PIECE = How many parts the sprite is made from. Combined with many things, for example, the palette pointer. PALET = Pointer to the 32-byte palette in the same bank as MB. SIZEB = How many bytes of data to rip from the ROM for this sprite to use. For our example, I'll use a randomly chosen DNA. ![]() The pointers and words in the ROM are always little-endian and, of course, SNES addresses instead of PC.įrom this point onwards, I'll also write in Courier because it's a monospaced font. The ROM we'll be using is a headerless (JU) SMC, MD5 hash 21f3e98df4780ee1c667b84e57d88675.īefore we begin, you must make yourself familiar with converting SNES addresses to PC addresses. I can't program worth shit but here's what I know of the game's sprites. In short, the goal is to have one easy-to-use program that can view every* individual sprite in the game. Now I've made a much more thorough document that should give the project programmer all the info he/she needs to integrate to the viewer. I've written about it in the past, but it was only a scratch of the surface. You see, most of Super Metroid's sprites follow a pretty straightforward format. This is why I suggest that we create SMUSHER. Well, I'm more of a technical smash-the-game-apart-guy more than an old school screenshot-til-you-drop-guy and I've dwelled into Super Metroid in the past. In the same thread we kinda went off-topic but in a good way, with hints of new, fresh, accurate rips in the horizon. they ain't bad but cmon they could be a lot better. What is this, Ninsprites? yeah i exaggerated, no offense to original rippers. I've been driven to the point of italics. Big over sized sheets, superfluous frames, and several missing parts. (07-17-2013, 07:07 PM)ittan-momen Wrote: The super Metroid section's more than a bit dated as it were. On July 18th, 2013 around 12:07 AM, ittan-moment made an important observation.
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