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Aug 15 2011, 4:50 PM See Page
I like it! I'm quite partial to the shading and colour palette, and he's just plain adorable, particularly the walking animation.
Nov 13 2010, 12:04 AM See Page
Wow, incredible! I'm really blown away by these - normally I'm rather cynical regarding custom sprites as often they look stiff and cumbersome, but these are high-quality graphics! I'm particularly impressed with the Wario and Waluigi sprites - they're beautifully animated and are oozing with personality. Keep up the good work!
Jan 12 2010, 5:48 PM See Page
I've seen at least one other SMB1 remake here, but this one really grabs my interest! I love the presentation - the new sprites are excellent looking, especially the Piranha Plants and Bowser, though given how fluid and lush they are, the reused All-Stars backgrounds feel out-of-place in comparison. The new backgrounds are fantastic, though; I'm particularly enamoured with the 3-3 background, and the idea of using different music for certain stages is nice, although I personally found some of the MIDIs to be a bit clashing.

I'm impressed with the engine - the fact it's a remake allows me to show just how close you got it to the original game, and I most definitely applaud that! The few minor nitpicks do become that little more glaring, mind you - the jumping feels particularly "heavy" for me, as if the gravity is more dense than the NES game, and letting go of the jump button early seems to drop you a bit too quickly for my tastes (this is more noticable in the swimming levels). The springboards seemed to give me a bit of trouble to time correctly, though that's probably just my muscle memory. But aside from those and some minor hitbox changes (the Hammer Bros. seemed unusually easy to stomp, while Bowser's flames' damage boxes seemed to extend a little past their actual sprite), I'd say it's a job well done!

Also I automatically like anything that has a co-op mode. If only the game could be played on the Wii, then I could actually use it. =P
Nov 17 2008, 9:39 PM See Page
I've always loved those itty-bitty Mario Party-e sprites, and this is similarly incredible. I look forward to more!
Apr 11 2008, 1:27 PM See Page
Oh man, I LOVE these! Tiny sprites are always my favourite kind~
Dec 27 2007, 7:08 PM See Page
That's a twelve month old comment, Beezo. I'm up to date.
May 23 2007, 7:02 PM See Page
http://smrpgsecrets.tripod.com/
It's all here.
May 10 2007, 9:36 PM See Page
My original rip had them arranged in a more sheet-friendly way, but not only was the palette incorrect, but the real palette was about 256 colours, it's not like I could easily just provide the alternate palettes for people to replace themselves, nor did I like the idea of arranging them all the same way. So I just assembled those frames that required and took the easy route.
And what's wrong with vertical?
May 3 2007, 8:29 PM See Page
I've never played the SM64DS version, so I've no idea what Mario and Luigi are for. If they aren't used, my guess is that they were used as a template for the graphic style, as there are also some beta mugshots (at least, I assume they're beta, having barely played the game before selling it) that are based off the SMB3 style, although Wario's mugshot is drastically different from what it is here.
Apr 18 2007, 2:25 PM See Page
aw shucks :]
Mar 30 2007, 11:59 PM See Page
I've searched all over for where I got GGD from, but I honestly can't remember, so I've uploaded it.
http://tenchionline.com/ragey/GGD.zip
It's in Japanese, and thus the tabs don't appear properly, but only the first one is important; in order, it's Open File, Save File, Open Palette, Save Palette.
PageUp and PageDown let you scroll through the graphics or palettes.
The Arrow Keys alter the size of the graphics (I don't recommend using GGD for the actual ripping unless you want to piece ever single tile together yourself) and Ctrl+Arrow Keys changes the window size.
B changes graphics modes (4bit, 8bit and so on)
S changes how much you scroll through graphics or palettes. Be sure to click the window you want to alter the amount of stuff scrolled through before doing so.
And that's it, basically. There's other stuff, but since the primary highlight is getting palettes easily, they're not important.
Mar 30 2007, 10:10 PM See Page
Sonik, your message box is full, that's why I can't respond.
And for palettes, that's a more tricky business, as it basically involves checking every tile of "junk" that looks like it may have a palette inside. For Yoshi's Island DS files, they're located near the end, but it varies for different games (Super Princess Peach has them in "ncl" files). The matter is a lot simpler with a program called GGD, where you can simply scroll through the palettes and if they're in the same file, use Palette > Import From > This File in Tile Molester; and if it isn't in the same file, copy the tile into the file. However, I honestly don't know where you can get GGD from, as it seems to be rather obscure.
Mar 26 2007, 12:41 AM See Page
Tahaxan.
http://tahaxan.arcnor.com/
Feb 11 2007, 12:54 AM See Page
Actually, Cackletta's ghost would be quicker to rip, since Zophar's Domain has a save file before the Cackletta fight. The likes of the Chuckola Cola robot or Birdo, however, would take longer since they're pretty far away from my current progress.
Jan 31 2007, 10:18 PM See Page
Aside from the Koopalings and Bowser's first form, I haven't been using Tile Molester for much else. Most of what I've ripped is just with the built-in tile viewer of DeSmuME.
Jan 26 2007, 12:27 PM See Page
I'd rather not. The graphics, in my opinion, are pretty blegh-looking, and the last I heard Random Talking Bush was ripping them, but I don't know if he's made any progress or not.
Jan 25 2007, 9:28 PM See Page
Quote (Vex Productions on Jan 25 2007, 8:38 PM)
Those little cloud things are used. In harder levels they stop you using the joy vibe to float.

D'oh it again. But the misty Boos are unused, right? Right? :{
Jan 25 2007, 12:23 PM See Page
Quote (sonik on Jan 25 2007, 7:59 AM)
nice ripp,but why you says that boo is unused?I have that game and in a level,they charge in the bakgroud and we must be run for escape(they kill in one attack)

Totally forgot about those parts. My bad.

Quote (bulletbillblock on Jan 25 2007, 3:22 AM)
there are probly more then 100 enemies right?

There are 89 enemies in the glossary, but ten of them are bosses.
Jan 13 2007, 11:17 AM See Page
I've already got most of Luigi's sprites, but unless I find a quick and easy way to get all the Toads (since DeSmuME doesn't display the graphic showing how many Toads I've got, I can't easily edit a savestate or anything), I can't rip the rest or Bowser's second form.
Jan 13 2007, 1:05 AM See Page
Adding "please" to the end of a ridiculously tall order doesn't make it any shorter. I mean, I'd love to, but it's not like I rip these by merely clicking my fingers. It takes time and effort and isn't a terribly enjoyable process.
I'll rip what I like, if you don't mind.
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