGWnEiSp8j.png
Everything looks fine to me (WinXP). If you have serious problems to rip from it, I could do it.
Btw, I would prefer to rip them with the grid.
EDIT:
Awww man, the bg white and the white inside the sprites are clashing.
It can never be easy, huh?
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(10-08-2013, 02:50 PM)Davy Jones Wrote: Downloaded the tool (build 210) and got this:
http://i.minus.com/ifZnGWnEiSp8j.png
Everything looks fine to me (WinXP). If you have serious problems to rip from it, I could do it.
Btw, I would prefer to rip them with the grid.
EDIT:
Awww man, the bg white and the white inside the sprites are clashing. Huh? Thats really weird, yours look completely fine indeed. Im on Win7 but yeah, weird... If you wanna try to tackle it, Davyjones, be my guest.
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Not sure if I'm actually doing it, I don't like clashing backgrounds.
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Clashing backgrounds are something that I enjoy working with, maybe I'll give it a go. I:
... I don't REALLY enjoy it, but I'd happily give it a shot with a tool this easy. Its worlds easier than ripping the tiles myself or doing screenshots.
On the new NPCs sheet, does the soldier in the blue suit from 1000 AD have a few more sprites that aren't on that sheet? He looks like a couple walking frames are missing and I thought he had a kneeling frame for every direction.
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(10-09-2013, 08:16 AM)Ton Wrote: On the new NPCs sheet, does the soldier in the blue suit from 1000 AD have a few more sprites that aren't on that sheet? He looks like a couple walking frames are missing and I thought he had a kneeling frame for every direction.
Indeed. I checked ChronoCharViewer found a few more. However there doesnt seem to be downward kneeling down for the 1000ad soldier. Also found a 2300 ad little girl we forgot.
Awesome! Does that mean all the future NPCs only have two walking frames?
The only one I can think of now that is missing is the squirrel thing in the Developer's Ending. I'll snag that at some point unless you beat me to it.
On the NPC Characters sheet, should we add the unused Melchior palette?
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(10-09-2013, 11:41 AM)Ton Wrote: Awesome! Does that mean all the future NPCs only have two walking frames?
The only one I can think of now that is missing is the squirrel thing in the Developer's Ending. I'll snag that at some point unless you beat me to it.
On the NPC Characters sheet, should we add the unused Melchior palette? The one that have fewer frame is because they were symetric. I think the Melchior in the editor is simply the default sprite when there are none.
Npc + Squirrel
Yeah, that makes sense. And it looks like you beat me.
As for Melchior, that may be true, but maybe we can add one of his sprites in case someone wants to edit him for for completion's sake?
Does this editor work with the Beta ROM?
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(10-09-2013, 05:36 PM)Ton Wrote: Yeah, that makes sense. And it looks like you beat me.
As for Melchior, that may be true, but maybe we can add one of his sprites in case someone wants to edit him for for completion's sake?
Does this editor work with the Beta ROM? For Melchior i mean, its probably the programmer of the editor that has putted Melchior by default for the palette that had no sprites he could display in his editor. So, i think the link between melchiors sprites and those palettes has nothing to do with the game.
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10-09-2013, 07:01 PM
(This post was last modified: 10-09-2013, 07:06 PM by Vehek.)
(10-09-2013, 05:49 PM)daemoth Wrote: For Melchior i mean, its probably the programmer of the editor that has putted Melchior by default for the palette that had no sprites he could display in his editor. So, i think the link between melchiors sprites and those palettes has nothing to do with the game. The editor reads the info that specifies which graphic set to load, which sprite assembly set to load, which palette. So the programmer didn't "put" anything (except I guess the enemy names); there really are a bunch of Melchior fillers.
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(10-09-2013, 07:01 PM)Vehek Wrote: The editor reads the info that specifies which graphic set to load, which sprite assembly set to load, which palette. So the programmer didn't "put" anything (except I guess the enemy names); there really are a bunch of Melchior fillers. Huh, weird. I would have thought they wouldnt lose so much space for nothing. Ill check it out then, Ton. Thx Vehek.
Yeah, that Melchior palette is hard-coded to him in the game, so maybe there was something that was different in the beta version that had something to do with it that was ultimately dropped.
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10-09-2013, 07:24 PM
(This post was last modified: 10-09-2013, 07:28 PM by Vehek.)
(10-09-2013, 07:19 PM)daemoth Wrote: Huh, weird. I would have thought they wouldnt lose so much space for nothing. Ill check it out then, Ton. Thx Vehek. Oh it wouldn't be that much space wasted. After all, the graphics themselves don't repeat, it's a bunch of NPC slots that all use graphic set X, sprite layout Y, etc.
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