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https://github.com/toomanybees/super-metroid

ripping sprites out of the greatest masterpiece of the last century
https://github.com/toomanybees/super-metroid

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ripping sprites out of the greatest masterpiece of the last century

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# "Soup e'er met," Roy'd

Ripping assets out of the finest videogame[1](#videogame) ever
created by humans. This project consists of several crates in a workspace:

* **`sm`**

The main library for ripping assets out of the ROM.

* **`snes-bitplanes`**

Library for decoding SNES graphics stored in bitplane formats.
[published to crates.io](https://crates.io/crates/snes-bitplanes)

* **`proc-samus`**

Contains procedural macros that precompute Samus assets and palettes using
the `sm` crate.

* **`viewer`**

A command line utility that uses `piston_window` to view creature and Samus
assets, either as a sprite sheet or as an animated sprite. Because it's mostly
a debugging/exploratory tool, the binary `include_bytes!`s the entire 3MB ROM
for convenience.

* **`static_viewer`**

Similar to `viewer`, but is built with `proc-samus` macros to embed the
precomputed assets into the binary, so that is has no dependency on the ROM
or on the `sm` library.

Using this project depends on having the Super Metroid ROM named
`Super Metroid (Japan, USA) (En,Ja).sfc` (not included, duh) in a folder
called `data` relative to the base of the workspace.

![Samus moving right with gun extended, not aiming](run_samus_run.gif)

*1fight me*