Comments
Displaying all comments.
| Posted | By | On | Comment |
|---|---|---|---|
| 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. |
| Sep 19, 2019 12:54 PM | Naffy zacky | Asset: Endless Challenge | Why is there 2 desert logos? |
| Sep 19, 2019 11:08 AM | Paraemon | Asset: Objects (Common) | Well, first of all, they originate from Sonic 3 and are carried over into Sonic & Knuckles. TCRF labels them as "A strange arrangement of the spike tiles, which would have been used to make them appear twice as long". So it's entirely possible they had a use in a prototype before being canned, and were just left in. The MD/Genesis arranges tiles for sprites depending on how the programmers lay them out in game. These can be seen in standard, or flipped vertically or horizontally. Sonic 1 goes a step further than later games in this regard, and Sonic 2's tile layouts are a bit different in at least a few places. Even if they don't have this, explain how I can see it in the VDP for multiple S3K games. I'm not removing it, and don't see a need to relabel it - depending on how you expect me to relabel it, means whether or not I have to overhaul the entire sheet. |
| Sep 19, 2019 3:55 AM | VAdaPEGA | Asset: Objects (Common) | that long spike is not a real sprite at all, it's just a coincidence that it can be mapped that way due to the nature of how the MD arranges tiles for sprites. The actual sprite mappings don't have this, please remove or relabel. |
| Sep 19, 2019 12:26 AM | Remedy_Reverie | Game: Super Mario Bros. 3 | Where are the unused victory sprites |
| Sep 19, 2019 12:24 AM | dany1994gus | Asset: Bullet Bill (NSMBU) | compare with version wii u and have any changes. more Bump map |
| Sep 19, 2019 12:05 AM | shadowman44 | Asset: Abobo | Yeah it is, though now in a punk biker getup. Fits the character I suppose. |
| Sep 18, 2019 11:35 PM | hansungkee | Asset: Abobo | It's That Abobo From Double Dragon? |
| Sep 18, 2019 10:15 PM | alexander cell | Game: Hotel Mario | the map isnt unused |
| Sep 18, 2019 9:51 PM | Prentis65 | Asset: Peach | This is where Peach is finally playable. |
| Sep 18, 2019 9:31 PM | Doc von Schmeltwick | Game: Wario Land II - Enhanced Graphics (Hack) | @teh_supar_hacker WL3's been done now and I'm currently in the process of ripping from another game (and all its sequels) so I don't know when I'll have time to get back to it. |
| Sep 18, 2019 9:16 PM | teh_supar_hackr | Game: Wario Land II - Enhanced Graphics (Hack) | @Doc von Schmeltwick I was working on a tileset for the Castle from Wario Land 2, but then forgot about it. I was also working on another tileset of this forest stage from Wario Land 3. |
| Sep 18, 2019 7:36 PM | Centrixe the Dodo | Game: Pesterquest | epic |
| Sep 18, 2019 6:03 PM | Cart3r | Game: Mario Customs | Hey, I submitted 2 tilesets back in June/July that have disappeared from the pending list. Is there a message or something that I should have gotten telling me why they were not accepted? Is there a time limit for how long something can be in pending? I don't mind them not being accepted, but I would like to know why so I can fix them and maybe resubmit. Thanks in advance for any help and keep up the good work! |
| Sep 18, 2019 4:46 PM | Deleted User | Game: Homestar Runner Games Menu | Shots do NOT hurt other players. |
| Sep 18, 2019 12:56 PM | Aspharon | Game: Drawn to Life | Is there any sheet that anyone currently really wants? I'll attempt to have a crack at it. |
| Sep 18, 2019 11:30 AM | MisterMike | Game: Kid Icarus: Of Myths and Monsters | @Ignis Thanks! @shadowman44 I know right? I'm suprised it took as long as it did as well. |
| Sep 18, 2019 7:40 AM | Kekwel | Game: Super Smash Bros. Ultimate | Hi ! First, thanks for your work :D Does the golden "#1" with bay leaves on result screen is a image or just the font ? |
| Sep 18, 2019 7:13 AM | JoltGanda | Asset: Giorno Giovanna [Gold Experience] (8-Bit) | I, Giorno Giovanna, have been reduced to mere pixels. |
| Sep 18, 2019 7:04 AM | Kurabupengin | Game: Zoda's Revenge: StarTropics 2 | This game needs a lot more work for sprite rips. |
| Sep 18, 2019 7:04 AM | Kurabupengin | Game: StarTropics | I think we still need the NPC character portraits. |
| Sep 18, 2019 6:18 AM | 125scratch | Asset: Cirno | The smallest! |
| Sep 18, 2019 2:59 AM | NH1507 | Game: Super Mario Maker 2 | Sorry, but when will the Pending Sheets be accepted? They've been pending for a while. |