Just noticed that the most popular game on Snes, Super mario World, didnt have the Title Screen ripped, so i did.
Also, i could not find the prototype rom of Smw, if anyone knows where to get it, plz tell me
You can see the prototype title screen in this video:
Nice! So glad we finally have that title screen. Should we put it in the "+ Smw" section as well?
(03-21-2015, 07:26 PM)Ton Wrote: [ -> ]Nice! So glad we finally have that title screen. Should we put it in the "+ Smw" section as well?
Oh, we have a section for Super mario all-star + Super mario world? if so i can split my sheet.
Sure! That works too. Yeah we split the game into SMB 1/2/3 and then have the SMW/differences in their own section.
(03-21-2015, 10:39 PM)Ton Wrote: [ -> ]Sure! That works too. Yeah we split the game into SMB 1/2/3 and then have the SMW/differences in their own section.
Oh, thats not what you meant? Well, we might as well not, since this is really the only difference between SmAs & SmAs+Smw, that and the cartridge which is already in the sheet Game Select.
I'm totally wrong. The default section is the All-Stars section. Disregard.
Were any other SMW elements changed in All-Stars version, or is it just Luigi? I forget.
(03-22-2015, 04:25 PM)Ton Wrote: [ -> ]I'm totally wrong. The default section is the All-Stars section. Disregard.
Were any other SMW elements changed in All-Stars version, or is it just Luigi? I forget.
I can hardly say as i never really played this version but
here what the cutting room floor says about it: "
Super Mario World itself was altered a bit, most notably to give Luigi a set of unique sprites based on his distinct Super Mario Bros. 2 appearance (although certain sprites, such as ducking on Yoshi or running sideways using a triangle ramp, weren't altered). In addition, a fourth save file was added, the unique "96 exits" completion marking was removed, and the player can return to the All-Stars menu by pressing Select on the map screen and selecting the option."
So yeah, we must not be missing that much.
Ok, good. I was trying to remember if the other changes enemies were in this version or in the GBA version. I have my answer.
So what games do you have in mind next?
I should finish Valkyrie Profile, but i could start a sweep of the snes Mario after.
Let's start a list for Smw:
-
Mario (
Add fire flower palette, add star power palette)
-
Luigi (
the one we have is the all-star version, add fire flower palette, add star power palette)
-
Ending (Fonts, "Thanks You!" sprites and the yoshi house banners, The last screens with Mario Luigi and Peach, )
-
Mario Map Screen (
add the other colors of yoshis )
-
World Map(
Add the new world map after the hidden world)
-
Koopalings (Add endings palette)
-
Power ups (
Mushroom, Fireflower, Feather,
Stars, Life Shroom/ 1-Up , Moons /3-Up) Found in the "tileset" sheet
-
Tileset
1. There a lot of redundancy with the other "Tiles" sheets, personnaly, i think we should rename the "Tileset" sheet to "Objects" and keep only on that sheet the single tile object that appear in most levels like the blocks and powerups.
2. The key and key hole
3.The purple block flashing animation
4.The trampoline
5. Gray Coins ( For some reason the grays coins showed up with pink on my end... i guess its an emulator bug)
6. Clouds (platform)
7. The hands from the torpedo launcher
8. The disco ball/light from bowser castle
-
Levels Backgrounds
- To be determined
-
Enemies
1.Check about what is explained in the commentary: "I think there's a few pixels missing on the climbing Koopa rotating sprite's shell."
2. Purple Chargin Chucks? Seen in the ending.
3. Black flower that eat you, maybe considered as a tile.
4. Lakitu cloud alone
5. Fire effect from the guy that throws lightning at the ground
-
Effects
1.Gettin coin / yoshi coins
2. Jumping on / kickin enemy
3. Smoke from being transformed effect (Mushroom, feather, etc)
4. Score fonts and sprite for 1-Up, 2-Up, 3-Up
5. Enemies exploding from fireballs
6. Jumping on enemies with yoshi and jumping with yellow yoshi
7. Picking up yoshi coins
-
General tiles ( Again, a lot of redundancy, could be fused with the sheet "Tiles set")
If only this could be my real job
There's a whole lot of redundancy in there. The Koopalings also have separate palettes in the credits.
plus the tiles for the different Chargin' Chucks.
(03-24-2015, 07:48 AM)Ton Wrote: [ -> ]There's a whole lot of redundancy in there. The Koopalings also have separate palettes in the credits.
Added the koopalings in the list.
(03-24-2015, 03:16 PM)Davy Jones Wrote: [ -> ]plus the tiles for the different Chargin' Chucks.
Are you speaking about the one in the ending? Cause i think we have all the "normal" at the bottom of the "Enemies" sheet.
If we chop up Chuck into tiles west be able to save space on the sheet. Also, Lakitu's cloud has some randomness to it and the one on the sheet is far from complete.
Alright, Lyseria, there 4 parts into 2 palettes, 1 for the body & dress, and the other for her hair, shawl, and bandana. Since, theres always a 6 foot fan in front of her, and everything is flapping around, and the fact that sometime there more parts of a kind than the others, i kept them as is aka not assembled. The only frame i was confident to assemble was the dead frame. About the same explanation for Lorenta.
Heres an example with the basic combat frame ( Still, Sidestep, Hurt, Dead) :
Mighty Jetters, Im coming for you!
Alright, first step of the cleaning of the tiles sheets done: What is in the rectangle is the object from all the Tiles sheets, out side of it, are the things i will add to the specific tile sheet. Also note that there somes that i cant identify.