Kuribo64
Views: 19,850,486 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
03-28-24 11:12 AM
Guest:

0 users reading NSMB2 Sprite Images | 1 bot

Main - NSMB2 hacking - NSMB2 Sprite Images Hide post layouts | New reply

Pages: 1 2 3 4 5
Hiccup
Posted on 09-06-15 02:37 PM (rev. 38 of 05-08-17 08:35 AM) Link | #63951
[no longer updated here - moved to new forum]

Introduction
The purpose of this thread is to share high-quality sprite images, that depict accurately what objects look like in game, and where the image is displayed in relation to the sprite (box) location.

Image Rules
Rules

Image Album
Sprite images

Image Credits
Hiccup
Mariomaster

Arisotura
Posted on 09-06-15 02:50 PM Link | #63952
Nice to have this thread here too. Those images could definitely be useful to CoinKiller.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Hiccup
Posted on 09-06-15 04:25 PM Link | #63957
Unfortunatly the new guidelines require a video capture card, or equivalent - so specific frames can be picked out.

Arisotura
Posted on 09-06-15 04:48 PM Link | #63959
If we can get NSMB2 to run in Citra, there's always that, I guess.


The challenge is properly separating the sprite image from its background though, which can be tricky with non-straight borders.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Hiccup
Posted on 09-06-15 06:04 PM (rev. 3 of 09-06-15 06:08 PM) Link | #63961
Citra would be fine, as long as it is accurate.

That's easy if you put one of those SMB3-styled colour blocks behind the sprite, and as long as it doesn't blend into the background. Examples of objects that blend into the background: Fire Snakes - which will have to be just an outline until a better way is found, and Beanstalks - which are okay because they are 2D so can be ripped from the files.
And after that all you need to do is remove the colour with an image editor that supports transparency. I use Paint.NET.

Imnotstaple
Posted on 09-20-15 06:54 PM Link | #64259
Good news. I am receiving a 3DS Capture Card in about 3-4 months. I should be able to make sprite images in accordance to your guidelines, Hiccup.

____________________
sign

Hiccup
Posted on 09-23-15 08:42 AM Link | #64355
Very good news! Sorry about the strict guidelines, I just wanted the images to be consistent.

Imnotstaple
Posted on 09-23-15 10:33 PM (rev. 2 of 09-23-15 10:33 PM) Link | #64384
Oh, of course. Once I receive the capture card, I will be more than happy to get those sprite pictures.

____________________
sign

Arisotura
Posted on 09-24-15 10:58 AM Link | #64395
Know what'd be the best? Some hack to force the game to render sprites separately and send them to a dump, with transparency preserved.


But of course that's a completely different thing difficulty wise.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Imnotstaple
Posted on 09-24-15 11:52 AM Link | #64396
That sounds.. interesting. Would it be possible?

____________________
sign

Arisotura
Posted on 09-24-15 11:53 AM Link | #64397
Would definitely require ASM hacking. Or somehow probing into the GPU to dump what's being rendered.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Imnotstaple
Posted on 09-24-15 11:58 AM Link | #64398
That would be better as it sounds, but until then perhaps I could take screenshots of the game when everything is frozen at startup for like a mere second. Do you know what I mean? That way, I can put sprites near Mario and screenshot it on boot up so that they are in the original position.

____________________
sign

Arisotura
Posted on 09-24-15 12:11 PM Link | #64400
That's a good idea. Maybe you can also place them against a fixed-color background (basically removing the background). It'd make it easier to recover the transparency on the borders.



The best, but dunno if it's possible: take a snapshot of the sprite against a fixed background of one color, then another identical snapshot against another color. That way we could completely recover transparency by looking at the differences between the two (and writing some good code to do that).

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Imnotstaple
Posted on 09-24-15 12:30 PM Link | #64402
What about the black background used in the final course of the Gold Classic Pack?

____________________
sign

Arisotura
Posted on 09-24-15 12:31 PM Link | #64403
Can work I guess.


What happens if you specify no background or an invalid background for a level?

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Imnotstaple
Posted on 09-24-15 12:33 PM Link | #64404
You can't change the background, as of now.

____________________
sign

Hiccup
Posted on 09-24-15 06:28 PM Link | #64412
The middle tiles of the coloured blocks in the grassland tileset are solid colour. And the light green one is a great colour to use.

Arisotura
Posted on 09-24-15 06:30 PM Link | #64413
Ooooh, that's a good idea! I didn't think of it.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Imnotstaple
Posted on 09-24-15 07:44 PM Link | #64416
The light green colored block?

____________________
sign

Arisotura
Posted on 09-24-15 08:15 PM Link | #64418
https://kuribo64.net/get.php?id=T8NxQrXNs9URrHWn


those blocks

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd
Pages: 1 2 3 4 5

Main - NSMB2 hacking - NSMB2 Sprite Images Hide post layouts | New reply

Page rendered in 0.042 seconds. (2048KB of memory used)
MySQL - queries: 29, rows: 239/239, time: 0.011 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.