Posted | By | On | Comment |
---|---|---|---|
Jul 5, 2021, 2:56 PM | Folkin | Game: Harvester |
I just want to thank (and credit) HarroSIN for creating the tools to extract the textures and sprites! He hosts his tools on his website: https://anubis.rocks/ |
Jul 5, 2021, 2:50 PM | Sonictheoofhog4 | Sheet: Arwing |
Why did they never model the front of the ship |
Jul 5, 2021, 2:46 PM | Sonictheoofhog4 | Sheet: Samus Aran |
@ZTO if you beat the game as fast as sound, samus just dissapears |
Jul 5, 2021, 2:41 PM | Sonictheoofhog4 | Game: Super Mario All-Stars: Super Mario Bros. & The Lost Levels |
ah yes, smb1 has only 1 level |
Jul 5, 2021, 2:28 PM * | Kuro-chan | Game: Zeliard |
1. I cannot. I have no idea where to even look for it. They are found in the opening cutscene, towns and end scene. If you are looking for a capture, you'd have more luck playing the game with a recording device handy. None of those voice sounds play with any music. 2. It's... a bit complicated. The 8-color stuff was a case of editing colours on the fly so I could get transparencies on the town and NPC tiles. Those are as accurate as I can make them (which i believe are perfectly accurate for this version). The 4-color stuff, well... This required a lot of source reading, experimentation and a custom-built javascript page that let me convert extracted values into a canvas image that I could screen capture. It's not something I can necessarily (or easily) give away. Also, that project you linked is from 2015 or so, so I doubt it's being updated. 3. I have no idea how to view the original source code for the game. 4. All the sprites were in pieces, since space is always at a premium for a 1987 game. Curiously, they did not flip or mirror any tiles (at least that I could see), so they included the whole sets. There was very little in the way of duplicity for regular enemies. I could see lots of sprite piece duplication in the larger bosses, like Dragon or Alguien. As for remaking a game, it helps to understand how it plays on the original hardware and why there were limitations. Sharp X1 (and incarnations) was not exactly the most powerful system at the time. They had to make a few small compromises to get this game to work on the X1 (Nothing major, mostly little effects here and there, though I found they changed a couple of in-game values, like Magic Stone does slightly less damage and the Absor Mantle costs half as many almas). Such things to help understand the game include: - Limits on how much it can re-draw on the screen at once and not sacrificing frame rate. They stuck with x16 pixel movements (moving one full time at a tile instead of a pixel) since it can greatly reduce how much the background needs to be re-drawn everytime the player moves around. The FPS for Zeliard is (I believe) 10-15 under normal circumstances. I know speed can be played with a fair bit in the DOS version, but I am referring more to the X1 system. The DOS version would have been released 3 years later and can be played on far more powerful systems. - Color. Zeliard is built on an 8-colour palette. The dungeon sprites use a 4-colour palette (which is why stuff like the Pirika Shoes do not have the same colour in the dungeon as they go in the inventory page). A few of the special effects, like sword swings, use a 2-colour palette. Every pixel on the screen can have a maximum colour value, which means they can project the full RGB value or they can limit which ones get used. This is useful for creating alternate palettes, changing the colour of fonts, creating a fade effect, etc. - Resolution: Zeliard's native resolution is 640 x 200 (like many X1 games), stretched to fit the whole screen. On an RGB screen, the