Users browsing this thread: 2 Guest(s)
Super Mario World [Ripping All Levels]
#76
Added:
- Iggy & Larry
- Lemmy & Wendy

They're basically the same enemy just with different heads & palettes.
Reply
Thanked by: Ton
#77
Added:
- Morton, Ludwig & Roy

Again, just in case someone is interested in the comments from the old Koopaling sheet:
https://i.imgur.com/cSt26AZ.png

This is it, all enemies (except Reznor) got a re-rip. Next thing are sheets for the objects (foreground, sprite layer), which are hopefully more convenient to rip.
Reply
Thanked by:
#78
How did you rip Roy, Morton Jr, and Ludwig!? I tried to rip them from Super Mario World: Just Keef Edition, and had no progress.

(I might try again after I rip Mario and Luigi from it)
If you can't handle the heat.
You can't handle the Neutron Style.
Reply
Thanked by:
#79
General Ripping for Mode 7 Objects seen in Gameplay (SNES)
- Make a quicksave in ZSNES with the frame you want to capture
- Open the quicksave (.zst, .zs1, .zs2, etc.) in vSNES
- Within vSNES, open the SceneViewer and go to layers and then to Mode7 backgrounds
- Here you should see the mode 7 frame in its unresized and non-rotated form.
- If colours are conflicting (like a black outline of the mode 7 object on black background), go to SceneViewer-layers-Mode7 backgrounds and then look at the lower right of the window at the area with the options for transparency. The box for col. 0 is probably checked, but we want a different bg colour. Check custom (col. 0 gets unchecked that way) and click on the colour bar right next to it. Choose a non-clashing colour from the given colour palette.
- Below the options for transparecy, you should see a floppy disk symbol. Use it to save the picture with the mode 7 object.
- Note: Every mode 7 frame needs one quicksave in ZSNES to be viewed in vSNES.

General Ripping for Mode 7 Object Tilesets (SNES)
++Start++
- Make a quicksave in ZSNES with the mode 7 object you want the tiles from
- Open the quicksave (.zst, .zs1, .zs2, etc.) in vSNES
++Palettes & Background Transparency++
- The mode 7 object should have the correct palette from the start. In SMW, you can see it when you open the PalViewer within vSNES, it's the first row (7 colours excluding bg colour)
- Still PalViewer: Within the corresponding tileset palette, you should click on the first colour bar, which is responsible for the background colour, to change it. It comes in handy if your bg within the MemViewer is clashing with the mode 7 tiles. Use pink or stuff like that.
- Make sure you change the background colour black for exactly the mode 7 tile palette, or else your changes won't have an effect.
++Viewing the Tileset++
- Within vSNES, open the MemViewer, look at decoder options and check M7 BG1. Then look at memory and check VRAM 64 KB.
- Look at window offset (100%) and make sure window is checked. The + and - buttons are for navigation (if neccessary).
- Look at window size and give y res a value of 66 or anything that is enough to show you the things you want to see within the VRAM.
- window size again, give x res a value of 8, 16 or 32. They determine how far the tiles are displayed. If you're lucky, then a certain value shows the different 8x8 tiles in a way that already makes them look more assembled. My personal values for the SMW mode 7 bosses (Morton, Ludwig, Roy) are x res 32 and y res 66.
++Other Stuff++
- Grab the Memviewer window at its edges with your mouse cursor to enlarge it if you have problems viewing everything, also play around with y res and x res to get a feeling for it.
- One thing: The mode 7 bosses in this game have vertical lines (width: 8 pixels, length: all the way) with duplicates within their tilesets, they go like this: Looking left, Looking right, Looking left, etc.
- Anyway, save the tiles with the floppy disk symbol, throw the thing on a sheet, decide for one direction and delete the rest of the unncessary vertical lines. Of course you can assemble them too, but they are just an exact copy of the other tiles, just mirrored.
Reply
Thanked by: DogToon64
#80
Foreground Tiles/Objects (WIP)
[Image: n3A3Gc2.png]
Reply
Thanked by:
#81
So you're re-ripping the Tiles and Objects too?

Anyways, thanks for telling me how you ripped! I'll see about ripping the last three Koopalings from SMW: Just Keef Edition some time later. I can't at this moment, but I will eventually.

EDIT: And I also forgot to mention, you can rename threads. Go to the list of threads, then click and hold the name of your thread until it turns into a box. Then, you can change the name to whatever you want it to be.
If you can't handle the heat.
You can't handle the Neutron Style.
Reply
Thanked by:
#82
(12-04-2020, 06:33 PM)Barack Obama Wrote: Foreground Tiles/Objects (WIP)
[Image: n3A3Gc2.png]

Gonna point out that in the final sheet you should probably organize these as 16x16 tiles, since that's how they're placed in-game. Lunar Magic should help with that.
Reply
Thanked by:
#83
@DogToon64
According to Petie, editing thread titles isn't possible.
https://www.vg-resource.com/thread-25290...#pid664078
I tried as you said, but to no avail.

