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various rips
#61
Since the download for Super Munchtroid / SPARTA doesn't work anymore, have a new one:
https://mega.nz/file/QEQj1CIT#aK14WCM4PI...becHIsGO8s
v.2.30.0 with updated libraries 11072020 (revised), windows version

It's an editor for Super Metroid (SNES) which lets you view and edit the player sprites for Samus.

I'll try to make a sheet, which will be... gigantic, given the amount of her poses.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#62
small portion of her sprites, these are around 50 animations and she has like 100-150 in the editor.

Edit: Some of these have additional missile fins as an overlay for her armcannon.

Edit 2:
Didn't use the cut tool for these screenshots, just SheetMaker and the fill tool from PhotoFiltre with 100% colour tolerance.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#63
This is how I imagine the entire sheet. It's a good body of work and a nice start, but there a lot more animations.
Missile fin variants are missing so far, but they will be added. Btw, some of the animations on this sheet appear to be broken, which is "normal" since they're unused.
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#64
All Samus sprites have been ripped, SPARTA also lets me cycle through her palettes. Now I just have to assemble the sheet.

So far I found these tools:
- SPARTA - Samus Palette & Art App (Super Munchtroid) - all of Samus' animations, frames, palettes, etc. are visible
v.2.3.0.0 + additional updated libraries 11072020 (revised)
- SMART - Super Metroid Auto Repoint Tool - [ERROR] Unspecified ROM file. no idea, doesn't work for me.
v.1.18
- SMILE - Super Metroid Integrated Level Editor - level editor, perfect fo ripping entire areas, SABS seems to be integrated and offers a few palettes for Samus, but not as much as SPARTA. Doesn't accept .SFC files, needs .SMC to work.
v.2.5 stable
- SABS - Samus Aran's Beauty Salon - very outdated editor, uninteresting for rippers
v.1.0

Samus will be the only (massive) sheet which I will do for this game. I would probably try both Torizo too, if someone provides savefiles.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#65
Lots of stuff for River City Girls:
https://www.spriters-resource.com/mobile...citygirls/
It already has a nintendo switch section with probably identical sprites, but overall there is still a lot missing.

I will only do rips which are not in the switch section.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#66
Part 2 of 4 for the Samus Aran sheet (warning: massive sheet):
What needs to be done:

- Sorting part 3
- Get palettes from SPARTA or vSNES (part 4)
- crystal flash has several palette cycles for each frame (part 4)
- animations with missile fins (part 4)
- erase box "X"
- is one of the grapple sprite's feet cut off due to the box "X"?
- erase box bg
- give loop notes to loading (og 96 frames)
- how should I handle duplicates and garbage sprites? Keep them to maintain the order? Erasing? Put them together? I have to think about this
- finding the sprites when Samus bursts out of her suit (part 4, death?): https://www.spriters-resource.com/snes/s...eet/31613/
-------------------------
On a side note:
Samus' sprites consist of separate parts (upper body, lower body, missile fins, SFX) and her tiles would be cool, but I guess they should go on a separate sheet like in Yoshi's Island and Zelda 3.

Btw, I'm not able or willing to do this:
- vSNES MemViewer gives me all tiles but chopped up
- capturing unique sprites with ZSNES plus loading the quicksaves into vSNES and separating each sprite manually in vSNES SceneViewer is too much work

There has to be an easier solution. But yeah, this is an issue for another ripper, not me.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#67
part 3 of 4
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#68
Holy crap. This has been on my wishlist for years.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#69
Don't worry, I'll make it happen.
For now, these are all of her palettes. Missile Fin animations are next, I will also try YY-CHR and see what I can get.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#70
Suitless death frames are done.
[Image: w7OzwZ3.png]

Edit:
I still need to compare it with the ingame variant, since there seems to be an issue with the last three assembled sprites.
Reason is, they don't really match up with what we have on the site.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#71
Well that's weird.

