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Super Mario World [Ripping All Levels]
#61
Gonna point out that Bob-omb flashes through more than two palettes, but it's impossible to see because the sprite itself uses only two colors that are identical on every sprite.
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#62
Is the flashing of the body perhaps identical to the flashing of the stars during the explosion (in terms of palette)?

Edit: More WIPs

[Image: 7WLUyWI.png]
[Image: AlIlIYf.png]
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#63
Added:
- Sumo Bro
- Various Enemies

Last enemy sheet will consist of Bob-Omb, Goomba & Amazing Flyin' Hammer Brother.
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#64
What will you call the last sheet?
God is good.  Big Grin


An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
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#65
Bob-Omb, Goomba & Amazing Flyin' Hammer Brother (WIP)
[Image: ALCfHaA.png]

@Smithy: Goomba & Bob-Omb definitely go on one sheet, not sure if the Hammer Brother should be added. I guess I'll decide when the sheet is finished.
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#66
Added:
- Amazing Flyin' Hammer Brother

The old enemy sheet has four other colours (dark grey, red, green, turquoise) for the stars within the Bob-Omb explosion. Not sure if these are edits or actually used, from what I 've seen only the colours above are used.

Stages with Bob-Ombs:
- Vanilla Secret 2
- Forest of Illusion 3
- Chocolate Island 4

[Image: X20u8mB.png]
WIP
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#67
Added:
- Goomba & Bob-Omb

All enemies are ripped. I'll do some tweaks later, but for now I also want to re-rip the following sheets too:

- Bowser: Like Roy, Morton & Ludwig, he's Mode 7 only, but within the enemy cast roll he's on the sprite layer. Therefore he's actually not supposed to be separated like he is on the current sheet. I also want to create grids for his sfx and get rid of Big Steely (object enemies & hazards), Mechakoopa (already ripped) and the unnamed demon flames (fireball enemies).

- Koopalings: Since they were tile-ripped by an experienced ripper (Sonikku), I only want to add the assembled ingame versions of the non-mode 7 Koopalings (everybody except Ludwig, Morton & Roy).

Edit: Since the old enemy sheet will be deleted soon, have some comments from the graveyard:

Page 1
https://imgur.com/wIp4L6O
https://imgur.com/IMxdARZ
https://imgur.com/B0mO31a
Page 2
https://imgur.com/9WTAcgx
https://imgur.com/0uCNfN1
https://imgur.com/ahlzMDz

Even back in 2014, this ancient evil had neverending issues.

When I was adding the palettes and started to separate the old sheet, only expected the workload of a weekend. Instead I had to re-rip everything, which took me half a month. Just glad that we have some quality sheets now.
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#68
Bowser (WIP)
[Image: f4M2MBT.png]
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#69
WIP
[Image: MehJzJC.png]
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Thanked by: Ton
#70
Revised:
- Bowser: Complete re-rip
- Object Enemies & Hazards: Added Big Steely
- Fireball Enemies: Added Bowser's Fireball (made-up name)
- Enemy Cast Roll: Changed the bg colour to an eye-friendy variant and modified the ripper tag from "Enemy Parade" to "Enemy Cast Roll"
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#71
Bowser is done, what is next?

Of course, the last untouched enemy sheet, the Koopalings, which needs assembled versions + palettes.

Ton already mentioned in the comments that the skewers/pillars
https://www.mariowiki.com/Skewer
https://www.mariowiki.com/Pillar
should get their own sheet, a thing which I think should come with a general cleanup in therms of SMW objects, as the corresponding sheet is pretty incomplete, has no palettes and mixes foreground objects with sprites.

Mario, Luigi, Peach, Yoshi and the dolphins are perfect rips, no need to tweak except for the latter three in terms of palettes (and maybe Yoshi's stomp sfx). Also bugfixes like Confused Chuck's baseballs which still animate while he's holding them, extra sfx (cape spin against fireballs, etc.) and so on.

After that, I will decide if I add the sprites from the enemy cast roll to the regular enemy sheets despite them using a different data table. They're single frames which have no relation to the other sprites in terms of animation and are kinda out of place.

Just wondering when P-Tux7 will notice that Fishin' Boo & Lakitu swapped clouds during the credits, lol.
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#72
[Image: zGvOqWz.png]
Sorted Sonikku's sprites within an 8x8 grid. Some of the tiles are cut off, but only on the parts with nothing on them. I'll doublecheck the VRAM, but I think they're fine.

Btw, you can really see that Wendy and Lemmy had different pixel artists than the rest of the gang.
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#73
And this is why you should never rely too much on other rippers:
[Image: OCeff5o.png]
Already found some stuff which isn't on Sonikku's sheet, he/she probably used a different tool than vSNES which wasn't that thorough. Oh well, at least I can use his/her Koopaling sheet as reference for assembling, before I start screen capturing them with ZSNES.
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Thanked by: Ton
#74
[Image: dQbFUyn.png]
WIP. Everything is assembled and you can see that only the mode 7 bosses have swapped palettes during the ending credits. This is because the mode 7 tiles are replaced with sprites and thus have have to use the sprite palettes. Somehow adressing them went wrong and now you have these alts.
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#75
[Image: QFZwgJK.png]
Ingame rips with ZSNES quicksaves & vSNES, these three should be complete.

Back then I thought  Lemmy's open mouth was some kind of head with a helmet and the nostrils were eyes.
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