12-28-2020, 09:55 AM
(This post was last modified: 01-23-2021, 12:35 PM by Barack Obama.)
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- Stages (except some outdated looking ones)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.
- 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.