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Full Version: Super Mario World [Ripping All Levels]
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Added:
- Ghost House / Sunken Ghost Ship Tileset

Now for real. It's my second SMW tileset sheet that I actually like, the first two were kinda experimental.
Added:
- Underground / Underwater Tileset

Revised:
- Castle Tileset: Added the animation for the curtain suspension + palettes. The animation itself is so subtle that I never noticed it during gameplay.

Some revisions will be done after I finshed the tilesets:

- Reznor: cape spin sfx for the fireballs
- Animated Foreground Tiles: palettes for Yoshi Coin

- Static Sprite Objects:
+ note for chain & music note (unused)
+ goal bar is longer ingame
+ bounce sprite for note block, maybe more (!-blocks)
+ ground tile from Bowser's fight
+ message block is backwards

- Animated Sprite Objects
+ mushroom in a bubble
+ rotation block variant (extends itself to 5 blocks)
+ ball bar bounce animation
WIP, Ground Tileset:
[Image: exTmOGp.png]
This time in a 16x16 fashion.
Merry Christmas, here is a present (well, just the usual):

Added:
- Ground Tileset
Added:
- Switch Palace / Bonus Game Tileset

Edit:

Revised:
- Ground Tileset: Fixed transparency (two different pinks) and added the cobblestone + palette. Also added upper ledges for the assembled chunks.
Added:
- Cloud Tileset
- Yoshi's House Tileset

Tilesets are done.

I'll do a revision of the Underground/Athletic tileset and then get some updates for the stuff I mentioned earlier.
Revised:
- Yoshi's House Tileset: Added the correct yellow foreground palette
- Switch Palace / Bonus Game Tileset: Added the correct yellow foreground palette
- Castle / Fortress Tileset: Added the correct yellow foreground palette, changed a bit text for the curtain suspension
- Forest Tileset: Added the correct yellow foreground palette
- Ghost House / Sunken Ghost Ship Tileset: Added the correct yellow foreground palette, changed ripper tag and placed some tiles differently (assembled 16x16 tiles with two palettes)
- Athletic Tileset: Added the correct yellow foreground palette and reworked the entire sheet layout, also added more guardrails, the assembled ropes, etc.

Turns out the yellow foreground palette ALWAYS cycles through 4 different types of yellow. Even if the Yoshi coin and the curtain suspension are not even on the screen, the palette ALWAYS changes its 4th colour. Luckily, nothing else in the game except these two fg objects use the 4th colour of this palette so everything should be alright.

I've already updated all tilesets except underwater/underground, which needs an update anyway.
Revised:
- Underground / Underwater Tileset: Deleted garbage tiles, added more assembled content and erased blank space
- Princess Peach: Added palettes, changed/added text and converted the sheet to an 8x8 grid
- Yoshi: Added palettes
- Dolphins: Re-ripped the dolphins to get a grid for them (vSNES), also added the palette

Forgot to add the corrected yellow palette to the tileset, so I have to revise that again.

What will I do next? Static foreground tiles, of course. And this fella here:

[Image: 7E8yS7P.png]
There is a second animation which has a vertical expansion. It's too dominant for the animated sprite object sheet, therefore it gets an own sheet.

Last but not least, more revisions are needed (copy & paste so I have it all in one post):

- Reznor: cape spin sfx for the fireballs
- Animated Foreground Tiles: palettes for Yoshi Coin
- Castle / Fortress Tileset: Foreground stuff from Morton/Roy/Ludwig (nah, scratch that, I put them on the static foreground sheet)

- Static Sprite Objects:
+ note for chain & music note (unused)
+ goal bar is longer ingame
+ bounce sprite for note block, yellow and green !-block, yellow static rotating block with item in it)
+ ground tile from Bowser's fight 
+ message block is backwards
+ unused floating platform https://www.youtube.com/watch?v=2P3Yz_bCows 1:14 (not sure if I can get my hands on this, it's not in Lunar Magic and I don't have a code)
+ unused dummy floating platform

