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Rudra no Hihou / Treasure of the Rudras (SNES)
#31
These WIPs keep on coming:
Should be the last ones with these kind of tilesets, I can't remember any other unripped area.

I'll get on the tilesets now.
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#32
All WIP
Lots of caves. Ditched the tilesets, it takes too much time to assemble and the maps have too many 8x8 combinations to make a proper assembly. Maybe I'll try easier areas like forests, etc. later, but for now I'll concentrate on the caves.
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#33
WIP
There is one underwater village left and then I'm probably out of ideas for more cave areas.
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#34
I think I'll end it here with WIPs
Time for some layer work.
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#35
Finished
Dagda Orrery
Netherworld Cave
Nuad Shrine
Statue of Meifa (Interior, Departed)
Statue of Meifa (Interior)
Undersea Palace (Exterior)

WIP

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#36
Giant's Tower & Frey Ruins are done, also Lyra (all interior).

Figured it's better to rip these sheets in certain steps:

1. ripping whole maps
2. ripping map layers
3. throw everything on a sheet in final room order
4. cut the empty 1-colour tiles off (interiors, caves) and use pink as transparent map bg

Of course you don't do one sheet per step at a time, but a whole lot. Works better for me, or else workflow gets fragmented and motivation gets low.

Maps are all without sprites, since they're not map-specific. Map changes are indicated with green boxes, actual animations will get their own sheet (torches, water, etc.).
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#37
WIPs
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#38
WIPs
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#39
WIPs
Unfortunately, the upper layer for the yellowish caves eats part of the ceiling insides and other objects when the bg colour is turned into pink. Not sure what to do here, maybe I use vSNES to fix it.

Also submitted Heg Shrine.
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#40
Found another ruin dungeon, which ceases to exist when the sky islands fall down. Also did one of the towns, since I wanted to showcase the twilight palette.
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#41
Ripped a lot of maps, also found out that bsnes-rawpalettes has a tilemap viewer (or I just forgot about it).
It's basically vSNES and really came in handy when I ripped maps which confuse bg colour / palette colours with each other, since this viewer can clearly separate these two.
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#42
Rudra Cult Base & Fahl Ruins are done and the next few sheets are already in the pipeline:
Cut the image & fill it with pink, paste as transparent selection, align the maps with the 16x16 grid and get rid of excess space around the maps.

DD3C-EF6C lifts you to Lv.99, which really came in handy to beat the boss in the Fahl ruins.
Source: https://gamehacking.org/game/44299
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#43
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#44
WIP

Nearly done, before I set sails for the last part of this project, the interior castle structures.

Garal Clock Tower and World Map (Netherworld) come before that, though.
The latter one gets ripped 5 times, actually (1x complete state, 2x layers, 2x layers with pink per Debugger - Tile Map Viewer).

Edit:
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#45
The first time I tried this one at the beginning of the project, it was a catastrophe. I wasn't aware that the background colour bled into the map tiles and therefore corrupted everything.
Of course I couldn't submit a trainwreck like this, so I put it on hold until I was able to find a better approach.

vSNES can differentiate between bg colour and map tile colours and separate them, but it's tedious since you need a new quicksave everytime.
Then I found out that you can activate the tilemap viewer in bsnes-rawpalettes by selecting

Tools - Debugger - S-PPU - Tilemap Viewer

Then you get this:
[Image: pvkXvO3.png]

Most important options are "Auto update" and "Override Background Colour", also changing the bg layers (up to 4 layers viewable, Rudra usually has 3).
Effect toggle doesn't do anything for the tilemap viewer, it separates automatically so you can leave all the check marks in place.

There is one downside, though: It has a fancy way to display the map, which means its kinda chopped up. You kinda have to know where one area starts and where one ends, this changes as you move on the map.
I solved it for me by screenshotting the whole map + layers first, then replacing the tile-eating bg colour with screencaps from the tilemap viewer.
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