@Murphmario
Do you know how to extract the tiles from Lunar Magic? Especially stuff like this:
https://www.spriters-resource.com/snes/s...heet/4605/
I want to take a look a closer look at them, but I'm not quite sure how to achieve it.

Edit:
ZSNES quicksaves in vSNES with open SceneViewer (what's currently happing ingame), MemViewer (what does the game RAM or ROM look like) & PalViewer (palettes for sprites, tiles, etc.):
[Image: l0fQuei.png]

[Image: tTzW637.png]
Koopaling Mode 7 tiles & Mode 7 ingame object (both in boss fights only) as well as the sprites (Enemy Cast Roll)
Reply
Thanked by:
#84
(12-05-2020, 05:57 AM)Barack Obama Wrote: @DogToon64
According to Petie, editing thread titles isn't possible.
https://www.vg-resource.com/thread-25290...#pid664078
I tried as you said, but to no avail.

Are you sure you're doing it right? It works for me. If you hover your mouse over the thread name on the list, does it come up with a box that says "(Click and hold to edit)"?

If you're on mobile, it won't work. It can only work on PC. Believe me, I tried it on mobile.
Reply
Thanked by:
#85
(12-05-2020, 05:57 AM)Barack Obama Wrote: @Murphmario
Do you know how to extract the tiles from Lunar Magic? Especially stuff like this:
https://www.spriters-resource.com/snes/s...heet/4605/
I want to take a look a closer look at them, but I'm not quite sure how to achieve it.
You can just open the rom, open up the map16 editor, then grab the tiles via printscreen.
Reply
Thanked by:
#86
@DogToon64
Even on my desktop pc, it does nothing.

@Murphmario
Looks like Lunar Magic has its own way to show these tiles, there is a lot of stuff missing which is accessible within the VRAM (like an unused fence). Since the placement of the tiles is actually 8x8 pixels (look at the yellow block and the generator tile in Gnarly), I'm rather sticking with vSNES.

WIP
[Image: ugbBH4E.png]
Before I submit anything, I want to dive deeper into the tileset thingy. At this point, it's just a collection of various foreground material with the focus on animated tiles & stuff that is used everywhere.

- fence (or cage), the dashed lines for Grinder enemies, conveyer belt + its generator, circle platform, railing & spikes belong to the castle tileset
- chompers & bone platforms are underground (I've only seen the latter one in Chocolate Island 4) edit: Forgot that chompers appear in Mondo too
- the blue-pink circle generator belong to levels with the mushroom platforms
- berries belong to meadow & forest tilesets
- rest can be used everywhere

- missing the block with the circle sign from the generic bonus game

And if you're looking at the objects & blocks sheet which is already one the site:
https://www.spriters-resource.com/snes/s...eet/62552/
- the red question mark block doesn't move, it's a still sprite from Back Door which activates the discolight
- all power-ups, both p-switches, trampolin, key, keyhole, discolight & grey block are sprites, also a substantial part of the platforms
- the blue block is a foreground object, but once you take it, it vanishes and a blinking block sprite appears instead. It goes so fast that you'll never notice the difference.
- the blinking blue block sprite has way more colours than you see on the sheet (yellow, another yellow, dark blue, grey, turquoise, red, etc.), it's also blinking faster than the flashing shell so it's not possible to tell how the colour order even looks like
- blue, grey & lightblue block don't move around their own axis because they don't react when you bump them from below. Same to the expanding yellow blocks in Yoshi's Island 3 or Awesome.
- starman is missing one colour
- blue coins are unused, silver coins are missing (the latter ones being sprites)
Reply
Thanked by:
#87
This is what remains of VIIPER's ground tileset if you erase recolours & duplicates (mostly):
https://www.spriters-resource.com/snes/s...heet/4598/
[Image: tVadsuU.png]
The entire sheet is still crap, grid & colours are messed up and the BLANK!!!! SPACE!!!!! tags make my head shake.

Time for a re-rip.
Reply
Thanked by:
#88
Did you forget the spinning gate on the cage Mario and Luigi crawl on and the Yoshi Coin Cloud?
God is good.  Big Grin


An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
Reply
Thanked by:
#89
Coin cloud & coin: Both sprites, which I haven't started yet. At the moment, I focus on foreground stuff.

Spin gate (cage) from Iggy's Castle: They're foreground tiles and and can be found on the WIP sheet in post #86. It's below the blue-pink palette, third row, frame 3. Frame 1 from the same row is the cage itself plus cage wire in middle. Frame 2 is unused, while frame 4 displays the edges of the cage when it strikes a curve.
Reply
Thanked by:
#90
Oh, I saw that, but doesn't it animate? Or is it because it's a sprite and needs to be on a different sheet?
God is good.  Big Grin


An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
Reply
Thanked by: Barack Obama


Forum Jump: