Dragon Quest 3 (JPN)
Dragon Quest 3 (JPN)

Game Info arrow_drop_down favorite | |
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Category | SNES |
Assets | 43 |
Hits | 121,843 |
Comments | 5 |
Tags (13): arrow_right | |
Alternative Names (8):
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DQ3, DQIII, Dragon Quest 3, Dragon Quest 3: Soshite Densetsu e..., Dragon Quest III: And thus into Legend... (Japanese), Dragon Quest III: Soshite Densetsu e..., Dragon Warrior III, ドラゴンクエスト3 (Japanese)
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[2]
Playable Characters
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[39]
Enemies & Bosses
#001 - Slime

#002 - Starkraven

#003 - Bunicorn

#004 - Antnibbler

#005 - Batterfly

#007 - Bubble Slime

#008 - Prestidigitator

#009 - Waspion

#010 - Healslime

#011 - Antgobbler

#012 - Spikedhare

#017 - Scornet

#018 - Crabid

#019 - Cumaulus

#022 - Ravenlunatic

#027 - Betterfly

#034 - Crabber Dabber Doo

#039 - Rumble Bee

#042 - Hell Niño

#043 - Antguzzler

#044 - Cureslime

#047 - Leger-de-Man

#050 - Metal Slime

#052 - Hoodie

#056 - Hoodlum

#065 - Man o' War

#068 - Handsome Crab

#074 - Dread Admiral

#078 - Heavy Hood

#094 - Freezing Fog

#106 - She-Slime

#110 - Liquid Metal Slime

#121 - Hocus-Poker

#137 - Ortega

#138 - Robbin' 'Ood

#139 - Robbin' 'Ood

#153 - Abracadabrer

#154 - King Crab

Monsters (Static)

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[2]
Non-Playable Characters
Comments (5)
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how is everything animated so smoothly

Seconding Barack Obama's recommendation. I've been using the bsnes-rawpalettes emulator to grab the enemy assets. The built-in Tile Viewer is easy to use, and I've found the colours are shared entirely with the later HD-2D assets, which I think speaks to its accuracy. I can't imagine ripping Super Nintendo graphics any other way.

Try bsnes-rawpalettes:
https://archive.vg-resource.com/thread-43257.html
https://archive.vg-resource.com/thread-43257.html

kinda suprised on how little sheets there are :(
Is there an easier way to rip sprites from this game that isn't screenshotting?
Is there an easier way to rip sprites from this game that isn't screenshotting?
For example, sprites composing the Hood's body will overlap onto itself to help further exhibit him bending forward/backward. What would otherwise be 3 frames turn into 5.