Comments
Displaying all comments.
| Posted | By | On | Comment |
|---|---|---|---|
| Feb 19, 2024 12:34 AM | XJ Luna | Asset: Introduction, Company Logos & Title Screen | i love that warping effect on the title screen like WOOOOAH HOLY SHIT GET READY FOR THE MOST INTENSE THRILLRIDE OF YOUR LIFE and then you start the game and they're going 20mph |
| Feb 19, 2024 12:23 AM | Ida1 | Game: Nintendo Land | yeah |
| Feb 18, 2024 11:47 PM | IVBOY | Asset: Player Portraits | Whoever ripped these sprites seems to have incorrectly ripped Youmu's surprised and Angry sprites. |
| Feb 18, 2024 10:54 PM | crafterman1501 | Game: Pokémon FireRed / LeafGreen | @Mintedmedic they are in the background sprites |
| Feb 18, 2024 10:34 PM | pacmastermeow | Game: Sonic Jam 6 (Bootleg) | where are the enemies |
| Feb 18, 2024 10:01 PM | pacmastermeow | Game: Super Mario 2 1998 (Bootleg) | @Czarlo For some reason they're all here: https://www.spriters-resource.com/genesis_32x_scd/sonicjam6bootleg/ |
| Feb 18, 2024 10:00 PM | Bavoomian | Game: GROOVE COASTER WAI WAI PARTY!!!! | Crazy to think that all these characters are in a game made by the people behind SPACE INVADERS. |
| Feb 18, 2024 9:57 PM | Keenfan1990 | Asset: Objects & Effects | This is missing the rocks from stage 4 of the Japanese version. |
| Feb 18, 2024 9:37 PM | pacmastermeow | Asset: Sonic | where is luigi the glitchhog |
| Feb 18, 2024 8:06 PM | MarioFanGamer | Asset: Athletic Tileset | Added peach coloured raddish leaves. They use Vanilla Dome 4 and Gnarly's palette whereas the more orange leaves use Valley of Bowser 3's palette. |
| Feb 18, 2024 8:04 PM | MarioFanGamer | Asset: Dry Bones & Boo Variants | Fixed the colours of the appearing and disappearing Boo Buddies by showing all of the affected colours and not just part of them (even if they're only used for the Big Boo Boss). |
| Feb 18, 2024 8:03 PM | NES Boy | Asset: Win Screens | Mickey looks so happy in the "Donald wins!" screen. |
| Feb 18, 2024 8:03 PM | MarioFanGamer | Asset: Forest Tileset | Added unused ledge tiles. |
| Feb 18, 2024 7:55 PM | babil20111 | Game: GROOVE COASTER WAI WAI PARTY!!!! | same. |
| Feb 18, 2024 7:52 PM | NES Boy | Asset: Game Select | Well, it's not a jpeg. "Heavily dithered" is more like it. Also, they misrepresented Sonic 3 & Knuckles here (it would help to note that you could play as Tails in the Sonic & Knuckles zones here), and did they have to edit Sonic into that S&K gameplay screenshot when they could just choose a more natural one? |
| Feb 18, 2024 7:39 PM | NES Boy | Asset: Credits Images | Screens 9, 22, and 25 use sprites from Sonic 3D Blast, while Screens 16 and 33 use sprites from Sonic Spinball. Neither of those games are actually in this collection. Ahh, developer carelessness... |
| Feb 18, 2024 4:38 PM | Ya Block | Asset: Unagi | creepy |
| Feb 18, 2024 4:04 PM | SusMogussFanV1LOL | Asset: Unagi | Unagi from SM64 :0 |
| Feb 18, 2024 3:37 PM * | hansungkee | Asset: Mario (River City Ransom-Style) | I was Tired Fix for you in Discord. |
| Feb 18, 2024 3:03 PM | EvilMariobot | Asset: World 5-4 (1/2) | I'm sorry, but I have to say it... This is a castle, but it's not Roy's one. |
| Feb 18, 2024 2:25 PM | TheFourthWall | Game: Undertale Yellow | I never said that. I don't even care how long it takes because It's Undertale Yellow, so take as much time as you need |
| Feb 18, 2024 1:20 PM | JamieAnimations | Asset: Base (F) | Why. |
| Feb 18, 2024 1:18 PM | FridayFunkGaming291 | Game: Club Penguin Improvement Project | Click here if you don't know what this is. |
