Super Tempo (JPN)
Super Tempo (JPN)

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[1]
Playable Characters
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[2]
Non-Playable Characters / Objects
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[4]
Enemies
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[1]
Bosses
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[5]
Miscellaneous
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[4]
Cutscenes
Comments (23)
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Honestly, the sheet and sprites themselves aren't bad for only using your phone. Those bag / backpack guys in particular don't seem to have any noticeable misalignment issues, probably due to them being so small and most of their frames only using a singular sprite.

Oh wow, I don't even remember making that post. Sad to admit, I had Tempo probably 90% ripped but lost it during an impulsive computer formatting. At least his macho walking animation lives on in that tutorial lmao.

Thank you so much for your help! Although I don't have a PC to use these emulators, and there's no Saturn emulator that has these features on mobile (I use Retroarch with the Beetle Saturn core, turned off the GPU), I'll rip more stuff in the future when I get a PC for use these emulators (which I'm referring to sprites that's IMPOSSIBLE to get ripped with screenshots, like the fonts, the ghosts NPCs, etc.). So far, I've only posted one of those flying things because it's the easiest one.

Screenshotting is actually not a great way to rip sprites for this game. For some odd reason, all the sprites are misaligned slightly, so you'll have to rip them using Yabause or Kronos (I prefer Kronos cause it has .png support and frame advancing) and build them together yourself by hand.
I made a quick reference to show what I'm talking about, but Kramlack also talked about it in an old guide he made.
I almost fell into the same trap when I started building the sprites together, so I don't blame you for assuming that's how everything was supposed to look lol. Not every sprite is built on an even grid, so sometimes there will be small 2x8 or 3x5 gaps, but if the sprites still look good despite that, then they should be fine.
I'd still recommend referencing how the sprites look in-game despite the misalignment issues just for a general idea on where to place everything on your sheets.
I made a quick reference to show what I'm talking about, but Kramlack also talked about it in an old guide he made.
I almost fell into the same trap when I started building the sprites together, so I don't blame you for assuming that's how everything was supposed to look lol. Not every sprite is built on an even grid, so sometimes there will be small 2x8 or 3x5 gaps, but if the sprites still look good despite that, then they should be fine.
I'd still recommend referencing how the sprites look in-game despite the misalignment issues just for a general idea on where to place everything on your sheets.

@SouperSaucer I think it's better to stay on the same sheet, since Katy has several of her sprites including the boxer transformation (but maybe because Tempo apparently has more sprites than her?)

Oh, I was taking screenshots of the mummy enemy to edit until I saw the comments section lol, but hey, this beautiful game is getting more sheets!

Current progress on Tempo's sprites. Not sure if the giant Muscle Tempo and Mecha Dragon Tempo sprites will end up being on their own sheet or not yet due to their size, but I'll figure it out when I get there.

Thank you! I had Major Minor's dialogue sprites ripped already, but your rips are laid out much nicer than mine lol. I'm not sure when I'll get around to ripping everything else, but these will definitely help out a lot.

@SouperSaucer: Seems like PMs got nuked, but since you're planning to rip Super Tempo, here's the more comprehensive unfinished ripsI have. Hopefully you can use some of it, and if so, I don't need/want credit.
Major Minor (Dialogue), Zombie, Mummy, Chicken Boss
Major Minor (Dialogue), Zombie, Mummy, Chicken Boss

@Kramlack: Good to know but i only have SSF because Yabause is hard as hell to set up for me, especially with having to find BIOS but i guess i could try to return to Yabause emulation or even give Kronos a chance like what @SouperSaucer said

taking a jab at ripping tempo's sprites (dunno if anyone else already is), though its gonna be tough with how many tiny pieces you have to individually save and stitch together. i think kronos might be better than yabause at ripping cause you have the ability to frame advance while having the sprite viewer open.

@BeefyDie: I have a bunch of unfinished rips lying around that I come back to once in a blue moon, but it's better if someone else finishes the game.
Sega Saturn is super easy to rip from, so anyone with a potato PC or laptop could do it. Yabause has wonderful built-in tools for exporting graphics from the VDP, and Super Tempo's pause function makes up for the lack of features in the emulator (Pausing but no Frame Advance).
Sega Saturn is super easy to rip from, so anyone with a potato PC or laptop could do it. Yabause has wonderful built-in tools for exporting graphics from the VDP, and Super Tempo's pause function makes up for the lack of features in the emulator (Pausing but no Frame Advance).


..which may be if @Kramlack happens to come back to rip Tempo

I’m having high hopes after the cybershell video on him someone’s gonna rip Tempo’s sprites next

so..uh...the tempo rip almost done or nah?

Wait they made a sequel?

this reminds me of paper mario.

Sort of?

So is this a sequel?
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(Thanks, Cybershell!)