- Animated Sprite Objects
+ mushroom in a bubble
+ ball bar bounce animation (is that even rippable, I'm not so sure about it) (probably goes on its own sheet with other large sprite animations - snake block from Roy/Larry, expanding blocks from Awesome)
+ fixing code for reserve box starman

Edit: Code for making Mario invisible (makes it easier to rip Yoshi):
Invisiblity: 00E2D37E
Blocks are done:

[Image: Wnoru3K.png][Image: bU8pNY4.png]

Revised:
- Underground / Underwater Tileset: Added the corrected yellow foreground palette and two more water tiles for each palette
Ball Bar (WIP)
[Image: JwemxwI.png]
Left: smallest impact (one bounce), middle: highest impact (one bounce), right: various ball bar ranges, not tied to an animation. This ball bar faces left, which means that the far right ball is always static and will never move.

All in all, I don't think it's rippable, it probably skips frames by moving too fast. I need a second rip to check if the animation changes or not.
Awesome! Is the brown block snake also on the list? (This game feels nearly finished)
Revised:
- Reznor: Added the cape spin sfx for the fireballs

@Smithy:
The snake block (Larry, Roy) is just a bunch of foreground tiles with sprites at their ends. While the sprites move, the foreground tiles abruptly disappear as soon as they're overlapped by the sprites. Of course it's rippable, I think.

I just thought about what to do with the really large sprite animations:

- Turn Block (Horizontal)
- Turn Block (Vertical)
- Block Bar
- Block Snake

Maybe an own sheet? Now that I have at least four of them, it would make more sense.

And by the way, this game is far from being finished. As I said, it's a bottomless pit.

What's really complete (IMO):
- Playable characters
- Enemies & Bosses
- Stages (except some outdated looking ones)
- Backgrounds
- Tilesets

And what could need an overhaul or a new rip:
- Yoshi: Assembled version, I already posted a code to make Mario invisible: 00E2D37E
- Animated Overworld Tiles: Grid, palettes, erasing duplicates, better layout
- Overworld Mario: Grid, palettes, separated versions (Mario, Yoshi, water)
- Overworld sprites: Switch Palace blocks, Castle/Fortress/Switch Palace sfx (after beating them), Cheep-Cheep sfx, palettes, vSNES grid
- Overworld tile animations: They're completely missing, from the Yoshi's Island clouds to the Vanilla Dome/Special World/Star World/Bowser's Valley sparkling, nothing is there.
- Japanese Font: As I said, I can't even check if everything is complete
- Overworld tileset: Chaotic, could use a better grid if possible (16x16) and point out what is used and what not. I also guess some custom tiles are on that (from the comments)? And of course, palettes.
- After Castle Cutscenes: Separating things like the BOMB sfx or the flame in Ludwig's scene, also palettes and some hidden stuff like the 2nd door.
- General sfx sheet: Not just tiles, but animations, grid and text for what is what would be nice.

Pretty sure this isn't all, you can rip this game forever.
Revised:

Static Sprite Objects:
+ added note for chain & music note (both unused)
+ ingame goal bar enlarged by 8x8 pixels
+ added bounce sprite for note block, yellow and green !-block, yellow static rotating block with item in it
+ erased foreground brick tile from Koopaling fight
+ mirrored VRAM message block to match the one ingame, because for me, ingame variants are different in size, not if they're just flipped or anything
+ added unused platforms

- Animated Sprite Objects
+ added mushroom in a bubble
+ fixed code for reserve box starman, it should work now
+ note for the block debris
Revised:

Animated Foreground Tiles:
+ Added the corrected yellow palette (4th colour always changes, but it only affects Yoshi coin & curtain suspension).
+ Added the different rope palettes + tiles
+ Added edits for the interim goal, since the original animation is broken. The edits are pointed out and the original tiles are right next to the lettering, also some notes have been added.

Fonts:
+ Added the BONUS GAME lettering
Static Foreground Tiles, WIP
[Image: INSosmC.png]
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