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Incomplete or broken Submissions
#46
Ueki no Housoku: Jingi Sakuretsu! Nouryokusha Battle (GBA)

-Ueki- Ueki's yellow arm device sprites are missing. Also the special effects sprites are on Ueki's sprites when they should be separated, and a frame of Ueki after guarding is missing.

This video shows Ueki with the yellow device on his arm.
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#47
On the Danganronpa V3 sprite sheets, it is missing the environment backgrounds for the main game. It has the UTDP backgrounds, but those are only a fraction of the total backgrounds for the game. All the other Danganronpa games have backgrounds as well. V3 is the only one that is missing them. Is there a reason for this? Were they not able to be ripped, like the others?

https://www.spriters-resource.com/pc_com...ngharmony/
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#48
This sheet for Mario Party 7 was posted on Mario Party 6.
https://www.spriters-resource.com/gamecu...et/137415/
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#49
The SMD file of Snom animations is broken.
https://www.models-resource.com/nintendo...del/40422/
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#50
https://www.sounds-resource.com/game_boy...und/36243/
The Gemini Laser sound effect is messed up and sounds like the wrong sound data being read.
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#51
https://www.models-resource.com/mobile/d...del/33392/
Dr. Yoshi's FBX and DAE files might need to be reripped.

- The FBX file loads the armature, but it doesn't load the mesh, and throws a list of errors:
       

- And the DAE file doesn't load anything at all, and throws parsing errors:
   

(I'm using Blender 2.9.)
If you can't handle the heat.
You can't handle the Neutron Style.
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#52
(07-26-2021, 09:14 AM)DogToon64 Wrote: And the DAE file doesn't load anything at all, and throws parsing errors:

Yeah, it seems like a common issue. Every model I tried for Lightseekers Awakening has it too (example).

The file is missing a texcoord attribube that the Collada spec says is required. It's caused by an export bug in old Blender versions before 2.8 (https://developer.blender.org/T58093) so anyone exporting with 2.79 should watch out for it.
3D Screenshot Tools (NDS / N64 / PS1 / PS2)
Other Tools (apicula / Vagrant Story / Star Ocean Blue Sphere)
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#53
https://spriters-resource.com/amiga_amig...eet/163891

3 frames are missing from one of the pawn's diagonal walk cycles. I don't know of a proper method to rip from Amiga games, so all of these were obtained through screenshots. However, the last 3 frames are always overlapped by other pieces' sprites (since pawns can only move diagonally while capturing).

https://eab.abime.net/showthread.php?t=70210
I found this thread on an Amiga board trying to rip sprites from this game. They only managed to successfully extract some queen sprites, and the other rips by Kimono were also created using screenshots.
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#54
Yoshi's Island

Some backgrounds are incomplete and don't include the whole tilemap (they should, as a baseline, be either 512x512 or 512x1024 and only smaller when there are lots of empty tiles). This includes but is not limited to:


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#55
Thank you for bringing that up, I never gave these backgrounds much attention or checked them in vSNES.
(11-17-2022, 04:08 AM)MarioFanGamer Wrote:
I just re-ripped all four and put them on a single sheet. The sub-backgrounds and gradients are excluded, since they're used in other levels with other main backgrounds.

Btw you can list nearly all of these backgrounds, since Nemica relied on ZSNES screenshots and didn't know of vSNES.

Edit 1: Updated the sea / ocean backgrounds too. Jigglypuffgirl already did perfect rips, but she didn't add Nemica's sheet which was incomplete anyway.
Edit 2: Made a deletion request for the Stage 3-6 bg since we have a better rip already. You can do it too by using the !-button in the info box above the sheet (only visible if logged in). There is also a button right next to it for revising sheets.
Edit 3: Re-ripped Stage 6-3 bg / Volcano Forest.
Edit 4: Got 6-8 re-ripped, but the full moon bg has animated clouds which are not onscreen and I really don't know their order. But I will figure it out.
Edit 5: 6-8 is fully ripped, thanks to bsnes+ rawcolours with its live viewer.
Edit 6: Cave is re-ripped.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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#56
Wow, that actually went quite fast.

Barack Obama Wrote:Btw you can list nearly all of these backgrounds, since Nemica relied on ZSNES screenshots and didn't know of vSNES.
I had a feeling the background were created with screenshots and not with properly extracted tilemaps.

Barack Obama Wrote:Made a deletion request for the Stage 3-6 bg since we have a better rip already. You can do it too by using the !-button in the info box above the sheet (only visible if logged in). There is also a button right next to it for revising sheets.
I actually made use of them before, though thank you for the reminder. ^^

Edit: In hindsight, the idea was that the palette was supposedly different. But then I compared the background in 2-8 and 3-6 and saw no apparent difference, hence this report.
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#57
The transparent parts of this sheet seem to have been blended into the sheet's background when they should be (semi) transparent.
https://www.spriters-resource.com/ninten...et/110327/
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