blur is only so slight that while you can see the sharpness of the higher resolution, you can also see a bit of a colour blur, enough to help make the game feel more colourful. Sierra realized it had to deal with a number of possible screen resolutions and color sets, so they came up with: - EGA (8-color, using a default EGA palette, even though they COULD have changed it) - MCGA (320 x 200, blending 2 pixels together to get a mixed colour. In theory this has a max. of 64 colours, but the duplicates actually results in 27) - Tandy (16-color, likely using a similar method as MCGA, but the value is likely rounded to the nearest pixel colour value) - CGA (4-color, likely a custom/modified tile and sprite set) - Hercules (2-color, 640x200, likely a custom/modifed tile set) With CGA and Hercules, they replace the colours above doors with letters. |
Jul 5, 2021, 1:31 PM | therealfurnice | Sheet: Wii Banner & Memory Data |
yo thx im making a wii play revival thing so :) |
Jul 5, 2021, 12:54 PM | Alefy San | Sheet: 6-4 |
@GianaSistersFan64 Oh, I see. I'm used to ripping SNES stages where you rip stages in a totally different way, most of the time. |
Jul 5, 2021, 12:30 PM | Sonictheoofhog4 | Sheet: Bronto Bert |
this is not bronto bert oh wait the kirby enemy's name is actually bronto burt |
Jul 5, 2021, 11:54 AM | Sonictheoofhog4 | Game: Shui Hu Shen Shou (Bootleg) |
Not pokemon |
Jul 5, 2021, 11:51 AM | DogToon64 | Sheet: Hotel 7: Intro |
"When you pinch Wendy's pennies, THERE'S FIRE!" |
Jul 5, 2021, 11:44 AM | HylianFox | Sheet: Turtle |
The bottom 3 three sprites are unusued. Truth be told I have no idea what the last two are even supposed to be. Maybe the turtle would sink underwater? |
Jul 5, 2021, 11:42 AM | Sonictheoofhog4 | Sheet: General Sprites |
w h y |
Jul 5, 2021, 10:59 AM | GianaSistersFan64 | Sheet: 6-4 |
@Sanic Ripping Giana Sisters DS levels becomes easy when using Tinke and Tiled, especially if you know how NSCR files works. |
Jul 5, 2021, 10:39 AM | Random Talking Bush | Sheet: Pokémon (2nd Generation) |
@SharkGuy: Late reply, but that's been fixed now. |
Jul 5, 2021, 10:37 AM | Gaming Fan | Sheet: Pico (Week 7) |
also this is the stress cutscene file. not the ingame pico shoot shoot files, so you wont see the blue lightning ammo shit from pico's gun here |
Jul 5, 2021, 10:27 AM | Alefy San | Sheet: 6-4 |
Great job ripping the stages. You're pretty fast! XD Specially considering they are large stages. |
Jul 5, 2021, 10:11 AM | Dragonick | Game: Sonic Boom (1995) |
The first Sonic fangame, but not quite the first PROPER Sonic fangame. This is more like an arcade shoot-em-up than a typical platormer that's well known to Sonic. |
Jul 5, 2021, 10:07 AM | Tails is comin' for ya | Sheet: Puzzles & Enemies |
Darn, the action of redoing this 17.2 KB picture of images and frames of enemies I feel grief and loss. |
Jul 5, 2021, 8:37 AM | LeoLuster214 | Sheet: Font & Message Box |
Most GB/GBC games have similar fonts. |
Jul 5, 2021, 7:20 AM | OmegaMrKrab444 | Sheet: Mario & Luigi |
The victory pose sprites for Mario and Luigi are unused in the game, the sprites for both of them when they get jumped on and the different victory pose from Battle Mode is maybe probably unused? |
Jul 5, 2021, 7:18 AM | OmegaMrKrab444 | Sheet: Luigi |
Small Luigi's sprite when he crouches while riding on Yoshi or holding an item was a recolor of Mario, but shorter. |
Jul 5, 2021, 7:17 AM | OmegaMrKrab444 | Sheet: Mario |
As you look noticed for the net punching sprites (both front and back), the half on Mario's arm was pink and with black outline (probably due to an error). |
Jul 5, 2021, 4:24 AM | Greenknight9000 | Sheet: Greenflower Zone |
Technically, this should be put on a "Sonic Robo Blast 2 TGF" section |
