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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.
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