Comments
Displaying all comments.
| Posted | By | On | Comment |
|---|---|---|---|
| Sep 20, 2019 11:21 PM | bucanneerguy12 | Game: Sonic Chronicles: The Dark Brotherhood | where are the icons of the characters the ones that look like the life icons in sonic advance |
| Sep 20, 2019 9:53 PM | Paraemon | Asset: Objects (Common) | 1. You're looking at them. If there's two headings before sprites, it means the palette is shared. 2. Eventually. I'll deal with it with the Animals sheet done. |
| Sep 20, 2019 9:44 PM | Murphmario | Asset: Objects (Common) | Two things I have to criticize about the new sheet. 1. Where's the normal, non-underwater spikes? 2. Might want to update the thumbnail to remove the animals since they aren't in the sheet anymore. |
| Sep 20, 2019 8:31 PM | Dolphman | Asset: Endings | So Mai and Yuri celebrate by getting shitfaced. XD |
| Sep 20, 2019 8:29 PM | eerie10 | Game: Road Runner 2: Wile E. Coyote's Revenge (Prototype) | Missing Sprites: Wile E. Coyote Road Runner Tiles: All Stages |
| Sep 20, 2019 8:28 PM | Dolphman | Asset: Sledge | Wannabe Ninja Turtle. (No surprise there since Konami still had the license at the time) |
| Sep 20, 2019 7:24 PM | RaposaCadela | Asset: Secret Photos | it them |
| Sep 20, 2019 6:49 PM | Ton | Asset: Phantom Train (Interior) | So it looks like this map is super incomplete. I may finish it down the line and combine it with the other train sheet. |
| Sep 20, 2019 6:37 PM | Ton | Game: Mario Kart 64 | One day the beta ROM will leak and we'll have Kamek. One day. |
| Sep 20, 2019 5:16 PM | 935935935 | Asset: Tiles | 迷いの森はない |
| Sep 20, 2019 4:40 PM | JJTheGamerTV | Game: Super Mario Maker 2 | they are accepted now uwu |
| Sep 20, 2019 4:39 PM | JJTheGamerTV | Asset: Endless Challenge | Because c: |
| Sep 20, 2019 4:37 PM | You Gotta be Joshing me | Asset: Objects (Common) | I had no idea that broken switch sprite even existed! |
| Sep 20, 2019 4:09 PM | Doc von Schmeltwick | Asset: Devil's Snare | This was a lot easier to rip than I thought it would be.... |
| Sep 20, 2019 10:42 AM | Tailikku | Asset: Tiamat's Children | as for where these unused designs came from, they were in White Knell's archive of the GR3 Project website. Also, it's ironic that Ushumgallu's original design looks more like his design in the remake. |
| Sep 20, 2019 9:27 AM | Doc von Schmeltwick | Asset: Tiger | Oh, I thought you meant Art of Fighting King..... |
| Sep 20, 2019 8:39 AM | shadowman44 | Asset: Tiger | It's King but with the M.Bison pose and... Zangief's thong??? |
| Sep 20, 2019 5:39 AM | Kendotlibero | Game: Dragon Quest II: Luminaries of the Legendary Line | @shadowman44 The Android version actually is a port of the version for Java phones I suppose they streach stuff to match your phone's resolution |
| Sep 20, 2019 4:53 AM | Dolphman | Asset: I.M. Meen | About time! I'm surprised it took this long for the in-game sprites to be ripped. |
| Sep 20, 2019 12:08 AM | Murphmario | Asset: I.M. Meen | Wreched child! You ruined, my BEAUTIFUL Labyrinth! Now you're going to pay! |
| Sep 20, 2019 12:07 AM | Doc von Schmeltwick | Asset: Venomous Tentacula | Revision sent; re-ripped in tile viewer, thus fixing some mapping issues, as well as adding a missing "biting" animation. |
| Sep 19, 2019 11:13 PM | eerie10 | Game: Looney Tunes: Double Pack - Dizzy Driving / Acme Antics | Missing Sprites: Road Runner and Wile E. Coyote themselves. |
