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Full Version: Super Mario World [Ripping All Levels]
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Added:
- Koopa Enemies

Re-ripped the Super Koopa completely, since it was missing the beige cape and also had problems with the colours. I wasn't able to recolour it since a few frames had a slightly different palette, not observable with the eye. This is why every frame had to be new.

I also deleted every frame which isn't used in the game, except the ones where I explicitly stated that they were unused (shell frames). If somebody really wants them, then they have palettes on the sheet for easy recolouring.
So are all the enemies done? Nice job. Smile
Actually no, there are still sheets to do as I splitted them up more:

- Magikoopa & Mechakoopa (WIP)
[Image: hX362aI.png]

- Lakitu & Spook (WIP)
[Image: zuBzOms.png]

- Various Enemies (WIP)
[Image: fuggAhE.png]

My god, this enemy sheet is awful. Fuzzy had one pixel of his eye missing and Ninji's outlines were screwed up (fixed both) and my guess is that there might be more. While I can't find every mistake without re-ripping everything, at least I can improve it. A few Para-Goomba frames on this sheet still have a slightly different palette which makes recolours impossible, but I will fix this later.
Ah, forgot about those. I apologize. XD
[Image: P1YJdk8.png]
WIP
I guess this is what I get for screen capturing sprites. Tongue
Added:
- Magikoopa
- Mechakoopa

The different colour schemes probably derive from different rippers with different emulators (bsnes, zsnes, snes9x, etc.). They are not really a problem, but the few misplaced/miscoloured/missing single pixels are. I haven't even noticed that Mechakoopa missed a tooth on three of his walk frames and one of his pixels from the winding key was green instead of blue until I started ripping these sprites by myself.

@Ton:
Yeah, it's no use, I need to re-rip every single enemy. I can't just sort this stuff through and put palettes on it, everything has to be new. Murphmario probably ripped the Koopas? If so, then I could leave them out.
I remember Lakitu's cloud being a huge problem, too. Not sure if it has been for you.
Makes me wonder why, his cloud has four frames and the animation for disappearing has only three.

[Image: nTTIerb.png]

I used a block in Star World 3 to kick him out of his cloud, you don't even need vSNES for that.
[Image: k0P9ZBj.png]
WIP, still have to get
- silver coin palette
- disappearing for every cloud frame
- disappearing for the cloud piece

One cloud consists of four identical looking cloud sprites. Two of them are in front of Lakitu with the face being on top and the other two are behind him. The animation of the background clouds/foreground clouds/whole cloud is surprisingly consistent, there are no variations or independent movements.

Only Lakitu himself is moving all over the place, having no fixed position between the cloud layers. This is probably why you had problems with capturing him back then.
Didn't expect such a workload, but the cloud animations are complete:
[Image: MgomYhK.png]
[Image: HImqjNw.png]
Had to shift the faceless cloud frames (disappear animation) one pixel down and one pixel to the right within their grid box and slap the faces back on, since they didn't match with ingame animations. I also added more versions.

This should be the final version.
Added:
- Lakitu & Spiny
- Aquatic Enemies (complete re-rip, also more frames for Urchin)

Unfortunately, Fishin' Boo has a different vehicle so I can't just copy & paste the cloud from Lakitu. At least his cloud doesn't disappear, I just checked it inside Choco-Ghost House with a star code. Cloud, flame & fishing rod instantly vanished and his sprite for defeat turned into a part from Big Boo.

Another downside: Since Fishin' Boo is always moving, there's no chance to form a grid box for the cloud. Oh well, saves me time I guess.
You know what? I think I was thinking of SMW2 Lakitu.

This is great!
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