| Raccoon Sam Member free speech disabled Level: 32 Posts: 144/187 EXP: 187684 For next: 18758 Since: 07-25-07 From: Somewhat Since last post: 4.4 years Last activity: 1.0 years |
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Originally posted by poppy Yeah, I thought so too, but as it turns out, those pop-in/out-blocks aren't even sprites. They are, in fact, tiles. Like, from the tileset. If you turn off the sprite layer, they don't disappear. So, unused! Originally posted by poppy If you could, that'd be great :3 I don't remember them at all! Originally posted by poppy I don't know about that at all. Do you mean that the pufferfish is in the Shun-game? These sprites were ripped from the DS game's SNES portion, which happens to be pretty much exactly like the SNES game itself. It's even got the same oversights in level design and I'm sure it's a well-made port. I ripped all the sprites from the game using mechaskrom's sprite ripper which converts the BIN-files to assembled PNGs. I ran every BIN in the game through it and these sprites (well there were a few other minor ones) I thought might be unused. So, pufferfish, unused! Originally posted by poppy I'm aware, but each BIN file has a palette amount byte and a unique palette (or, palettes) before the graphics data. For example, the snail has a palette amount of 2 because there are two kinds of snails in the game, brown and blue. This enemy also had a palette amount of 2; I know for certain that the first one is used but this palette is also defined in the unique palette data. So uh.. unused palette? Originally posted by poppy Hmm, interesting, but I know I've ripped every sprite in the game. If you wish to check out each sheet individually (excluding the final boss and the player sprites), please observe this. Thanks for the insight :> Another interesting thing is that while the game has only 49 levels, there are 50 files in the 'map' folder. Maybe there is one unused level? Shame the level format is such a pain. |