| Feb 18, 2024 1:02 PM | Dark_Ansem | Game: Final Fantasy: Record Keeper | Is the FFVIII enemy Blood Soul there (that pink floating head) or did i daydream that as well? |
| Feb 18, 2024 12:27 PM | Dark_Ansem | Game: Final Fantasy: Record Keeper | I must have been daydreaming the Construct then... thank you so much for your continued effort! |
| Feb 18, 2024 12:26 PM | ghghyhtgtgt | Asset: Shapeshifter | egg |
| Feb 18, 2024 10:35 AM | JamesTheSpriterGuy | Asset: Mario & Luigi (WarioWare Gold SMB3 Death Sprites, Expanded) | I Might Make An SMB2 Version Of This |
| Feb 18, 2024 10:28 AM | CheddarVG | Asset: Apotos | Alright, looks like I was wrong, it was actually in HD's Night Act 1. |
| Feb 18, 2024 9:36 AM | babil20111 | Asset: Egg TV Animation (Jim Carrey) | PINGAS |
| Feb 18, 2024 9:26 AM | Ya Block | Game: The Jungle Book | NBC News |
| Feb 18, 2024 9:16 AM * | yet another person | Asset: Mario & Luigi (Overworld) | i'm working on re-ripping to add the missing stuff, don't worry |
| Feb 18, 2024 9:15 AM | FridayFunkGaming291 | Asset: You | the 7.874.588 people who voted on the trolley problems have been ripped |
| Feb 18, 2024 9:05 AM | Dinoshi 64 | Asset: Toby | Damn, toby fox appears everywhere now |
| Feb 18, 2024 8:45 AM | pacmastermeow | Asset: General Sprites | why a crab |
| Feb 18, 2024 8:22 AM * | MarioFanGamer | Asset: Magikoopa | @thejohnston7 In short: Separate blue palettes, colour maths and the limitation on how it affects sprites. The long answer is that layers (which includes sprites) can be blended with other layers. More specifically, "upper" layers (usually BG1 — the foreground —, BG3 — the HUD, messages, mist and some backgrounds — and sprites in SMW) will selectedly (in that it's toggled with individual layers) blend with all the "lower" layers (which BG2 — most backgrounds — usually is in SMW). However, sprites are a bit special since if they blend as an "upper" layer, certain palettes will never be selected to be blended together (these are gold / player, silver, blue and yellow; this contrasts red, green and the two local palettes which can blend together). This inconsistency can be intentional (active vs. inactive ceiling Boos like in Donut Ghost House) but also often results in unintentional blending as it happens here. Furthermore, the Magikoopas write their colours to a local palette which keeps other blue sprites like p-switches in changing colours, alongside being affected by colour maths altogether. |
| Feb 18, 2024 8:15 AM | Spacemodo | Asset: Mario & Luigi (Overworld) | It's missing the waving pose and water sprites. Other than that, pretty decent rip! |
| Feb 18, 2024 8:11 AM | MarioFanGamer | Asset: Chargin' Chucks | Alternatively, some of the enemies were planned to use a different colour but changed mid-development (Swoopers are another example with the unused cluster which use blue colours) but the credits coders never got that memo which also resulted in Early Installement Weirdnesses (since modern Chucks are blue). In fact, a bit hard to miss but the back arm of Lookout Chucks are blue which may have been the original colour. |
| Feb 18, 2024 8:05 AM | Dark_Ansem | Game: Alundra | An underappreciated game |
| Feb 18, 2024 8:00 AM | Spacemodo | Asset: Enemies & Bosses | This is so much better because there are unused sprites that I've never seen before, and some not even listed on TCRF. Nice job ripping these! |
| Feb 18, 2024 7:50 AM | Ya Block | Asset: JY Logo | LSD Dream Emulator looking thing |