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There are a handful of other things that might trouble it but it is usually worth decoding one set of sprites and copying over before you get to fix the fallout.
#ALL SONIC CD SPRITES FULL#
Here if the bottom half of the sprite stays the same and the top is swapped out, take a look at a spriters guide as the token searches seem to be full of sprite sheets with the sprites stitched back together (phoenix wright and final fantasy are two half decent examples usually). Community content is available under CC-BY-SA unless otherwise noted. Its all of Sonics sprites from Sonic CD (plus 6 sprites from Sonic 2). Might come back to haunt you in animation though.ĭifferent hit box - an 8x16 box might include a lot of whitespace so hitboxes are used to make sure things have definitely touched.ĭifferent amount of animation frames - usually the most annoying, here you either get to remove frames from an animation (usually an ASM level hack) or generate intermediate frames (not that bad if you know your way around an image editor)ĭifferent orders of animation frames - games do not always run through a loop and can start at different places within it.ĭifferent style of animation - loading lots of 8x8 tiles into a game is all well and good but you will run out of memory before long. Moon the Hedgehog 4 June 2010 User blog:Moon the Hedgehog. Should just be a matter of recreating it should it exist or otherwise working around it.ĭifferent tile size - more troubling assuming it is not just whitespaceĭifferent tile composition 2 8x8 tiles stacked is common, it might change though. This is not unheard of but things that can go wrong includeĭifferent palette - assuming it is not a shared palette this is usually easy enough to work around if you can edit palettes.ĭifferent bit depth - I do not anticipate it being an issue here and it might take a bit of fiddling but you can usually get it done.Ĭompression - Not unheard of on the systems in question.
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It could be a matter of get the palette and tiles from one game and copy and paste into the other. Sprite ports are a tricky business as the "format" of the sprite can change between games of the same series on the same console let alone what the sega CD might have afforded (granted that is not as bad as the 32x).
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