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The All-Around Sprite Preview Thread: Season 2
#1
Season 1

With a new site comes new contents for existing games not bogged down by compression programs or encryption.

Starting off, let's call in a special team to help push the potential or existing participants of the Icon Renovation contest to speed up the completion of the new site.

[Image: 35hiuxk.png]

What originally started with me trying (And failing) to rip Endless Frontier sprites using Tinke ended up shifting towards ripping as many sprites from Osu! Tatakae! Ouendan (and eventually Elite Beat Agents) as I could find through the program.

Intermissions
Intermissions
Mugshots and Shouts
Mugshots and Shouts
Menu Backgrounds and Sprites
Menu Backgrounds and Sprites
Markers and Numbers
Markers and Numbers
Sifted from ROM
Sifted from ROM


I might update the sheets as I continue to poke through the ROM, but this is what I've collected so far. Most are either labelled wrong (particularly Mulitplayer since I currently have no way of getting past the DS signal section of the menus and figuring out the purpose of certain palettes), or edited through guesswork due to certain bugs in Tinke either running out of memory (when I access certain cell files) or not showing an .ntf file with less than 16 colors on it's associated palette (And trust me, trying to assemble the difficulty buttons through the tile section isn't worth the headache with how screwed up the palettes are presented in the file).

Sifted through ROM, in particular, may still be missing unused content, or contains sprites that weren't considered unused, and may end up being more heavily updated should I stumble across something I couldn't find playing the game normally. And the Markers and Numbers sheet will be updated as soon as I figure out an easier way of ripping the ball tracks and their accompanying palettes (again because Tinke can't seem to handle a .ntf file with less than 16 colors).

As for Mugshots and Shouts, the red background is part of the Ouendan's appearance and shouting sequences and can't be removed, even through Tinke.
Currently working on:

Mega Man Zero 2-4
Bosses

Picross Nintendo Power Vol. 1-8
Animated Picross

Ranma 1/2: Chounai Gekitou Hen
Misc Stuff
Backgrounds
Characters

Ranma 1/2 Hard Battle
Cutscenes
Misc Stuff


Osu! Tatakae! Ouendan
Levels

Elite Beat Agents
Intermissions
Menus

Super Robot Taisen OG Saga: Endless Frontier
Overworld & Battle Sprites
Portraits

Magical Drop III
Drops/Balloon Sprites
Competition Mode Sprites
Reply
Thanked by: Superjustinbros
#2
Good to see Osu! Tatakae! Ouendan sprites coming onto the site soon.
Reply
Thanked by:
#3
Well, after lingering around the site for over a year, I've finally returned with some more spriting goodness.

[Image: 335f7f7.png]

My first experience with Winkawaks was a bit rocky as my earlier attempts to access Magical Drop II kept being met with proclamations of missing files and plug-ins, so most of the sprites were ripped through Nebula which, in the case of the Empress, seemed a little easier with the ability to alter the position of each section of the sprite in order to get a full representation to rip.  It wasn't until I re-downloaded a different version (?) of Winkawaks that I managed to get the game to load and dig out any unused sprites that I, at least, haven't seen playing the game straight through.

Before you ask, though, no the Black Pierrot is not playable in the arcade version.  I mainly ripped his sprite by toiling around the stage (Which will only show up if you beat the normal line-up without losing) until I can uncover all of his poses and animations, then checking Tile Viewer to make sure I didn't miss anything.  He is unlockable in the SNES version (More on that later).

Lastly, I ripped the Empress sheet as she appeared upon unlocking her, Devil, and Strength (by pressing down on each available character in the order of their Tarot number).  There was no way for me to get around this problem aside from Tile Viewer, or painstakingly recoloring her, though with her icon bearing the same colors, I have a feeling the alternate colors were intentional, given all P2 opponents appear with their alternate colors regardless of who we play as.

Opening
Opening
 
The Fool
The Fool
 
The Magician
The Magician
 
The High Priestess
The High Priestess
 
The Empress
The Empress
 
The Chariot
The Chariot
 
Strength
Strength
 
Justice
Justice
 
The Devil
The Devil
 
The Star
The Star
 
The World
The World
 
The Black Pierrot
The Black Pierrot
 

Now for the SNES version.  Like the first Magical Drop, the characters, themselves, take over the Pierrot's place catching, moving, and throwing the drops.  There's less animations in the sprites than the last one, obviously because the portraits are no longer drawn in a greek-anime style.

Empress, Devil, and Strength still have to be unlocked, however, this time you just need to beat the game in order to access them.  The Black Pierrot is a lot harder to unlock since the same conditions need to be met just to get him to appear.  While he does have an ending, he has no alternate color for both his sprite, portrait, and background.

One last thing to note, I left the default vSNES background for the character endings mostly for consistency when aligning them to the main background.  The Black Pierrot's is pink because, annoyingly, the default color blended in with the brighter shade of his in-game sprite.

Battle Backgrounds
Battle Backgrounds
 
The Fool
The Fool
 
The Magician
The Magician
 
The High Priestess
The High Priestess
 
The Empress
The Empress
 
The Chariot
The Chariot
 
Strength
Strength
 
Justice
Justice
 
The Devil
The Devil
 
The Star
The Star
 
The World
The World
 
The Black Pierrot
The Black Pierrot
Currently working on:

Mega Man Zero 2-4
Bosses

Picross Nintendo Power Vol. 1-8
Animated Picross

Ranma 1/2: Chounai Gekitou Hen
Misc Stuff
Backgrounds
Characters

Ranma 1/2 Hard Battle
Cutscenes
Misc Stuff


Osu! Tatakae! Ouendan
Levels

Elite Beat Agents
Intermissions
Menus

Super Robot Taisen OG Saga: Endless Frontier
Overworld & Battle Sprites
Portraits

Magical Drop III
Drops/Balloon Sprites
Competition Mode Sprites
Reply
Thanked by: redblueyellow
#4
Awesome work dude, really looking forward to getting these up on the site and approving them. I love the art style of these Magical Drop games Heart
Tsunami Bomb - The Simple Truth
We could run away
Leave behind anything paper
Not knowing where we're going to stay
When there's no Mondays

You're part of me, it's so easy to see the simple truth
When I'm in your arms, I feel safe from harm and sorrow too
You're part of me, it's so easy to see the simple truth
But most of all, nothing couldn't be solved when I'm with you
Reply
Thanked by: White-Jet
#5
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.

