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I'm just glad that I'm done with him.

WIP
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In contrast to Lakitu, Fishin' Boo sits rockstable within the cloud. This makes it easy to use his 16x16 fishing rod as a focal point aka creating a grid for the cloud.

Edit: And I just see that his cloud only consists of two unique frames, as the other ones are mirrored versions of the first two.
Someone pointed out on the site that both halves of the Yellow Switch Palace are actually the same sheet.
Revised it.
Revised:
- Yellow Switch Palace (2/2): Should be the correct sheet and no longer a duplicate of the first half
- Skeleton & Ghost Enemies: Complete re-rip of the skeletons, also added ghosts
- Fireball Enemies: Complete re-rip
- Enemy Cast Roll & Ending Screen: Separated the sprites for Mario, Luigi & Peach from the ending screen, since their sprites overlap each other. Also added palettes for them.

Added:
- Fishin' Boo

What's missing:
- Chargin' Chuck: Complete re-rip
- Koopas: Re-rip of the Koopa Troopas & Koopas with Mask/without a shell
- Dinosaur Enemies: Complete re-rip except my vSNES parts of the flame
- Object Enemies: Complete re-rip except the majority of Torpedo Ted
- Various Enemies: Not sure if I can split them up further, maybe Sumo Bro or the Bob-Omb/Goomba enemies could be big enough?
Revised:
- Object Enemies & Hazards: Complete re-rip + added three more hazards (wooden stake, loose spike, wandering pit)

Dinosaurs are next.
Revised:
- Dinosaur Enemies (complete re-rip), added a few SFX as bonus.

Had to go into the vSNES MemViewer for the unused Dino-Rhino sprites and figured out how to properly display the graphics. x res has to be 16 pixels, y res can be 64 pixels or whatever.

Background can be changed with the assistance of the PalViewer. Within the colour palette table, click on the single colour you want to change and a lengthy bar below "index" will display it. Click on that bar and you can change it, for example, from black to pink. Useful if you have sprites with black outlines and a black bg in MemViewer (clashing colours).

Pretty sure this method will come in handy when I get to the Koopas next.
[Image: RdBKhYh.png]
WIP

Some of the frames from the large enemy sheet are edited, as the masked shell doesn't use the props to show that a Koopa has entered or that a Koopa will jump out of it after a cape attack.
Added:
- Super Koopas (separated from the Koopa sheet).

Revised:
- Koopas & Masked Koopas: Complete re-rip, also more organized with some markers that show you which frame/animation is used/unused.

Once these two are approved, I will get to the probably nastiest sheet, the Chargin' Chuck enemies. I have to find them, get their base animations and then cape attack them at every frame to get the head spin animation.

These are the variations:

- Clappin' Chuck: Yoshi's Island 1
- Lookout Chuck: Yoshi's Island 2
- Confused Chuck: Donut Plains 1
- Passin' Chuck: Vanilla Dome 1
- Splittin' Chuck: Vanilla Dome 2
- Diggin' Chuck: Valley of Bowser 4
- Bouncin' Chuck: Front Door (Door 8)
- Whistlin' Chuck: Funky
- Alternative Palette: Enemy Cast Roll

They can be found in more levels than these, but one stage for each is enough to capture them.
WIP
[Image: kpNUwn6.png]
[Image: jJKFGpZ.png]
WIP, still.
[Image: EPy0saL.png]
Should be everything, but it needs organization (WIP).
Since were Chargin' Chucks called "Lookout Chucks"?

Also, nice rerip.
Revised:
- Chargin' Chucks: Complete re-rip.

@Murphmario:
SMW has different types of Chargin' Chucks:
https://www.mariowiki.com/Chargin%27_Chuck
https://www.youtube.com/watch?v=H7Kdpul8Ov8
2:20
(11-25-2020, 05:34 PM)BarackĀ Obama Wrote: [ -> ]Revised:
- Chargin' Chucks: Complete re-rip.

@Murphmario:
SMW has different types of Chargin' Chucks:
https://www.mariowiki.com/Chargin%27_Chuck
https://www.youtube.com/watch?v=H7Kdpul8Ov8
2:20

I see. Knew about the different Chucks having different names, but I assumed the Lookout Chucks were just Chargin' Chucks, without a special name.
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Ripping from the tiles, WIP.
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