08-09-2008, 06:33 PM
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Deathbringer's Submissions
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08-12-2008, 09:55 PM
(This post was last modified: 08-22-2008, 11:46 AM by Deathbringer.)
08-22-2008, 01:00 PM
08-22-2008, 01:14 PM
Excellent job, we've been needing Zero Mission stuff for a while now I say!
08-22-2008, 02:18 PM
08-22-2008, 02:47 PM
Sorry, but that's an awesome sheet
I'm afraid I'm going to have to accept it... It might be hard for you to grasp the idea, but please... Just... Give it time, my friend, give it time.
08-22-2008, 08:47 PM
(This post was last modified: 08-22-2008, 08:47 PM by Deathbringer.)
08-22-2008, 09:58 PM
I remember Nfinity found Crocomire a long time ago. He used the red palette from Super Metroid as his palette.
08-22-2008, 10:16 PM
(This post was last modified: 08-22-2008, 10:18 PM by Deathbringer.)
The palette I used is actually from the game, the way the data is set up, the palette immediately follows a tileset. In case anyone doubts me, here is how I found it.
Fist, I used Nintenlords LZ77 Compressor to scan the rom (nothing else in it worked for me). Save the scan in a text file to make it easier. Second, I used NLZ GBA Advance which can view the graphics of the compressed data of the addresses from the scan. When you open the rom, cancel the scan, it's not needed. Crocomire is at 304054. I don't remember the address for the palette, but if you open a copy of the rom in Tile Molester (it won't open the file being used by the previous program), switch to 15bpp BGR and you can figure which is supposed to be the palette.
08-23-2008, 05:34 AM
Nice one!
08-23-2008, 09:47 AM
Ah, well ok then. Looks great.
08-24-2008, 01:09 AM
Well, they look nice as... pieces... but they might be better used actually put together...
Not to bash your work, though, I mean... *looks at Crocomire sheet* this is great stuff...
08-27-2008, 01:58 PM
(08-24-2008, 01:09 AM)Miles07 Wrote: Well, they look nice as... pieces... but they might be better used actually put together... Sadly, most games these days rely on rotating parts to accomodate animations of large characters. Ripping all of that bloats up a sheet unecessarily and generally makes it look messy, unorganized, and downright obnoxious. I mean, I don't know how Deathbringer's mentality is when he goes to rip a sheet, but I generally approach ripping with fan game programmers in mind and not with noob sprite comic artists considered at all. If you're wondering how this would be helping them this way, let me explain my position: A sprite generally has a square or rectangular border regardless of its shape and transparency. The transparent color within the sprite's border still counts for collision detection by other objects, making it a bit unfair as it would look like a clear miss to an enemy or character if an attack collides with the apparently transparent border of the sprite yet the character still takes damage. Some programming languages allow for transparent colors in a sprite to be ignored and the border rap to the visible pixels of the sprite in question, though this is fine and all, it does cause quite a bit of lag especially with large sprites or many objects on the screen at one time. To bypass this, programmers and designers tend to break up a sprite into pieces to allow for an irregular border with a seemingly solid sprite and to create various poses forthe character easily without having to redraw each sprite individually each time. So, in summary: if Deathbringer wants to rip a sheet in parts... LET HIM DO SO WITHOUT TELLING HIM HOW TO DO IT. Thank you for your time. (after all, you don't see me telling you to stop ripping your sheets into overbloated memory hogging messes now do you?)
08-27-2008, 04:05 PM
Right. Gotcha.
08-27-2008, 08:30 PM
I know I probably went too far, but... as long as you get my drift.
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