07-03-2010, 08:03 AM
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Deathbringer's Rips Progress Thread
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11-12-2010, 09:59 AM
(This post was last modified: 11-12-2010, 06:54 PM by Deathbringer.)
Currently working on the enemies from Final Fantasy Legend III/Sa Ga 3 (the Japanese version has some changed sprites, 4 that I know of so far).
Updated This should be all of the enemies. Now it's like 2 or 3 bosses left. All of the enemies and bosses from the English version. I need to do color correction first (in other words get the palettes from a emulator screenshot since I'm sure the palette from YY-CHR is not it), but it's more or less done. It shows up to returning to the Present the first time, The final boss Xagor is only there because it wasn't compressed in the ROM unlike every other enemy and boss. Oh, and can a mod move this thread to Sprite Projects since that would be more appropriate place now? Thanked by: Gors
11-12-2010, 09:47 PM
As you wish
11-18-2010, 02:53 PM
These are the 4 that I know of that were changed.
01-03-2011, 08:19 PM
(This post was last modified: 01-04-2011, 09:45 AM by Deathbringer.)
I might be able to get rips from Heavenly Guardian for the PS2. The data can be taken from the disc with no problems (no compression), but I'm still figuring out the palette.
I think I just figured it out.
01-05-2011, 01:46 PM
Ah, Heavenly Guardian. I tried looking for the sprites a few months back, but gave up when I couldn't find out where the palettes were.
01-05-2011, 05:57 PM
If you still want to, here's a quick idea of what to do.
Keep the screenshot of TiledGGD up there in mind, especially the Palette settings (particularly Mode: Tiled). All the graphics in the game are in that one file that is opened (not just like characters and trees, but also area titles in English and Japanese). So open that up and set up TiledGGD (or GGD, because I can't think of many programs that let you for the palette into tiled) and change the offset to 40 (granted you'll to change the offset for everything but 40 is the magic number). Whatever you plan to rip, scroll through the blocks until you get random crap after a set (that will be the palettes for the set). If you did it right, each 256*256 block will have it's own palette (11 blocks will have 11 palettes, 5 blocks will have 5, etc.). Hopefully that helps. Thanked by: xdonthave1xx
03-24-2011, 10:06 PM
I know it's been a while, but that's what happens when a hard drive is on the verge of death.
Current Plan: Mighty Morphin' Power Rangers ~ The Movie I'm definitely doing the enemies also as they're pretty simple to get out of a savestate. I'm definitely not doing the Rangers themselves as that requires ripping all of the sprites at least 12 times maximum unless they share sprites but to determine that one would have to check each sprite.
03-24-2011, 10:17 PM
Say, is Mighty Morphin Power Rangers a fighting game? I only wondered because of Tonberry working on a tough 2-D fighting game project.
03-25-2011, 04:14 AM
Nice one DB! I'm looking forward to seeing more from that game - Power Rangers actually had some wicked games.
03-30-2011, 12:18 AM
Some great work here, specially loving the Contra 4 sprites. Not many out there and it's such a great game (even if it didn't get a PAL release...).
06-01-2011, 09:49 AM
This may look like it's not necessary but the item sheet currently on the site is missing some items (for instance, the bottle only has the bee, not the medicines or the fairy or even empty), but I'm also going to add the item sprites when you get them from npcs or chests (which can either be taken from a screenshot or tile-ripped). And I'm hoping to rip the item screens from the various versions (English, Japanese, French, and German), if only for the hell of it. Thanked by: Ton
06-13-2011, 08:34 PM
(03-24-2011, 10:06 PM)Deathbringer Wrote: I know it's been a while, but that's what happens when a hard drive is on the verge of death. Cool I love the Power Rangers keep it up dude
06-29-2011, 11:51 AM
(This post was last modified: 06-29-2011, 06:07 PM by Deathbringer.)
~Currently-In-Progress~
1. Zelda - A Link to the Past (SFC/SNES) _Status Screen/Items: Haven't worked on it for a while but all I need is some of the Japanese item names Quick Edit (06.29.2011) Unless someone has a better idea of how to organize this, the sheet will stay the way it is. Now just have to organize the French/German one. 2. Ys (FC) _Going to do Adol and the NPCs, also the status screen and items. 3. Ys II (FC) _Will do Adol, the NPCs, the enemies, the bosses (already tile ripped and assembled, only need palettes), the status screen and items. 4. Ys III (FC).....probably.
09-01-2011, 12:36 PM
(This post was last modified: 09-01-2011, 12:36 PM by Deathbringer.)
Current WIPs.
1. I have some computer issues right now so if I can find PSD that has the Zelda stuff in it, I can try to finish the last two sheets I can (status screen for the German/French versions and the items sheet). 2. Never got started on either status screens for YS 1 or 2 but they shouldn't be too difficult to do. 3. Might do YS III still but the tilesets are freakin' annoying. 4. With one of the programs Baru made, I can fill up the Children of Mana section with the enemies and possibly the PCs and NPCs. |
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