Yes, those games are quite harder to map, mechaskrom, but with select tools for whichever engines they use, it can be a bit easier.
I also nearly forgot to bring up some additional info centering on the BMZ trilogy's different handling of Inti Creates' 2D games.
Upon reading and visiting a bit, one of Spriters Resources' rippers, Deathbringer, who did sprite ripping from BMZ1, and apparently stopped for quite a long while now, so you know, used NinjaRipper, a tool to gather these sheets as textures, but it did a lot of palette DDS dumping(which that ripper, to speak, was able to follow the texture its meant to be used for) and they looked like they were mostly black and/or with one color used in them, and the color indexing is rather different than others' handling of palettes and sprite sheets by hand before converting them into PNGs.
For that, whatever sprites ripped in the process had to be manually retextured to get their colors right by taking screenshots to figure out which colors are right and what goes where. Another ripper, Random Talking Bush, did well on figuring that game's different file structure out, including understanding the OSB files and using a script that output palettes to .PAL format(but the palette swaps, such as the Albino and King Dig-Rawlers from BMZ3, for instance, may need to be manually extracted). Its all a bit technical, but can be learned from experience.
I'd do some consulting with these rippers for some better understanding on it, Kayato.
I think you'll be quite stunned to see the actual large bodies of Venom Master and Dig-Rawler themselves when you get to them. I saw them in the soundtrack booklets that holds all enemies' names, though its in Japanese language and needs to be translated.
That may be needed if you're up to adding in miniature bestiaries to your maps to identify which enemies are unique in each Area and which are shared across them. Honestly, I'm a bit surprised these games doesn't have bestiaries in-game, compared to many that do.
I also nearly forgot to bring up some additional info centering on the BMZ trilogy's different handling of Inti Creates' 2D games.
Upon reading and visiting a bit, one of Spriters Resources' rippers, Deathbringer, who did sprite ripping from BMZ1, and apparently stopped for quite a long while now, so you know, used NinjaRipper, a tool to gather these sheets as textures, but it did a lot of palette DDS dumping(which that ripper, to speak, was able to follow the texture its meant to be used for) and they looked like they were mostly black and/or with one color used in them, and the color indexing is rather different than others' handling of palettes and sprite sheets by hand before converting them into PNGs.
For that, whatever sprites ripped in the process had to be manually retextured to get their colors right by taking screenshots to figure out which colors are right and what goes where. Another ripper, Random Talking Bush, did well on figuring that game's different file structure out, including understanding the OSB files and using a script that output palettes to .PAL format(but the palette swaps, such as the Albino and King Dig-Rawlers from BMZ3, for instance, may need to be manually extracted). Its all a bit technical, but can be learned from experience.
I'd do some consulting with these rippers for some better understanding on it, Kayato.
I think you'll be quite stunned to see the actual large bodies of Venom Master and Dig-Rawler themselves when you get to them. I saw them in the soundtrack booklets that holds all enemies' names, though its in Japanese language and needs to be translated.
That may be needed if you're up to adding in miniature bestiaries to your maps to identify which enemies are unique in each Area and which are shared across them. Honestly, I'm a bit surprised these games doesn't have bestiaries in-game, compared to many that do.
Seems like wherever any game mapper goes, even you, zagato, there's always more yet to be mapped NES games at every corner, even unlicensed. Oftentimes, I'm still thinking there's no apparent end to them, given these have been made at the NES' popularity peak.





























