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Disable Transparency on SNES Sprites?
#1
Is there a way to display the transparent colours on sprites in SNES emulators? Screenshotting frame by frame seems to be the only reasonable way to rip Super Star Wars aside from creating save states and doing the character animations one by one in vsnes, but it's slow. The below image is my intended result I created with this method (I've tried YY-CHR and such with no luck in getting it working with Super Star Wars). I would love to use the sheets that are already uploaded, but they are not laid out in a practical way so I would like to rip my own so I can align them on a spritesheet properly.

TL;DR: I want the sprites like the ones I ripped below to show up during gameplay in any snes emulator that has the ability to turn off layers (such as zsnes), if possible. Thanks!

EDIT: Alternatively, if someone knows how to get the Super Star Wars games working in YY-CHR that would be great too!
[Image: 4U05vmK.png]
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#2
You can search the entire ROM per vSNES. If the layout with his tiles isn't too confusing, you can try assembling them.

Btw, you can also grab Tonberry2k's/Ton's sheets and do your own thing with them, such as expanding the content and/or rearranging them in a better way. Just give him credit too and you're cool.

Because this is what the revision system is for, if we just accept a sheet and not let anyone remaster them (if neccessary), then we would sit on tons of outdated sheets.

If the old sheet is too crappy (palette errors, effects that could be separated, incomplete or missing animations, etc.), you can even request its complete replacement by a better ripped version (like yours). In this case, you don't need to give credit to the previous submitter, but 100% of the sheet has to be your own work.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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#3
(05-23-2020, 11:59 AM)Barack Obama Wrote: You can search the entire ROM per vSNES. If the layout with his tiles isn't too confusing, you can try assembling them.

Btw, you can also grab Tonberry2k's/Ton's sheets and do your own thing with them, such as expanding the content and/or rearranging them in a better way. Just give him credit too and you're cool.

Because this is what the revision system is for, if we just accept a sheet and not let anyone remaster them (if neccessary), then we would sit on tons of outdated sheets.

If the old sheet is too crappy (palette errors, effects that could be separated, incomplete or missing animations, etc.), you can even request its complete replacement by a better ripped version (like yours). In this case, you don't need to give credit to the previous submitter, but 100% of the sheet has to be your own work.
When you say you can use vSNES to search the entire ROM do you mean through the memory viewer?

I figured out what I'm doing with the program a little better now and I can see deciphering what a tile is within the ROM data is about as hard as I anticipated, it would require a much more talented eye than mine. I figure the best plan of action would still be to create savestates of each animation frame and export them one by one which would suck.

I wouldn't say the existing sheets are crap, I appreciate the work that went into them a lot but I always find spritesheets far more useful when they are tiled in a grid rather than placed roughly on a sheet by hand. I will say that it appears that Luke's gun in ESB is actually a separate entity from the looks of things, so it would be cool to separate that out too!

If the memory viewer or the savestates are my only options I can't promise I'll have the time and/or effort to put together a better sheet than the one that's already uploaded, but if I do I'll definitely submit it. If there are any options I've not considered please let me know!
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#4
Sprites in a grid are useful if you have an entire box around the character:
https://www.spriters-resource.com/playst...eet/40337/

Just the 8x8 boxes from the MemViewer which you put together to form the sprite are not really neccessary, they are essentially the same as frames placed by hand. This method gives you proof that you put the character correctly together (since the 8x8 boxes have to align to each other), though.

The only other advantages are possible unused frames, clean & separated sprites without effects and gadgets plus a correct palette. Of course you have to capture Luke with zsnes anyway, since the tile viewer doesn't give you the correct frame order.

I would try to search the ROM per MemViewer/PalViewer in vSNES first, usually you can see all tiles and sprites. You can only choose from the palettes which you have on screen when you made the quicksave.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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#5
(05-24-2020, 02:40 PM)Barack Obama Wrote: Sprites in a grid are useful if you have an entire box around the character:
https://www.spriters-resource.com/playst...eet/40337/

Just the 8x8 boxes from the MemViewer which you put together to form the sprite are not really neccessary, they are essentially the same as frames placed by hand. This method gives you proof that you put the character correctly together (since the 8x8 boxes have to align to each other), though.

The only other advantages are possible unused frames, clean & separated sprites without effects and gadgets plus a correct palette. Of course you have to capture Luke with zsnes anyway, since the tile viewer doesn't give you the correct frame order.

I would try to search the ROM per MemViewer/PalViewer in vSNES first, usually you can see all tiles and sprites. You can only choose from the palettes which you have on screen when you made the quicksave.
Yeah, it definitely helps to make sure the animation is lined up correctly and accurately! I always find it a little frustrating when they aren't in a grid but it still takes a lot of work so I'm appreciative of that. The Mario Maker 2 character sprites are a good example of a good layout to me

The ones I did above were captured from the SceneViewer with the other sprites disabled and "no transparency" ticked. You can see on the ESB Luke that the leg tile actually correctly overlaps the body slightly which is interesting. Doing this also sets the correct palette in the MemViewer

The MemViewer tiles are very difficult to decipher because Luke's body is made up of so many tiles, so it doesn't really have too many benefits that the SceneViewer doesn't also have

Do you know if there is a way to progress the game by a frame from inside vSNES? Within the SceneViewer there is a button "update sprite layer after loading a SNES" that I was hoping would allow me to run the game in an emulator, and the SceneViewer would update dynamically
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#6
The scene viewer tiles are actually very easy to read, since you hover above the sprite with a magnifier, which marks every single tile on the right subwindow with the corresponding number. It even jumps straight to it, so you can easily uncheck it on the list without searching for it.

vSNES can launch the cardridge file, but it's within zsnes (at least on my system). What you can do:

- Put vSNES and zsnes as two windows right next to each other
- Slow down your emulator to a state where you can react fast enough to every frame on the screen
- Make savestates every frame, pause zsnes with ESC and let vSNES reload the last savestate (F5)

Unfortunately, there is no easy way to do this. Depending on the amount of frames, it can be more or less tedious.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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#7
(05-24-2020, 06:05 PM)Barack Obama Wrote: The scene viewer tiles are actually very easy to read, since you hover above the sprite with a magnifier, which marks every single tile on the right subwindow with the corresponding number. It even jumps straight to it, so you can easily uncheck it on the list without searching for it.

vSNES can launch the cardridge file, but it's within zsnes (at least on my system). What you can do:

- Put vSNES and zsnes as two windows right next to each other
- Slow down your emulator to a state where you can react fast enough to every frame on the screen
- Make savestates every frame, pause zsnes with ESC and let vSNES reload the last savestate (F5)

Unfortunately, there is no easy way to do this. Depending on the amount of frames, it can be more or less tedious.
Ok, that's a real shame there isn't a better way. Thanks for all your help in this thread! I'll update if I get round to actually doing this

Of course, it still stands that if anyone does know of a fast method for getting these frames I'm all ears! For now I'll stick with the vSNES SceneViewer because it is the easiest and most reliable way I know of so far
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