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Sprites
Post Posted: Sat Jan 23, 2010 3:45 pm
Every game page in the redesign will show sprites on the game page. One will be randomly blown up to huge pixelly loveliness. You can then go and see more via a link.

The random sprite on the front page automatically picks up all the sprites added to the site.

All we need now is the images! Here's how you can help:

1. Post in this forum. You can post in this thread or make a new one if you like. You can attach images or archives to your post. Note that we may remove attachments after they are added to the site.

2. Edit the site directly (if you have been granted editor permissions). The site will magically fill in the image statistics (width, height and dots).

There are some guidelines:

- Sprites shall be at a 1:1 native resolution with no borders.

- The background shall be transparent.

- Use the PNG format. If you know what PNGOUT is then use it!

- For each sprite, specify the character and the position (standing, punching, etc). Try to refer to the manual for real names of characters.

- We are not super-interested in animated images or 1000 images showing all animation frames.

- Don't submit sprites from other websites. Make your own, it's not hard!

- We would of course prefer sprites from the whole game, not just the main character standing still on level 1.
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Post Posted: Sun Jan 24, 2010 11:56 am
A trick, some emulators have a feature to selectively disable rendering the background/foreground or sprite layers. Given that most game objects are on either of those layer it should make it easy to rip graphics.

Emulators
- In MEKA go to VIDEO->LAYERS.
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Wonder Boy III sprites
Post Posted: Tue Oct 26, 2010 3:18 pm
Found this:
http://www.spriters-resource.com/community/printthread.php?tid=14959
wb3_mo10.png (71.95 KB)
wb3_mo10.png

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Post Posted: Tue Oct 26, 2010 4:35 pm
Or, indeed, http://www.spriters-resource.com/other_systems/wb3tdt/

I'm not sure we want to go as far as TSR do, instead perhaps picking some representative sprites. I have no problem with having >100 sprites for one game though.
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Post Posted: Mon Jun 20, 2011 6:45 pm
I just updated the large sprite code to make it not show the same sprite twice on the same page, which had been annoying me for some time. It's also worth noting I've ripped these:

http://www.smspower.org/Sprites/TotoWorld3-SMS

which were much admired at the sega8bit event.
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Post Posted: Wed Aug 24, 2011 11:42 pm
Two questions:
  1. How many sprites per game should there be?
  2. Do all games qualify for inclusion or should some games be avoided?
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Post Posted: Thu Aug 25, 2011 8:16 am
All games qualify.

Include as many sprites as you think are worthwhile - we aren't generally interested in every animation frame, but we are interested in the key positions. So, for example, a Sonic game would have one or two per enemy, and several for Sonic (standing, looking up, crouching, walking, running, spinning, springing up, maybe some rotated too). we also like to have things that are interesting but aren't necessarily "characters" - e.g. the monitors and signboard.
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Post Posted: Tue Feb 05, 2013 1:32 pm
Here is a first set for Populous, with all elements of the Grassy Plains landscape (I omitted swamps and others, which are part of the ground, and not "sprites"). Technically, these are not sprites, but background, anyway.

Please tell me if you will add everything is this set on the website or if you remove some of the pictures so that I can prepare other sets.

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Post Posted: Tue Feb 05, 2013 3:30 pm
I made you a Wiki editor so you are now able to add them yourself into the site. The more the merrier :)
You can go to http://www.smspower.org/Games/Populous-SMS and click the "Sprites" link at the very bottom, then "Template - Sprites".
You can Edit the Sprites page for other games that have Sprites to get an idea of the way to setup things. Let us know if you have any question or if you'd rather not do it and we can help you with it.
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Post Posted: Tue Feb 05, 2013 3:53 pm
That's very nice, but I can't figure out how to do it. I explain:

-I look at the example with the syntax (:sprite:)
-I drop png files on the page
-I click on one of the uploaded files, which adds, for example [[Attach:Grassy plains - Burnt castle wall a.png]] in the text area.

Then I don't know what to do. How can I link the (:sprinte:) syntax to the files I uploaded? Can I just upload and validate?

I don't really want to mess up everything, so I prefer not trying out everything. ^_^;
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Post Posted: Tue Feb 05, 2013 5:50 pm
  1. go to the Sprites page for a game. As Bock said, you're interested into http://www.smspower.org/Sprites/Populous-SMS
  2. if that page exists, edit it; if it doesn't, create it
  3. in the editing area, add one line for each sprite, using one of those syntaxes:
    (:sprite character=name:)
    (:sprite character="a name with spaces":)
    (:sprite character=name position=walking:)
    (:sprite character=name position="having fun":)
  4. don't fill the "width", "height", and "dots" parameters, as a script will take care of that eventually (e.g. when those sprites are seen for the first time)
  5. once you added all the lines you wanted to add, hit "preview"
  6. the preview page will be filled with "redlinks" (which aren't really red on this wiki, but rather they have a dashed underline) with names such as "Attach:Sprites./Populous-SMS-Batman-DrivingtheBatmobile.png": click on each one of them (tip: use the mouse wheel top open all of them in different tabs)
  7. clicking on those links brings up the uploading page. The files on your hard drive can be named in any way you want, but, as the upload page itself reminds you, make sure that the extension is correct (e.g. a png is a png). Do not change the "name attachment as" field
  8. upload all the files, and close all the upload pages if you followed my tip above about using the mouse wheel
  9. re-preview the Sprites page to make sure you did everything right, and, if so, save it
This list might be cleaned up a bit and posted somewhere as a tutorial or something... if anything because Maps and Screenshots use the same procedure as well, only the templates are different.

edit: also, for the record, it's good practice to optimise the png files with pngout before you upload them. For example, I looked at the "Grassy plains - Burnt house 1.png" you uploaded, it's 250 bytes in size as of now, but I could reduce it to 227.
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Post Posted: Tue Feb 05, 2013 10:15 pm
I suggest for this, use the noun as the "character" and the terrain and type as the "position", e.g.
(:sprite character="House" position="Grassy Plains 1"
(:sprite character="House" position="Grassy Plains 1 (Burnt)"
(:sprite character="Tree" position="Grassy Plains A"

Also, I'd rather see the castles complete instead of as wall sections.

For adding a lot of sprites, the drag/drop upload is nice but you have to make sure you have the filenames exactly correct.
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Post Posted: Wed Feb 06, 2013 7:56 am
Thanks for the precisions, I should be able to do something correct now.

Tom wrote
For example, I looked at the "Grassy plains - Burnt house 1.png" you uploaded, it's 250 bytes in size as of now, but I could reduce it to 227.


Well, I already optimized it with PngOptimizer, because the original png file I generated with Gimp was almost twice that size.

What command did you use for that? (sparing me the work of searching the right parameters)
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Post Posted: Wed Feb 06, 2013 10:29 am
pngout filename.png

works for me. For sprites you can try different colour depths to save a few more bytes, but it's a lot more effort for little gain.
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Post Posted: Thu Feb 07, 2013 9:21 am
OK! I'm done for the first landscape, everything seems to be all right. Things will be easier for the next landscapes. :)

Thank you for the help.
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Post Posted: Thu Feb 07, 2013 1:22 pm
Hmm the preview mode is a bit buggy, I have a hard time displaying it.
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Axl
Post Posted: Sat Sep 17, 2016 1:35 am
I have a small request. It´s for Global Gladiators (Master System), World 2 (Rain Forest). There is a walking axe guy called Axl. Could you upload a sprite of him please? =)

Zool (standing position) would be also very nice please.
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