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Breath of Fire 2 (SNES)
#31
Enemies & bosses are done.

This means I can now go for the animals, should be much easier than the previous sheets.
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#32
Decided to go for vehicles first.

This is everything, but it needs organization.
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#33
Vehicles are done.

So far, I've ripped 29 sheets for this game and I think 30 is a good number to stop.
After all, I also want to give the first Breath of Fire a shot which is also missing a lot of stuff.
(I also saw that I'm ripping from this game since the end of February and at one point I just need to stop).

Last sheet will be the animals then.
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#34
Looked a bit more into it and saw that you can ride even more vehicles in this game, including platforms.

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#35
The fish will take the most time, since debug doesn't work for some of them.
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#36
Turns out there are some garbage entries for the fish in debug, but the used fish sprites are all there.
Should be not as hard as I imagined.

Took a closer look to the character sheets and some of them (especially Katt) are not good and even missing stuff.
Therefore they'll get a rerip too.

And thank Jeebus for SheetMaker, this neat little tool saved me from adding over 400 sprites manually to a sheet.
You can find it here:
https://www.vg-resource.com/thread-43528.html
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#37
Progress:
Needs some palette swaps and ingame checks (trash bin loop, projectile for Bow, fishing, etc.)
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#38
Progress:
Nearly done.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#39
All recolours done.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#40
Done with SheetMaker, again:
And after that one, Valerie, Ryu & Jean in their npc forms need a rip.
Only after these two, I can finally stop.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#41
Roughly organized battle chars:
For more details, I need to check debug again (battle states: idle, attack, etc. & loop notes) and add palettes.
There is also the zombie state, which changes the entire palette of the character (most likely encountered in Thief's Tomb).
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#42
The rest of them:
Also included Katt's boss sprites from Coursair.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#43
God I really love the fluidity of the battle sprites in this game. It's such a step up from the first one.
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#44
Indeed, they're really nice and I'm currently analyzing all the details about them:
Still thinking about another background colour, since it's really hard to see Bleu's sfx for one of her spell frames.

What to do:
- palettes
- separatable sfx
- which frame is for ability / item
- fix dodge note for Rand / Sten / small Ryu, since it's also for defending

Trivia:
- small Ryu has a frame for defeat, but it's just a frame from the idle (like the fusions)
- Katt's boss sprites from Coursair use a slightly different palette than her party sprites

Another thing:
Bow might be using arrows for hunting in the JPN version, but I'm not sure since I can't find any sources about it.
I will definitely check it out and add it to the sheet, if there are differences.

Edit: The pig in Township is animated:
https://www.nicovideo.jp/watch/sm8415668
07:46

Edit 2:
[Image: hHXPMBi.png]
Even in the Japanese version, Bow shoots with ping pong balls.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#45
Guess I'll split the sheets up between regular appearances and fusions:
This one needs a bit of work, but it's mostly done.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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