18 February 2016, 21:52 | #41 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,603
|
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...
|
18 February 2016, 23:00 | #42 | |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
|
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?) |
|
18 February 2016, 23:07 | #43 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,816
|
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. |
18 February 2016, 23:31 | #44 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
|
Quote:
|
|
18 February 2016, 23:32 | #45 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,603
|
@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 |
18 February 2016, 23:34 | #46 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,603
|
Quote:
|
|
18 February 2016, 23:45 | #47 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
|
@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 |
19 February 2016, 03:09 | #48 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,603
|
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) |
19 February 2016, 03:17 | #49 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,816
|
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. |
19 February 2016, 13:46 | #50 | |
CaptainM68K-SPS France
|
Quote:
the screens are build per page (256x256px), and then palette system for this arcade board is a bit particular. |
|
19 February 2016, 14:01 | #51 |
CaptainM68K-SPS France
|
|
19 February 2016, 14:36 | #52 |
CaptainM68K-SPS France
|
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 !! |
19 February 2016, 14:52 | #53 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
|
I'm curious if this creature was inspiration for Kirby:
|
19 February 2016, 15:22 | #54 |
CaptainM68K-SPS France
|
here are some sprites rips from the arcade gfx files in chunky 5 bitplan :
Last edited by dlfrsilver; 31 August 2021 at 22:46. |
19 February 2016, 17:25 | #55 | |
Registered User
Join Date: Jan 2015
Location: London/UK
Posts: 229
|
Quote:
I hope some day, someone can hack Lotus 2 to transform into a Outrun game. |
|
19 February 2016, 18:32 | #56 |
CaptainM68K-SPS France
|
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. |
19 February 2016, 19:44 | #57 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,603
|
Quote:
However, in order to keep songs and some variety, gotta use the v3 i think - that or use v2 with no songs... |
|
19 February 2016, 22:52 | #58 |
Registered User
Join Date: Jan 2010
Location: N/A
Posts: 873
|
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 |
20 February 2016, 02:41 | #59 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
|
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
|
20 February 2016, 05:01 | #60 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
|
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. |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
WonderBoy in Monsterland | 1time | project.WHDLoad | 30 | 01 March 2013 01:05 |
Astar Land in Flames - Astar Land in Flammen | Beawolf | request.Old Rare Games | 0 | 27 November 2010 13:44 |
Super WonderBoy In Monsterland | -Rob- | support.Games | 10 | 09 May 2006 20:32 |
Super Wonderboy - crack ripoff? | andreas | support.Games | 0 | 21 October 2005 22:19 |
finishing wonderboy in monsterland | gimbal | support.Games | 10 | 09 March 2005 13:58 |
|
|