02-06-2024, 12:15 PM
The big issue with this game, as you will find out, is that each stage uses its own set of sprites for the characters.
various rips
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02-06-2024, 12:15 PM
The big issue with this game, as you will find out, is that each stage uses its own set of sprites for the characters.
02-07-2024, 09:22 AM
(This post was last modified: 02-07-2024, 09:55 AM by Barack Obama.)
Level 1-4-6 are identical in terms of character sprites, with 4 having some grab frames for holding on Karnath. The rest is indeed unique and unfortunately, has black background to deal with (sprite outlines are identical with the bg colour).
As far as I can see, only level 1 has ripping-friendly backgrounds, the rest needs vSNES for literally every frame. I think it's doable, but I will only do Pimple, since he's tied to player 1 inputs and also needs a better sheet. Everything here is from level 1 with the grab frames missing. There is also nothing that can be separated with vSNES, not the horns or frame 2 for the hammer swing, even though it looks like the devs overlapped two sprites. Edit: Added the grab frames and a few other things. Thanked by: Yawackhary
02-08-2024, 11:44 AM
Recently I've been using a Snes9x mod which allows to change the background color: https://archive.org/details/snes-9-x-1.51-rr
02-08-2024, 08:27 PM
Ah, nice. Unfortunately and as far as I remember, SNES9x doesn't have a screenshot function like ZSNES which makes it a bit of a hassle (needs AnimGet / ScreenGet instead).
It's probably fine for other games and the last straw if there are a lot of frames with clashing colours, but Battletoads also requires sprite separation with vSNES. Level 3 and 5 have bikes and the bonus sections + level 2 have Pimple attached to a gadget as well.
02-08-2024, 10:33 PM
(This post was last modified: 02-08-2024, 10:35 PM by Magma MK-II.)
If you mean a pause/frame advance feature yes, it does have it. You can use pause/break to pause the emulation and \ (can be configured to another button in the hotkeys menu) to advance one frame. You can take screenshots with F12 (can also be configured).
02-08-2024, 11:52 PM
Maybe you can use bizhawk? You need to use the bsnes variant as it gives you both a layer disabler and a tileviewer.
02-10-2024, 02:40 PM
(This post was last modified: 02-10-2024, 02:41 PM by Barack Obama.)
All SNES Wizardry games are now on the site:
https://www.spriters-resource.com/snes/w...lgamynjpn/ https://www.spriters-resource.com/snes/w...monsheart/ https://www.spriters-resource.com/snes/w...maelstrom/ https://www.spriters-resource.com/snes/w...cforgejpn/ I also did some stuff for Battletoads and Torneko again. https://www.spriters-resource.com/snes/b...lemaniacs/ https://www.spriters-resource.com/snes/t...nodungeon/ @Magma MK-II & AFruitaday!: Good to know, there are at least two games (Tengai Makyou Zero & Marvelous) which won't run properly or not at all with ZSNES and therefore vSNES can't be used. If I decide to do them, I'll look both of them up. Also this one: https://www.vg-resource.com/thread-41182...#pid675404 bsnes-rawpalettes by Random Talking Bush Not sure which one of these three will be the best for these games, but I will find out. Thanked by: Ton
02-13-2024, 04:34 AM
(This post was last modified: 02-13-2024, 04:35 AM by Barack Obama.)
Battletoads in Battlemaniacs (SNES) - Pimple
Progress. Intro: not checked yet Level 1: flattened sprites from boss fight Level 2: side attack super & checking hands on frame 4, also more frames / palettes for pod Level 3: walk frames complete? Level 4: grab frames Level 5: not ripped yet Level 6: ok Bonus 1: ok Bonus 2: red mirror frames
02-13-2024, 09:40 AM
I hate that Marvelous is such a pain to rip because the game's graphic are gorgeous.
Pimple is looking incredible!
02-25-2024, 12:13 PM
(This post was last modified: 02-26-2024, 06:40 PM by Barack Obama.)
Yeah, his sprites are pretty neat.
Battletoads in Battlemaniacs (SNES) - Pimple Progress. Intro: not checked yet Level 1: flattened sprites from boss fight, scared from seeing the boss Level 2: side attack super & checking hands on frame 4, also more frames / palettes for pod Level 3: walk frames complete? Level 4: ok Level 5: ok Level 6: ok Bonus 1: ok Bonus 2: red mirror frames outro: walk frames x2 If someone ever wants to do Rash, use the slowdown cpu code in level 5 (refers to the rat enemy, not the snes chip): DDCB-14D6 DDCF-1D66 DDC8-4D66 https://gamehacking.org/game/42310 It really helps.
02-26-2024, 06:09 PM
https://www.spriters-resource.com/pc_com...lbion1995/
Doing a lot of Albion stuff. UAlbion by CSinkers: https://github.com/csinkers/ualbion Quick tutorial: Tl;dr put the game files (ALBION folder) in UAlbion, right-click on run.bat, choose "edit" and type pause at the end of the text file. Install .NET 6. Then type -b Albion Unpacked into the target field on the properties of a shortcut to run.bat. Extraction stops? Press enter. Extracted files are in UAlbion-mods-Unpacked-Assets (.PNG, .WAV). Maps are in .TMX and need to be ripped with Tiled (map editor). Tiled v.1.10.2: https://www.mapeditor.org/ This map editor opens the Albion maps, it can also change the bg colour of the tilesets. Some collision icons from the upper layer can't be turned off and need to be cut manually. https://albion.wiki.gg/wiki/Category:2D_map_images https://albion.wiki.gg/wiki/Category:3D_map_images Tiled doesn't give you a preview, therefore having these maps on the wiki is pretty helpful. Just in case I forget some details.
02-27-2024, 10:14 AM
(This post was last modified: 02-27-2024, 10:14 AM by Barack Obama.)
03-06-2024, 09:12 PM
(This post was last modified: 03-06-2024, 10:24 PM by Barack Obama.)
Treasure of the Rudras (SNES)
https://www.spriters-resource.com/snes/treasurerudras/ Dragon God Ruins Tileset (Exterior, WIP) The map itself is already submitted. I also revised a few icons with broken transparency. Edit: Walk Through Walls 6DD4-E7A5 Always sprinting DDDB-E701 No Random Battle 7e092300 Sources: https://gamehacking.org/game/44299 https://gamefaqs.gamespot.com/boards/564...u/46844031 The most useful codes. I also have to trash the two maps I was working on, since ZSNES causes very small artefacts. I found out by letting my graphics program count the colours of each layer and then erasing them one by one. Guess I will use bsnes-rawpalettes by Random Talking Bush again. Thanked by: Ton
03-08-2024, 02:09 PM
Battletoads in Battlemaniacs (SNES)
Intro: ok Level 1: ok Level 2: pod frames Level 3: walk frames complete? Level 4: ok Level 5: ok Level 6: ok Bonus 1: ok Bonus 2: red mirror frames outro: same as intro Thanked by: Ton
03-08-2024, 06:19 PM
(This post was last modified: 03-08-2024, 08:09 PM by Barack Obama.)
Battletoads in Battlemaniacs (SNES)
Intro: ok Level 1: ok Level 2: punch frames + pod frames Level 3: ok Level 4: ok Level 5: ok Level 6: ok Bonus 1: ok Bonus 2: ok outro: same as intro Edit: Added more frames. |
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