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Wild Arms
#31
awesome anyway you can rip out 3d models?
#32
This is Awsome! ^^
#33
@esepablo:
I'm not very familiar with model ripping, therefore I will concentrate on sprites and textures first.

@kydogan: Thx =)

This time you get three bosses:
[Image: iconluceid.png]
http://img34.imageshack.us/img34/2434/luceid.png

[Image: iconbelselk.png]
http://img853.imageshack.us/img853/5895/belselk.png

[Image: iconboomerang.png]
http://img69.imageshack.us/img69/5504/boomerangq.png

Nearly finished Zeikfried & Zed, just a few details.
#34
Cooool, Boomerang looks like Quick Man. Tongue
#35
Now that you said it... Cute

The leader of the quarter knights, also the main villain in the game:
[Image: iconzeikfried.png]
http://img42.imageshack.us/img42/9872/zeikfried.png


#36
No sunny breakfast for you tomorrow!

[Image: iconzed.png]
http://img43.imageshack.us/img43/4638/zedp.png


#37
Great job! How much stuff is left in the game to rip, I wonder? It seems you've gotten a lot of the BG's, and you're working on enemies/bosses, you've done items (I think)...
#38
I updated the list on the first site, there are still many backgrounds left and I will only do the dungeons. At the moment, the cities are too annoying to rip for me and not as interesting as the other tilesets. I will also not rip the items, because they're too time expensive. The enemies... yeah, now I will fight with duplicates.

My theory: The developers created different sets of high-colour-sprites which they wanted to use in different areas. Each of this sets had more than 256 colours, nevertheless they reduced them all to 8-bit.

Now we have dozens of different sets but with identical sprites and different colour gradients. Luckily, most of the enemies and bosses are uneffected cause they were stored in a different file. Exceptions are Alhazad, Lady Harken's transformation to Elmina & vice versa, Agaless, Cap'n Geist & Ceracenian. Agaless & Alhazad have also transparency problems with their black parts.

Even more worse than the enemies are the main characters and the NPCs. In this case, every single sprite is affected. I really don't want to spam my sheets with countless twin sprites just due to the colour gradient, but it feels kind of incomplete when I miss them.
#39
Hmm, would it be possible to simply include palettes for each sprite, or would it just be easier to have each sprite? I'd do that too, I wouldn't wanna miss anything. Tongue
#40
Like the fighters from Mortal Kombat (SNES), the main chars and NPCs have no specified palette. They were drawn, scanned and colour-reduced.

It would be far easier to have each sprite, but as said this would result in a giant sheet with lots of duplicates.
#41
[Image: iconmotherfried.png]
http://img695.imageshack.us/img695/6278/motherfried.png

Fun fact: Rogue Galaxy has also a "Mother" enemy, but this one lasted longer than 10 seconds.

Fun fact 2: In both games, they are not the final boss but the second last.
#42
Awesome as always! You seem to be really good at these PSX rips. Smile
#43
I'm ripping for years and I can say it gets easier and easier the more you gain experience through all the games. Nevertheless, I don't like characters with a huge range for their animations, especially when you have to get them from different places in the game. Therefore I focus on monsters, tilesets and battle backgrounds, they can't run away from me (mostly).

Tilesets:
[Image: iconmountainpass.png]
http://img842.imageshack.us/img842/5381/...inpass.png

Resubmitting:
[Image: iconvolcannontrap.png]
http://img24.imageshack.us/img24/9126/volcannontrap.png
Added a few additional sprites and the orb animation, also changed the palette for the small rocks.

WIP:
http://img845.imageshack.us/img845/9312/mother.png
Probably my next enemy sheet.
#44
(04-21-2011, 02:18 PM)Davy Jones Wrote: WIP:
http://img845.imageshack.us/img845/9312/mother.png
Probably my next enemy sheet.

That enemy looks a lot like Motherfried.
#45
Great job Davias Big Grin


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