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various rips
#76
Progress on the Zebesian Space Pirates:

[Image: mKuz4pS.png]

Should be all of its sprites, now I need to recolour and organize it.
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#77
Added:
- Zebesian Space Pirate (Super Metroid, SNES)

Samus is next, but first I will finish the game.
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#78
Samus, WIP

Edit: Erased BG
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#79
Death Animation, all ingame frames + palettes + frame order:

[Image: UyCMIpn.png]

Tiles and ingame version are actually different. I will also recolour everything into the OG palettes.
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#80
Samus' death animation is complete:
[Image: e8X1uu6.png]

Now I will do the crystal flash, which btw I've never used in my playthrough. But first, have some sidehoppers:
[Image: YQKJNGh.png]
2 out of 5.
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#81
Crystal Flash (WIP)
[Image: wvQK7Gy.png]

Needs less than 50 health, empty reserve tanks and at least 10 missile, 10 super missile, 11 power bomb
Roll into morph ball, select power bomb, hold L, R, Down, X and then it should work.

Unless you're using ZSNES, this one can't handle 4 inputs at the same time unless you remap the buttons. I put L and R on X and it was working just fine.
bsnes doesn't need that, input is no problem here.
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#82
Can't tell you how hyped I am for this.

Are you putting all the Power Suit on one sheet and the Varia/Gravity on another (They're different sprite sets, right?), or all together?
[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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#83
They are all identical, only the front sprites are different (loading station, gunship scene).
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#84
Rest of the crystal flash sprites:
[Image: bfwkfvR.png]

The sprites themselves are more detailed when you apply a different palette.

Edit: This is what the whole sheet currently looks like:
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#85
I think the turning frames for the Varia/Gravity Suit have shoulder pads as well, might be misremembering though.
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#86
@Murphmario: Thanks for the hint, I just checked it:

[Image: bSwz7c1.png][Image: clfi6Xj.png]

[Image: 65KiYnB.png][Image: HNThpLv.png]

Btw at one point you mentioned to rip some enemies. Is that info still relevant?

Palettes converted to vSNES format, there is much more space now:
Btw, SPARTA's missile fin alignment for the handcannon is mostly off, therefore I have to hard-rip the entire thing. Shouldn't be too hard, since I will just paste the fins right on the existing sprites.
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#87
A lot of blank space, this one needs a little bit more organization, but otherwise it's finished:
Btw I just forgot that the missile fin animation consists of 3 frames, therefore I screen-ripped them instead of pasting the tiles over existing sprites.
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#88
I did it, I submitted a new sheet for Samus.

Finally, the last big SNES game on TSR has now a proper sheet for the playable character.

And while I'm at it, I will re-rip the gunship too.
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#89
(08-21-2022, 12:14 PM)BarackĀ Obama Wrote: @Murphmario: Thanks for the hint, I just checked it:

[Image: bSwz7c1.png][Image: clfi6Xj.png]

[Image: 65KiYnB.png][Image: HNThpLv.png]

Btw at one point you mentioned to rip some enemies. Is that info still relevant?

Palettes converted to vSNES format, there is much more space now:
Btw, SPARTA's missile fin alignment for the handcannon is mostly off, therefore I have to hard-rip the entire thing. Shouldn't be too hard, since I will just paste the fins right on the existing sprites.
I was ripping all the enemies at one point, yeah. Should probably start working on that again.
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#90
If you call dibs on the enemies, I won't stand in your way.

And if you don't want to do them anymore, just give me a short note in this thread.
Then I will give them a shot, since Torizo is a nightmare to capture and after doing Samus, I'm not ready to rip another behemoth.

Edit: Revised the starship sheet (complete re-rip).
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Thanked by: Ton, Yawackhary


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