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SNES Extraction Script
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Tricob
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PostPosted: Mon Aug 28, 2017 1:46 pm
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Even the Mac version had some "pixellation". I remember seeing the lack of fine-tuning regarding the bottom of the flag sprite ... and then doing the rest of the work myself. It's actually found in my WolfDX release, IIRC.
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PostPosted: Mon Aug 28, 2017 1:55 pm
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Mac and Jaguar had the same non-weapon sprites, so yeah, I agree. Schabbs' feet were also quite low-resolution, as where the feet of the dogs.

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PostPosted: Mon Aug 28, 2017 3:46 pm
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Unfortunately, this is often what happens with commercially-released works. Only so much time and money is allowed for graphics, so once the limit is reached, the work as a whole is pretty much out the door unless the project's deadline is postponed or the budget is increased.

If you have a good eye and mind for that sort of thing, you might scour through other games and pick up telltale signs of graphics that were changed at the last minute ... or where something complex in the imagery was abandoned for a simpler design. It's more common in mainstream companies than it is in independent ones like Id.
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PostPosted: Tue Aug 29, 2017 4:11 am
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Yeah, it's true. Commercial stuff does tend to get rushed. I get it, however, because when I released Extreme Wolf3D v1, I desperately wanted to release it for May 5th, at any cost. However, on may 5th 2022, it will be quite an anniversary! 30 years! (And 41 years if you count Castle Wolfenstein).

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PostPosted: Sat Sep 16, 2017 1:29 pm
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I would just like to state, that in sprites 65 to 68, the top of the Ubermutant's head is chopped off and added on the bottom. Just sayin', in case this causes headaches in the future.

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PostPosted: Sat Sep 16, 2017 5:49 pm
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Like you said - commercial stuff does tend to get rushed. Smile
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PostPosted: Sat Sep 16, 2017 8:29 pm
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Sigma64 wrote:
I would just like to state, that in sprites 65 to 68, the top of the Ubermutant's head is chopped off and added on the bottom. Just sayin', in case this causes headaches in the future.

Thanks for letting me know. I actually see that happening in a lot of the boss sprites. I'll have to see what's going on.

https://github.com/adambiser/snes-wolf3d-extractor/issues/4

Fixed and code has been updated.

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PostPosted: Sun Sep 17, 2017 5:36 am
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After I posted that, I realized that all sprites that used the top row of pixels had had it moved it to the bottom row.
[To Tricob:] It was an extractor error, not a sprite problem, although now I wonder how exactly the sprites were stored, for the top of the image to be moved to the bottom.

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PostPosted: Sun Sep 17, 2017 5:43 am
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Sigma64 wrote:
After I posted that, I realized that all sprites that used the top row of pixels had had it moved it to the bottom row.
[To Tricob:] It was an extractor error, not a sprite problem, although now I wonder how exactly the sprites were stored, for the top of the image to be moved to the bottom.


It was due to array wrapping. One above the top row become the bottom row of the previous column. Fixed now. Sprites are stored a way similar to the DOS.

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PostPosted: Sun Sep 17, 2017 1:06 pm
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Thanks, and by the way: GREAT job on this! It's excellent!

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PostPosted: Sun Sep 17, 2017 1:15 pm
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Sigma64 wrote:
Thanks, and by the way: GREAT job on this! It's excellent!

You're welcome. I'm glad that a few people are finding it interesting despite this port being pretty unpopular. Smile

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PostPosted: Sun Sep 17, 2017 1:25 pm
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I enjoy these sprites thoroughly! I started using a "blood particle" system just so I could use the (bloodless) bosses in my mods!

By the way, just an arbitrary fact I found out: In symmetrical sprites in the Jaguar version, enemies have only 2 walking frames. Presumably this is one of the reasons that the SNES Schabbs was used as the base for the High-Res-Ification, so the blood-stains would not result in memory loss (However minor).

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