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Old 18 February 2016, 21:52   #41
saimon69
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Wish was in your skills to replace soome of the sprites hand made with those from the original arcade or the PC-Engine version (skeleton warriors look ugly on amiga) plus the jewel-life meters, but i know is asking too much...
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Old 18 February 2016, 23:00   #42
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Wish was in your skills to replace soome of the sprites hand made with those from the original arcade or the PC-Engine version (skeleton warriors look ugly on amiga) plus the jewel-life meters, but i know is asking too much...
I've done it before (see: Giana II). Assuming the sprites aren't crunched it should be doable, assuming they're a similar size and palette (master system sprites are another option).

I'd need Sprite rips though. The closest I can find are these from Adventure Island (some of those are identical to WBIML arcade?)

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Old 18 February 2016, 23:07   #43
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I could only find these ill have another look
http://www.spriters-resource.com/mas...ml/sheet/5603/
and these monster world
http://www.spriters-resource.com/master_system/wbimwms/

Not going to far are all the Maps etc packed -

How did you locate the camera angle never seen anyone do that.

and here http://www.smspower.org/maxim/Maps/W...yInMonsterLand
ill be able to generate a Tile set if you want

Last edited by Retro1234; 18 February 2016 at 23:16.
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Old 18 February 2016, 23:31   #44
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Quote:
I'd need Sprite rips though. The closest I can find are these from Adventure Island (some of those are identical to WBIML arcade?)
I had never noticed this, but it's kinda curious, since Adventure Island = Wonder Boy indeed.. the story behind the series is a mess, but the first Wonder Boy was ported as Adventure Island on a few systems, then it's like 2 different series span out from that, but they have the same root even though play a lot different.
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Old 18 February 2016, 23:32   #45
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@earok
I assume that use adpro or ppaint to remap colors to the WB base palette should be possible, given the correct palette with colors in the right order...

btw usually sprites in the arcade have their own independent palette, that is why often you can see recolored enemies
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Old 18 February 2016, 23:34   #46
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I had never noticed this, but it's kinda curious, since Adventure Island = Wonder Boy indeed.. the story behind the series is a mess, but the first Wonder Boy was ported as Adventure Island on a few systems, then it's like 2 different series span out from that, but they have the same root even though play a lot different.
As far as i know is because Sega had the rights on the Wonder Boy name (developer is the same) so at the end yes, is the same series...
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Old 18 February 2016, 23:45   #47
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@booboo I used WinUAE's trainer to find a variable that changes as you go higher and lower. I then found a block of code that sets the camera position off by 48 pixels from the player's position, I just edited this value to be more like the arcade version.

I don't know what is and isn't packed yet, I'll need to have a closer look. If I can rip the tiles from the Amiga version you can probably paint over them with the Master System or arcade tiles. There are some complications though, I think the palette changes several times throughout the game.

@shatterhand A very complicated history indeed! Especially when you add in the Brazilian games too

@saimon69 My current workflow for sprite hacks is entirely Windows based, here's what I do
- Use maptapper to rip the source sprites
- Do edits in Paint Shop Pro
- Export to PNG
- Use my own C# utility to convert back to planar and paste into the source file
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Old 19 February 2016, 03:09   #48
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Used to work on multimedia apps using director on pc/mac soi can give you some hints:
- try to grab a screen from amiga and use it as palette
- i think you can generate a .pal file from paint shop pro;
at this point you can remap the colors of the indexed bitmap, but i would suggest you to use either dither or plain (details could be lost)
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Old 19 February 2016, 03:17   #49
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You can probably get the palette with MapTapper/GFRip exact address or use ARIII Sp filename and you have IFF indexed palette.

To Rip and replace graphics - use Maptapper or GFXRip etc to find - ArtPro to convert to IFF and back to Raw.

Last edited by Retro1234; 19 February 2016 at 03:47.
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Old 19 February 2016, 13:46   #50
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Quote:
Originally Posted by earok View Post
I've done it before (see: Giana II). Assuming the sprites aren't crunched it should be doable, assuming they're a similar size and palette (master system sprites are another option).

I'd need Sprite rips though. The closest I can find are these from Adventure Island (some of those are identical to WBIML arcade?)

Earok, on the arcade version, the maps or graphics are packed. I got a look at the video driver for wmbl.

the screens are build per page (256x256px), and then palette system for this arcade board is a bit particular.
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Old 19 February 2016, 14:01   #51
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check here :

Wonderboy ML is a system 2 game.

https://github.com/mamedev/mame/blob...eo/system1.cpp
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Old 19 February 2016, 14:36   #52
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Guys, i have right now the arcade sprites of Wonderboy in monsterland.

The graphics are bitmap, chunky mode

I'll post them once i get something nice !!
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Old 19 February 2016, 14:52   #53
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I'm curious if this creature was inspiration for Kirby:

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Old 19 February 2016, 15:22   #54
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here are some sprites rips from the arcade gfx files in chunky 5 bitplan :

Last edited by dlfrsilver; 31 August 2021 at 22:46.
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Old 19 February 2016, 17:25   #55
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Argh, I keep starting new projects!

Since it's a straight ST port, the palette is really drab. I've been working to try and get it as close to the original as possible (bearing in mind there's much fewer colours than the arcade machine had, so I've had to compromise here and there). Reds are fully red. Greens, browns, whites and blues are more vibrant.

Original is on the left, demo of the palette hacks are on the right.

Not really sure what else I could do with it. I haven't been successful with tweaking the controls (second button jump) so far.

I am very happy to see you are improving this wonderful game, please continue like that, it will get much better.

I hope some day, someone can hack Lotus 2 to transform into a Outrun game.
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Old 19 February 2016, 18:32   #56
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here is a shot (it's not complete, since some sprites are very small), but all the enemies sprites are in it :

Last edited by dlfrsilver; 31 August 2021 at 22:46.
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Old 19 February 2016, 19:44   #57
saimon69
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I am very happy to see you are improving this wonderful game, please continue like that, it will get much better.

I hope some day, someone can hack Lotus 2 to transform into a Outrun game.
The Outrun turbo Challenge! Love it!
However, in order to keep songs and some variety, gotta use the v3 i think - that or use v2 with no songs...
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Old 19 February 2016, 22:52   #58
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Is this available on adf? Will it run on an A500?

If its CD32 iso only will it run on my A1200s SCSJ cdrom?

Cheers
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Old 20 February 2016, 02:41   #59
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Currently CD32 only, not sure if it will work with that CD drive. Don't worry, we'll do an ADF version for A500 and an HD version for A1200
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Old 20 February 2016, 05:01   #60
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Ok! So I've done some work towards the Skeleton Monster (thnx dlfrsilver for the arcade rips). Not yet imported into the game (I'll need to update my import utility to support Atari ST format)



Unfortunately there's only one red so I can't do shading or anti-aliasing on his clothing.

He's a bit thinner too so it might cause issues with players colliding with him when they're not right up next to him.

There's two skeletons in the disk image - I don't know why? They only differ on the color of their clothes, is there a differently coloured skeleton in the game?



Edit: Check out what I found in the disk image! Mecha Dragon doesn't make an appearance in the Amiga version, but he's sure as hell in the disk image!




Edit 2: I think I've worked out why there's multiple skeletons. The "red" colour appears in different places in different palettes, so I think it's meant to be the exact same art but against a different palette.

Last edited by earok; 20 February 2016 at 08:18.
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