| Sep 19, 2019 11:09 PM | eerie10 | Game: Road Runner's Death Valley Rally | Not anytime soon, sadly. Since Ian's gone, nobody bothered to finish ripping this game. And we're only missing one more sprite sheet: The Level 3 Train Boss |
| Sep 19, 2019 10:50 PM | shadowman44 | Game: Dragon Quest II: Luminaries of the Legendary Line | So how do these sprites look so garbagy and artifacted during gameplay? |
| Sep 19, 2019 9:39 PM | Doc von Schmeltwick | Asset: I.M. Meen | Oh how I HATE those goody-goodies! How they make my stomach turn! (uh oh here we go again) |
| Sep 19, 2019 9:36 PM | NH1507 | Asset: Goal Pole (NSMBU) | Why is the Luigi flag smaller than the rest? NOBODY WILL KNOW |
| Sep 19, 2019 9:22 PM | MisterMike | Asset: I.M. Meen | Oh look, what clever CHILDREN! See them study, watch 'em learn! |
| Sep 19, 2019 8:32 PM | Aquarius | Game: Castlevania Customs | When I look in this section, I just see so much talent. Y'all're amazing. |
| Sep 19, 2019 8:28 PM | AppleBoy | Asset: Mario | What's that? |
| Sep 19, 2019 7:55 PM | Bunnytob | Game: I.M. Meen | And I'll be taking that girl's hairband as a reminder that I'm a douche. |
| Sep 19, 2019 7:30 PM | Ozaleto | Asset: Objects (Common) | Understood. Just letting you know that the only reason why the mobile port uses those incorrect values is due to all emulators using incorrect values in the first place, which they most likely referenced the RGB values from. IMO FSH values are also not really necessary since they are just another set of incorrect values going by 34s that some emulation use instead of going by 32s. |
| Sep 19, 2019 6:52 PM | Paraemon | Asset: Objects (Common) | With respect, I'll fix that at a later date. There's about 200+ sheets that require the value tables, and I don't want to waste precious time correcting them all since I won't have enough free time starting after the weekend, and want to get as much as my WIP sheets done before that point. At the very least, they seem to still be accurate to the mobile ports. |
| Sep 19, 2019 5:33 PM | Kendotlibero | Asset: Enemies | @Gaia the enemies aren't animated in the DQ1 mobile remake I can add names tho |
| Sep 19, 2019 5:19 PM | Gaia | Asset: Enemies | This sheet continues the trend of unnamed static images of iconic enemies... |
| Sep 19, 2019 5:14 PM | Ozaleto | Asset: Objects (Common) | Pardon my formatting on the last post, mobile seemed to have messed it up. |
| Sep 19, 2019 5:09 PM | Ozaleto | Asset: Objects (Common) | You also have the incorrect values for Raw Palette Formulations. Please read http://www.sega-16.com/forum/showthread.php?30522-The-correct-MD-VDP-output-levels |
| Sep 19, 2019 5:07 PM | Paraemon | Asset: Objects (Common) | >sigh. I'll deal with it when I'm at home. And it seemed to be quite interesting too. |
| Sep 19, 2019 4:15 PM | VAdaPEGA | Asset: Objects (Common) | http://vadapega.akawah.net/public/spikeused.gif Of course it's visible in VRAM, it's how it's arranged. The programmers designed the spike sprites to be 4x2 tiles in size, there is no instance of them being arranged to be 8x1 in the game anywhere (besides, it looks wrong to begin with). Whoever added that to TCRF clearly has no idea of what they were on about and nobody in the know has looked at the page in so long to get it corrected. |
| Sep 19, 2019 2:47 PM | Doc von Schmeltwick | Asset: Abobo | Jacket's making me think Birdie. |
| Sep 19, 2019 1:55 PM | Ton | Asset: Abobo | This is the first modern take on the character that still looks like Abobo. I love it. |