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Jurassic Park (Super Nintendo)

PostPosted: Tue Sep 05, 2017 9:26 pm
by Bren
Been recreating the sprites from the interior portions of Ocean's Jurassic Park.

I'm not sure if I can handle trying to get all of the wall/door textures, but I should be able to swing everything else. I'll update as I complete more.

Projectiles:


Items:


Puzzle Pieces:


Level Decor 1:


Level Decor 2:


Level Decor 3:


Velociraptor:


Dilophosaurus:


Elevator Tileset:


Visitor's Centre Tileset:


Restaurant/Kitchen Tileset:


Utility Shed/Raptor Pen Tileset:


Ship Tileset:


Control Room Tileset:


Raptor Nest Tileset:

Re: Jurassic Park (Super Nintendo)

PostPosted: Wed Sep 06, 2017 4:16 am
by Kinsie
Lookin' good so far!

Hopefully this encourages some clever codey-type to dismantle the ROM and get the actual assets.

Re: Jurassic Park (Super Nintendo)

PostPosted: Thu Sep 07, 2017 1:37 pm
by Mr.Enchanter
Did the original game look like Wolfenstein?

Re: Jurassic Park (Super Nintendo)

PostPosted: Thu Sep 07, 2017 3:59 pm
by Bren
Indeed it did.


Re: Jurassic Park (Super Nintendo)

PostPosted: Fri Sep 08, 2017 8:18 pm
by Bren
Update: as far as I can tell, all of the items/pick-ups and world objects/decor are accounted for.

Daunting tasks ahead ... dinosaur enemy frames and textures of walls/doors.

Re: Jurassic Park (Super Nintendo)

PostPosted: Mon Sep 11, 2017 9:32 pm
by Bren
Started on a smattering of wall/door textures.

Re: Jurassic Park (Super Nintendo)

PostPosted: Sun Oct 01, 2017 8:10 pm
by Ravick
Oh, man! I hope you can make the dino rotation sprites! :o

Re: Jurassic Park (Super Nintendo)

PostPosted: Tue Oct 24, 2017 2:32 pm
by Dude27th
Omg ! :0 I was working in a project using assets from this game some years ago ! I think I have some screen caps (in the original resolution with no filters) which could be useful for some t-Rex rotations

Re: Jurassic Park (Super Nintendo)

PostPosted: Thu Feb 27, 2020 8:20 pm
by Bren
Finally made some updates. Mainly the utility shed and ship sets.

Re: Jurassic Park (Super Nintendo)

PostPosted: Fri Feb 28, 2020 11:38 am
by PRIMEVAL
Niiiiice! I've always wanted to work on a Jurassic Park inspired mod, maybe this can help kickstart the idea.

Re: Jurassic Park (Super Nintendo)

PostPosted: Mon Oct 19, 2020 10:38 am
by Exeor
Awesome pack! This game was a nightmare fuel for me when I was a child, especially those dark areas.

I don't know if you have finished with the sprite sheet, but I remember that the Velociraptor had some walking left and right sprites too.

Re: Jurassic Park (Super Nintendo)

PostPosted: Sat Apr 03, 2021 4:58 am
by Bren
Ship tileset finished, Control Room and Raptor Nest sets added.

I think that's a wrap! As far as I know that's everything from the first-person sections of the game (except dinos).

Exeor wrote:I don't know if you have finished with the sprite sheet, but I remember that the Velociraptor had some walking left and right sprites too.


I don't think I'll be able to do any more of the Velociraptor frames.

  • My method of recreating these requires a nice clean screengrab close to the object/wall -- and when the player gets too close to a velociraptor it stops walking and starts lunging.
  • The side-frames of the 'raptor are 1:1 in height but are stretched 1:2 (I think) in width. It's tough for me to figure out exactly what columns of pixels are the duplicated/stretched lines of pixels.

Re: Jurassic Park (Super Nintendo)

PostPosted: Fri Apr 09, 2021 1:51 am
by Kinsie
Whoa, these were all from SCREENSHOTS? Impressive! And also perhaps a little bit terrifying.

Re: Jurassic Park (Super Nintendo)

PostPosted: Fri Apr 30, 2021 9:44 am
by Dude27th
Bren wrote:Ship tileset finished, Control Room and Raptor Nest sets added.

I think that's a wrap! As far as I know that's everything from the first-person sections of the game (except dinos).

Exeor wrote:I don't know if you have finished with the sprite sheet, but I remember that the Velociraptor had some walking left and right sprites too.


I don't think I'll be able to do any more of the Velociraptor frames.

  • My method of recreating these requires a nice clean screengrab close to the object/wall -- and when the player gets too close to a velociraptor it stops walking and starts lunging.
  • The side-frames of the 'raptor are 1:1 in height but are stretched 1:2 (I think) in width. It's tough for me to figure out exactly what columns of pixels are the duplicated/stretched lines of pixels.


Awesome work! :DD
And yeah I have the same issue some years ago while trying to getting those sprites , there's a velociraptor of the third floor I think of the Visitor Center that would be a good chance if you aren't checking it alrady, and there's clearly a range in which they detect the player and start running directly at you :/

Re: Jurassic Park (Super Nintendo)

PostPosted: Mon May 03, 2021 12:48 am
by Kinsie
There's now a disassembly of the game that you can use to pull all the game's contents into individual files for your examination. Just throw a headerless v1.0 ROM into the JP/ASARScripts folder, rename it to JP.SFC, and run the ExtractAssets batch file.

Image

Problem is, you'll probably still need a ZSNES (or ZMZ) savestate to get the proper palettes, and - more pressingly for this thread - I haven't figured out how to view anything in the "Textures" folder, which covers pretty much everything in the 3D sections. Any ideas?