Jul 5, 2021, 2:16 AM | JoelIsDaBest66 | Sheet: Emojis |
Imagine if he was a NPC. His name should be "Smiley" |
Jul 4, 2021, 11:51 PM | TheSpritKit | Sheet: Pico (NES-Style) |
it's nice, but all of his animations look like they could be the down in a diff sprite sheet |
Jul 4, 2021, 10:18 PM | gc_2.0 | Sheet: Mario (PICO-8-Style) |
Super Mario But it's Celeste Classic |
Jul 4, 2021, 10:03 PM | John B. | Sheet: Flint Lockwood (Super Mario Maker-Style) |
Cute |
Jul 4, 2021, 9:54 PM | Czarlo | Sheet: Super Mario Bros. 1 NES (PICO-8-Style) |
@gc_2.0 Why mario is in 8x12 pixels is most likely to optimize sprites, so they didn't have to add extra sprites for the big form while still making them look good in both forms. |
Jul 4, 2021, 9:50 PM | Czarlo | Sheet: Mario |
favorite sheet 100% |
Jul 4, 2021, 8:53 PM | Neros Urameshi | Sheet: OVER-1 (MMX PSX-Style) |
Right on! All it needs is running and dashing sprites and it's set! |
Jul 4, 2021, 7:00 PM | JonGandee | Sheet: Switch Palace Tileset / Blocks (SMB1, SMB3, SML, SMW) |
Nice sprites, I really like the SMB3 ones. |
Jul 4, 2021, 6:56 PM | JonGandee | Game: Friday Night Funkin' Customs |
@Luigifan1115: Oh, shit. |
Jul 4, 2021, 6:47 PM * | Czarlo | Sheet: Crewmate & Impostor (Kirby Advance-Style) |
My favorite sheet on this website, good job! |
Jul 4, 2021, 5:38 PM | DogToon64 | Sheet: Breakable TV |
Update: - Added the broken parts. |
Jul 4, 2021, 5:29 PM | Czarlo | Sheet: Tails (Mr. Gimmick-Style) |
Suprised this isn't more popular, looks very cute. |
Jul 4, 2021, 4:45 PM | EmRuHire | Game: Panic Restaurant |
Something something... GameGrumps reference. |
Jul 4, 2021, 3:56 PM | Grounder | Sheet: Vanilla (Battle-Style) |
nice |
Jul 4, 2021, 3:50 PM | Grounder | Sheet: Tekno (SPA-Style) |
Cute! |
Jul 4, 2021, 3:42 PM | QuadFactor | Sheet: Mega Man (Mario Maker-Style, Expanded) |
Great job! |
Jul 4, 2021, 3:35 PM | MisterMike | Sheet: Mega Man (Mario Maker-Style, Expanded) |
Very cute! |
Jul 4, 2021, 3:13 PM | DogToon64 | Sheet: Dropship Lobby |
@CatKing1179: There's small differences between them if you look closer. |
Jul 4, 2021, 2:56 PM | CatKing1179 | Sheet: Dropship Lobby |
why are there 2 laptops |
Jul 4, 2021, 2:51 PM | DogToon64 | Sheet: Bonus Pizza |
If I had to take a guess, it could be a picture Pizza Tower Guy took at his house. |
Jul 4, 2021, 2:33 PM | Plokman | Sheet: Mega Man 6 Robot Masters (Mega Man 7-Style) |
Question, did you by chance ever visit a old Mega Man web page called Auto's Rockman Robot Center? Only reason I ask is this brings back a lot of nostolgia as they had many MM7 style sprites on there, speaking of you got a big fan now. Me if you couldn't tell. I always loved MM7 it is my number 1 MM game and always will be because it is where I entered the fandom. So a humble request keep doing this great SNES work! |
Jul 4, 2021, 2:16 PM | DogToon64 | Update: Get Equipped With NEW STAFF |
Congrats MisterMike and Deathbringer! |
Jul 4, 2021, 2:09 PM | DogToon64 | Sheet: Wario (Fire) |
Sprites 3-7 on the bottom row kind of looks like Kirby. |
Jul 4, 2021, 1:36 PM | QuadFactor | Sheet: Kab-bomb (Paper Mario-Style) |
@Luigifan1115: It's from New Super Mario Bros. DS. |
Jul 4, 2021, 1:36 PM | albert-art | Sheet: Character Icons (DLC) |
I will make note few thinks - mao get xeno colors from drpg - fuka too get xeno colors too - desco get 2 colors from it, summer event colors and xeno desco Maybe just me, or are just cool references to disgaea rpg mobile game ( its still missing on the tsr) |
Jul 4, 2021, 1:28 PM * | Czarlo | Sheet: General Sprites |
yes |
Jul 4, 2021, 12:37 PM | albert-art | Game: Disgaea 6: Defiance of Destiny |
I guess the rest will be on model resource? |