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Invidual Sonic Sprite Frames ...perhaps I'm blind

#1 User is offline kazade 

Posted 06 February 2011 - 02:04 PM

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Hi guys,

I don't suppose anyone knows where I can find individual Sonic animation frames (preferably in PNG format) that aren't on a sprite sheet (from any of Sonic 1, 2 or 3)?

Ideally I'm looking for a zip file that contains each frame in its own file, I've been trying to manually cut them out of a sprite sheet but it's taking forever. Google isn't being very helpful either but perhaps I'm just rubbish at searching. smile.png

Luke.

#2 User is offline Overbound 

Posted 06 February 2011 - 02:18 PM

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http://sonicfangameshq.com/view.php?sec=2&id=294

SFGHQ isn't totally useless.

#3 User is offline Mercury 

Posted 06 February 2011 - 02:18 PM

  • His Name Is Sonic
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I've made I program that I use myself to rip them directly from the game. Using it, I'm always confident that the pixels, palette, and origin points are accurate. (I also use it to get the animation speed, but that part isn't quite polished yet.)

It supports Sonic 1, 2, 2 Beta, 3 & K, and CD. I could get you all of them by tomorrow.
This post has been edited by Mercury: 06 February 2011 - 02:20 PM

#4 User is offline kazade 

Posted 06 February 2011 - 02:31 PM

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Wow, thanks both of you!

Mercury, as always you are a legend, that would be awesome (you know what this is for wink.png )

#5 User is offline Mercury 

Posted 07 February 2011 - 01:39 PM

  • His Name Is Sonic
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And here they are!

Some notes:

  • Entirely blank frames come out black instead of transparent; this is a quirk of GM that I haven't licked yet. It doesn't really matter - you probably won't want to load the blank ones anyway, they're just there to space it out so that the frame ids match.
  • I've ripped them both as separate PNGs and as horizontal strips.
  • Each frame is rendered centred on a 64x64 canvas.
  • (Mind, though, some origins will not be correct: for instance, Sonic's spinning sprite needs to be moved 5 pixels down because this offset is added to object's position in the real engine before displaying the sprite. These should be obvious.)
  • Tails' tails are separate images for obvious reasons.
  • Sonic CD has several disparate sets. Each MMD uses a certain set - even though there're 70 level MMDs, there are only 4 different versions of Sonic's data.
  • Sonic and Tails in S&K have extra frames from S&K that aren't in S3. Therefore, there are strips labeled "Extra" in the corresponding folders that contain the correct new sprites in the positions (I didn't feel like opening the images and stitching them together into one strip). The individual PNGs are mixed together correctly, though.
  • Note that compressed Sonic art like his Sonic 1 ending sequence and the continue screen sprites are not present. I'm working on that, though.


I hope to release the program I used to make these, and when I do it'll do all objects not just the player.

Enjoy!





#6 User is offline Bgvanbur 

Posted 07 February 2011 - 02:37 PM

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Very nice sonic sprite set.

#7 User is offline ICEknight 

Posted 07 February 2011 - 02:45 PM

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Those sprite sets are great, thanks for sharing!

Could you specify which levels are using each of the Sonic CD sets, by the way? Just checking if that "Sonic walking while waving his arms" could really be for the underwater sections.



EDIT: Can that program extract the graphics from Sonic 2 and CD's Special Stages as well? (I guess Spinball, Crackers and Chaotix are out of the question for now)

EDIT 2: Hmm... Tails' sprites from Sonic 2 are showing both his legs going behing his tails. How odd.
This post has been edited by ICEknight: 07 February 2011 - 02:54 PM

#8 User is offline Mercury 

Posted 07 February 2011 - 03:02 PM

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QUOTE (ICEknight @ Feb 7 2011, 08:45 PM)
Could you specify which levels are using each of the Sonic CD sets, by the way? Just checking if that "Sonic walking while waving his arms" could really be for the underwater sections.

From my list when I did the research:

Set 1:
QUOTE
R11A.MMD
R11B.MMD
R11C.MMD
R11D.MMD
R12A.MMD
R12B.MMD
R12C.MMD
R12D.MMD

Set 2:
QUOTE
R13C.MMD
R13D.MMD
R31A.MMD
R31B.MMD
R31C.MMD
R31D.MMD
R32A.MMD
R32B.MMD
R32C.MMD
R32D.MMD
R33C.MMD
R33D.MMD
R51A.MMD
R51B.MMD
R51C.MMD
R51D.MMD
R52A.MMD
R52B.MMD
R52C.MMD
R52D.MMD
R53C.MMD
R53D.MMD
R61A.MMD
R61B.MMD
R61C.MMD
R61D.MMD
R62A.MMD
R62B.MMD
R62C.MMD
R62D.MMD
R63C.MMD
R63D.MMD
R71A.MMD
R71B.MMD
R71C.MMD
R71D.MMD
R72A.MMD
R72B.MMD
R72C.MMD
R72D.MMD
R73C.MMD
R73D.MMD

Set 3:
QUOTE
R41A.MMD
R41B.MMD
R41C.MMD
R41D.MMD
R42A.MMD
R42B.MMD
R42C.MMD
R42D.MMD
R43C.MMD
R43D.MMD

Set 4:
QUOTE
R81A.MMD
R81B.MMD
R81C.MMD
R81D.MMD
R82A.MMD
R82B.MMD
R82C.MMD
R82D.MMD
R83C.MMD
R83D.MMD


QUOTE
EDIT: Can that program extract the graphics from Sonic 2 and CD's Special Stages as well? (I guess Spinball, Crackers and Chaotix are out of the question for now)

If they're normal objects that load mappings like anything else, yes it should be able to handle them. I've got Sonic Stadium support almost done, but I haven't looked into the others yet.

QUOTE
EDIT 2: Hmm... Tails' sprites from Sonic 2 are showing both his legs going behing his tails. How odd.

EDIT: I fixed Tails' sprites and reuploaded the package.
This post has been edited by Mercury: 08 February 2011 - 01:59 PM

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