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Marvel Vs. Capcom 2 Sprites (Read 56095 times)

Started by aokmaniac13, March 03, 2014, 06:10:03 am
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Re: Marvel Vs. Capcom 2 Sprites
#21  March 03, 2014, 09:01:20 pm
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Re: Marvel Vs. Capcom 2 Sprites
#22  March 03, 2014, 09:04:07 pm
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Is there a difference between the arcade and the console sprites?

Exactly. For instance, I would reiterate this question as What's the difference between this and Kong's rips??
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Re: Marvel Vs. Capcom 2 Sprites
#23  March 03, 2014, 09:16:00 pm
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Better palette optimization, and Kong's sprites apparently had many sprites that were off axis.

EDIT:
I've also noticed that many of these packs have sprites that weren't used in MVC2.  Most notably the CotA characters have their original game-specific gethits.  I'm not able to check if they're full sets and just had certain frames removed when the game displayed them, ala Kenji from Capcom Fighting Jam(where only particular frames were displayed even though all of his frames were in the game).

Pretty neat.
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Last Edit: March 03, 2014, 09:28:04 pm by Hoshi
Re: Marvel Vs. Capcom 2 Sprites
#24  March 03, 2014, 09:55:45 pm
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Better palette optimization, and Kong's sprites apparently had many sprites that were off axis.

Interesting. So they're pretty much the same thing/size but a little optimized, I.E. axis is better??
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Re: Marvel Vs. Capcom 2 Sprites
#25  March 03, 2014, 11:11:59 pm
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A good chunk of kong's rips suffered from incorrect pal mapping. This was especially obvious on his ruby heart.

EDIT: it's also the reason why my doom's chair is blue.
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Re: Marvel Vs. Capcom 2 Sprites
#26  March 03, 2014, 11:45:17 pm
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A good chunk of kong's rips suffered from incorrect pal mapping. This was especially obvious on his ruby heart.

AH HAH!! That's what I was also curious about. Thanks for clarifying. I need Ruby Heart, Sentinel and Strider in that case. :2thumbsup:
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There should be a Saikoro plugin for Photoshop.
Re: Marvel Vs. Capcom 2 Sprites
#27  March 04, 2014, 01:59:19 am
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Upon closer inspection, it looks like effect palette offsets are handled differently in the majority of cases here, as opposed to CVS2 and CFJ where errors like this were pretty much limited to just Kenji.


Although I have to say personally, this is probably an improvement.
As usual, you can fix this manually or wait for me to fix it since the palette separation is intact regardless of the color shown.
Re: Marvel Vs. Capcom 2 Sprites
#28  March 10, 2014, 02:38:16 pm
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Great rips. :)

Is it not possible to rip Jin without the fire effects on his normals?
Re: Marvel Vs. Capcom 2 Sprites
#29  March 10, 2014, 04:35:52 pm
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I assume its the same deal I mentioned with Hayato's blade.  We may have to consult MVC1 for the sprites that you mentioned. I have a feeling Capcom condensed the workload by combining effects with the character sprites.
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Re: Marvel Vs. Capcom 2 Sprites
#30  March 11, 2014, 02:53:09 am
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Re: Marvel Vs. Capcom 2 Sprites
#31  March 30, 2014, 03:23:59 pm
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Sorry for the late reply, but I'd like to say awesome rips. The palette remaping is going to help a ton.