This looks amazing so far!
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#72
Found this tool
https://forum.metroidconstruction.com/in...2#msg65576
SpriteSomething-1.65.384

It's able to extract nearly all of Link's (Zelda 3) & Samus' (Super Metroid) sprites, but it's not everything and also has problems with mirrored animations, which make the animations go backwards. Most of the palettes are also missing, but it's a start. Once I finished my stuff from SPARTA, I will compare it with the findings from SpriteSomething.

Edit:
Another variant with more sprites. Same problems as the one above, but I think sprite-wise it's complete (maybe).
Sprites are probably not OG, at least the crystal flash is 100% modified and I'm not quite sure if there are more edits inside. Also these are apparently not extracted, but a from a master sheet that comes with the tool. The actual source is unknown (SPARTA?).
Edit2:
Apparently the tool is used to change player sprites, the creator also handed out some extra master sheets:

Justin Bailey
Federation Trooper
Mega Man (X)
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#73

Code:
All of Samus' missile fin frames. Some of them look broken or misplaced, especially from the animations where I'm not sure if it's even possible to activate the missile fins.

This is why I have to play the game, never got into the franchise though.
- Metroid 1 and 2 were never really interesting
- Super Metroid was on SNES, but I liked Platformer and RPGs more than "space shooter"
- Played Other M on Wii, got stuck and never touched it again
- Zero Mission on Wii U put me off at some point and was unfinished too
- Then I tried Dread on emu and was positively surprised, best Metroid game imo. I also finished it with all items, etc.

And since I want to experience the game in the best way possible, I decided to play it with a mod:

Super Metroid Widescreen IPS patch v.0.3.06 (latest version while writing this post)
https://forum.metroidconstruction.com/index.php/topic,5168.msg70656.html#msg70656

Overview about the other improvements of the widescreen patch (blackscreen speedup, spinjump controls):
https://forum.metroidconstruction.com/index.php/topic,5168.msg67205.html#msg67205

While I'm playing it, I'll rip Botwoon too, since this boss is the only one missing. I also want to call dibs on both Torizo bosses, which have really outdated sheets on the site. Not sure if Murphmario has something going on with the game, therefore I'll only do these three (Samus, Botwoon, Torizo).

I also have to put this segment into code, since the forum is spazzing out when the post gets kinda long or has links/pictures/BB codes
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#74
Widescreen Patch v0.3.06 by ocesse
[Image: umWuYyX.png]
No errors so far except for a bit of intro text which was displayed two times (one normal version in the center and some stuff on the screen edges). General loading times are shorter too.

Only works with bsnes hd beta 10.6, though. This emulator already has the files for the widescreen patch, but it's an outdated version compared to the variant on the Metroid Construction forums. The patch itself needs to be applied with FLIPS (Floating IPS patcher), LIPS (Lunar IPS patcher) doesn't work. Still get an error message everytime I open the patched game with bsnes, but it does nothing and the game plays fine. According to Advanced_SNES_ROM_Utility, my ROM was already unheadered, as required for the patch, btw.

Important for me was finding out that bsnes uses a single .BSZ file for all of its 9 quicksaves / savestates. This one can't be opened with vSNES or ZSNES, but I can use it to create a regular save (.SRM) in bsnes and open this one with ZSNES, then create .ZST savefiles and open these with vSNES.
A little bit of a hassle, but hey, at least I can enjoy the game on a better emulator without having to play it on ZSNES again for ripping stuff.

Also I expanded my list of what I want to rip:
- Samus (minus SFX)
- Torizo, both
- Botwoon
- Space Pirate, all colours

Edit: Played through, there are multiple issues with the widescreen patch towards the end of the game, like the Mother Brain / Draygon fight and the ending sequence. All in all it's a good patch, but it still needs work.
ocesse Wrote:The Widescreen patch is a Work In Progress, therefore there are parts of the game that are not fixed to look good on Widescreen yet, the Intro and the End of the game are some of them.
I've mainly focused on the gameplay.
Hopefully we get more updates in the future, because I really like this one.
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#75
WIP, Space Pirate

[Image: R0U3m5K.png]
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