Mario Circuit 1 (No Sprites)
Mario Circuit 1 (No Sprites)
 
Mario Circuit 2 (No Sprites)
Mario Circuit 2 (No Sprites)
 
Mario Circuit 3 (No Sprites)
Mario Circuit 3 (No Sprites)
 
Mario Circuit 4 (No Sprites)
Mario Circuit 4 (No Sprites)


Donut Plains 1 (No Sprites)
Donut Plains 1 (No Sprites)
 
Donut Plains 2 (No Sprites)
Donut Plains 2 (No Sprites)
 
Donut Plains 3 (No Sprites)
Donut Plains 3 (No Sprites)
 

Ghost Valley 1 (No Sprites)
Ghost Valley 1 (No Sprites)
 
Ghost Valley 2 (No Sprites)
Ghost Valley 2 (No Sprites)
Ghost Valley 3 (No Sprites)
Ghost Valley 3 (No Sprites)
 

Bowser's Castle 1 (No Sprites)
Bowser's Castle 1 (No Sprites)
 
Bowser's Castle 2 (No Sprites)
Bowser's Castle 2 (No Sprites)
 
Bowser's Castle 3 (No Sprites)
Bowser's Castle 3 (No Sprites)


Choco Island 1 (No Sprites)
Choco Island 1 (No Sprites)
 
Choco Island 2 (No Sprites)
Choco Island 2 (No Sprites)


Vanilla Lake 1 (No Sprites)
Vanilla Lake 1 (No Sprites)
 
Vanilla Lake 2 (No Sprites)
Vanilla Lake 2 (No Sprites)


Koopa Beach 1 (No Sprites)
Koopa Beach 1 (No Sprites)
 
Koopa Beach 2 (No Sprites)
Koopa Beach 2 (No Sprites)


Rainbow Road (No Sprites)
Rainbow Road (No Sprites)


Battle Course 1 (No Sprites)
Battle Course 1 (No Sprites)
 
Battle Course 2 (No Sprites)
Battle Course 2 (No Sprites)
 
Battle Course 3 (No Sprites)
Battle Course 3 (No Sprites)
 
Battle Course 4 (No Sprites)
Battle Course 4 (No Sprites)


Title and Results Background
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
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.
Currently working on:

Mega Man Zero 2-4
Bosses

Picross Nintendo Power Vol. 1-8
Animated Picross

Ranma 1/2: Chounai Gekitou Hen
Misc Stuff
Backgrounds
Characters

Ranma 1/2 Hard Battle
Cutscenes
Misc Stuff


Osu! Tatakae! Ouendan
Levels

Elite Beat Agents
Intermissions
Menus

Super Robot Taisen OG Saga: Endless Frontier
Overworld & Battle Sprites
Portraits

Magical Drop III
Drops/Balloon Sprites
Competition Mode Sprites
Reply
Thanked by: Shade
#6
Well, put this one off for far too long, so now it's finally time to upload all of the sprites I've ripped for the actual sequel to the original Mario's Picross

[Image: Temporary.png]
Picross 2

Unlike the original or SNES version, Picross 2 has Mario or Wario traveling to 10 different worlds, chiseling out various pictures along the way with special bonus Picross every 3 worlds.  By the start of World 1, however, each picross you access splits into four 15x15 sections that must be chiseled out in any direction you choose, and Wario's Picross no longer times you, rather puts you in the same situation as Mario's, except without any hints or penalties for wrong inputs.

As you'll soon notice from the uploads, completing these Picross without losing unlocks two more Picross further down the map.  And the very final map splits the Picross into even bigger sections, forcing you to choose one section and chisel out the four sections in that area.


Mario Sprites
Mario Sprites
 
Wario Spriters
Wario Spriters
 
Mario's Picross Maps
Mario's Picross Maps
 
Wario's Picross Maps
Wario's Picross Maps
 
Ending
Ending


These were ripped under the Super Game Boy settings.  While the maps don't have individual colors (Wario's Maps being even less colorful than Mario's), the congratulatory screen and endings were colored in more than just the limited palette set by both SGB's default selection of palettes and GBA's monochrome colors.  Not exactly sure this is allowed, considering most of the non-Game Boy Color sprites had the same palette despite being programmed for SGB support.  I did, however, leave Mario and Wario's overworld sprites in the default palette for the sake of recoloring them in accordance to the maps they enter.
Currently working on:

Mega Man Zero 2-4
Bosses

Picross Nintendo Power Vol. 1-8
Animated Picross

Ranma 1/2: Chounai Gekitou Hen
Misc Stuff
Backgrounds
Characters

Ranma 1/2 Hard Battle
Cutscenes
Misc Stuff


Osu! Tatakae! Ouendan
Levels

Elite Beat Agents
Intermissions
Menus

Super Robot Taisen OG Saga: Endless Frontier
Overworld & Battle Sprites
Portraits

Magical Drop III
Drops/Balloon Sprites
Competition Mode Sprites
Reply
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