YesNoOk
avatar

Marvel Vs. Capcom 2 Sprites (Read 3871 times)

Started by Davod Sirloin, March 03, 2014, 06:10:03 am
Share this topic:
Re: Marvel Vs. Capcom 2 Sprites
#21  March 03, 2014, 09:01:20 pm
  • ******
  • Space Dandy wa uchuu wa Dandy de-aru
    • Chile
    • Skype - basara.kubikiri
    • network.mugenguild.com/basara/
OMG, and just when I was updating my Shuma-Gorath, I feel like in Christmas again :D thank you very much aok!!
Re: Marvel Vs. Capcom 2 Sprites
#22  March 03, 2014, 09:04:07 pm
  • ******
  • Portrait Prodigy EX+
    • mugenguild.com/forum/topics/saikoros-high-resolution-mugen-portraits-fatal-fury-full-set-145724.0.html
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??
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: Marvel Vs. Capcom 2 Sprites
#23  March 03, 2014, 09:16:00 pm
  • *****
  • Sprite Whore
    • USA
    • https://www.facebook.com/lee.tuttle.7
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.
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
  • ******
  • Portrait Prodigy EX+
    • mugenguild.com/forum/topics/saikoros-high-resolution-mugen-portraits-fatal-fury-full-set-145724.0.html
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??
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: Marvel Vs. Capcom 2 Sprites
#25  March 03, 2014, 11:11:59 pm
  • ****
  • Greatness awaits
    • USA
    • network.mugenguild.com/kamekaze/
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.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Marvel Vs. Capcom 2 Sprites
#26  March 03, 2014, 11:45:17 pm
  • ******
  • Portrait Prodigy EX+
    • mugenguild.com/forum/topics/saikoros-high-resolution-mugen-portraits-fatal-fury-full-set-145724.0.html
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:
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: Marvel Vs. Capcom 2 Sprites
#27  March 04, 2014, 01:59:19 am
  • ******
  • YOMI
    • www.justnopoint.com/lbends
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
  • *****
  • Christmas? /人◕ ‿‿ ◕人\
    • UK
Great rips. :)

Is it not possible to rip Jin without the fire effects on his normals?
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Marvel Vs. Capcom 2 Sprites
#29  March 10, 2014, 04:35:52 pm
  • *****
  • Sprite Whore
    • USA
    • https://www.facebook.com/lee.tuttle.7
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.
Re: Marvel Vs. Capcom 2 Sprites
#30  March 11, 2014, 02:53:09 am
  • ******
  • YOMI
    • www.justnopoint.com/lbends
KoopaKoot I can do it, but don't blame me if you regret it
Re: Marvel Vs. Capcom 2 Sprites
#31  March 30, 2014, 03:23:59 pm
  • ****
  • CSing since 2013 ^^
    • USA
    • Skype - SageHarpuiaJDJ

  • Online
Sorry for the late reply, but I'd like to say awesome rips. The palette remaping is going to help a ton.
Click my Sig if you want a CS commission!