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Secret of Mana
#76
This game sure loves its recolors.
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#77
If you think about it, only the four main antagonists and the Mana Dragon are unique. The cardridge size has not approved anything else.

[Image: 0B9CKZ4.png]
Spring Beak, WIP.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#78
Axe Beak, WIP.

https://i.imgur.com/sxwcrVY.png
https://i.imgur.com/OECCG3w.png

Edit:
https://i.imgur.com/n6eVpRD.png
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#79
Axe Beak
Spring Beak

- Metal Mantis
- Lime Slime
- Dread Slime
- Spring Beak
- Axe Beak
- Gorgon Bull
- Shadow X1
- Shadow X2
- Shadow X3
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#80
Lime Slime (WIP)
https://i.imgur.com/yT3qEAC.png
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#81
Lime Slime (WIP)
https://i.imgur.com/imJQlo7.png

Main Body parts are complete and also in the right animation order. The only things missing are his physical attack and the colours between his palette shift.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#82
Great work, wondering tho, if you do get to ripping more Popoi sprites I would love it. (Mainly the spear I guess)
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#83
What I will rip from this game:

- All bosses
- Treasure Traps
- All weapons (separated from enemies and main characters)
- A few more maps
- (Maybe) a few enemies, especially the ninjas, the mushrooms and the devil heads.

I was thinking about how it would be possible to make an extra sheet with the characters holding and using the weapons, but in this case I would only do unique sprites and animations. Covering all sprites within the charge attacks would be useless, since a substantial part of the animations is a bunch of duplicates. Instead, I would do it like this: Circling Spear over Head, Spear Stab, Circling Spear Attack, Defending with Spear, etc.

The animations are also very glitchy, with sprites, weapons and weapon effects changing faster than the rest (just look at the axe swing, character sprite's hands on the left, but the slower axe sprite still hangs in front of the feet). So when I'm trying this, I'll do the spear first (if it's requested, sure why not) with all three characters, just to see how many frames everything has. If it's not too much work, I can imagine doing this for every weapon.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#84
Lime Slime (WIP)
https://i.imgur.com/AFbjGhV.png

Not sure if it's worth getting these colours between the palette changes. They probably take a lot of time and I could rip other stuff in the meantime.

I'll try it anyway and just remembered some old tool here on TSR:

Recolour 1.6 by Previous (0,8MB)
https://mega.nz/file/8VxlUDRB#oxLrNq7N98...jgLYp6wr4c
Comes with a manual, it's a palette changer tool with some neat features. No installation neccessary.

The link above is by me, since there is no other mirror anywhere. It has no own presentation topic and was developed within a request thread.
https://www.vg-resource.com/thread-20936...#pid477745
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#85
Recolour works like a charm on these sprites =)

Lime Slime

Didn't add the colours between the palette shifts, since ZSNES is too slow to capture them. They're also pretty similar, most of them are darkened/brightened versions of the main colours.

- Metal Mantis
- Lime Slime
- Dread Slime
- Spring Beak
- Axe Beak
- Gorgon Bull
- Shadow X1
- Shadow X2
- Shadow X3
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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#86
Dread Slime

- Metal Mantis
- Lime Slime
- Dread Slime
- Spring Beak
- Axe Beak
- Gorgon Bull
- Shadow X1
- Shadow X2
- Shadow X3
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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#87
Gorgon Bull (WIP)
https://i.imgur.com/xsd1pfG.png
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#88
Those slimes look like they were a nightmare and I do not envy you.
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Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#89
It's more about endurance and less about difficulty.

Take the physical attack for the slimes.

- First, you capture everything with all layers (except the mode 7 slime layer).
- Then, you put everything in a grid. Choose initial grid size at will, but it should be big enough to contain everything, like 64x64 pixels beginning from, for example, the white dot on one of the background crystals. This specific dot has to be on every screenshot or else you have no fixed point.
- After this, you cut part the grid to get rid of blank space and match the maximum expansion of the animation (every grid for every frame needs to be identical, though). So even if just one frame for the animation is 70 pixels high and the rest has a maximum of 30 pixels, every grid box needs to be 70 pixels tall even if it looks like a waste of space.
- Last but not least, you make quicksaves, open them with vSNES and delete the sprites which cover the animation.
- Save it, paste it on your sheet and overwrite the obscured animation with your clean sprites from vSNES.

The slime core was ripped the same way, just without vSNES since there was nothing hiding it.

It's all about investing time and effort.

Gorgon Bull (WIP)
https://i.imgur.com/Ri3PC8o.png

The throw animation is hard to get and recolouring him doesn't work, since the amount of colours used for his tiles is different from the Minotaur sheet on the site. The rest of his moves is no problem, maybe except his punches.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#90
Hate when that happens. I keep wanting to recolor the Klubba/Kudgel sheet for DKC2 so we have full animations for both on the sheet, but they share colors, making it really difficult.
I feel your pain.
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Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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