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Super Mario World [Ripping All Levels]
#91
I just checked it out and you're right.

When Mario knocks on the cage gate to spin it, the corresponding foreground becomes invisible and turns into a sprite. Which means that frame 2 from the WIP sheet is actually used, as it becomes the border for the sprite animation.
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#92
[Image: STsx7QI.png]
WIP, I'll use duplicates later to give them more sense and show them off. I'm just happy that I was able to sort and assemble them.

Ground & underground tiles plus palette swaps are only thing that I will rip, as they are the most used ones and also the most difficult sets to assemble.
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#93
Just a quick list for the enemies/bosses on what to tweak or fix:

Amazing Flyin' Hammer Brother - fine
Aquatic Enemies - Cheep Cheep in a bubble
The Big Boo - Palette fix for the beige one, the colour was wrongly encoded just like Magikoopa, I guess
Bowser - Sprite palette, fading mode7 palette
Chargin' Chucks - Confused Chucks' baseball in their hands still animates, the cape repel sfx needs the grid from the hammer brother sheet
Dinosaur Enemies - Rex squished sprite has to be separated
Fireball Enemies - Bowser's Flame vanishes sfx, cape repel sfx for the Fire Snake droppings
Fishin' Boo - Instead of Variant A & B, text like Normal and Turning might be better
Goomba & Bob-Omb - fine
Iggy & Larry - fine
Koopas & Masked Koopas - Checking out if Blue Masked Para-Troopa is used in Vanilla Secret 1, the other hints from EvilMariobot are not correct
Lakitu & Spiny - The fishing rod has issues, as far as I remember
Lemmy & Wendy - fine
Magikoopa - maybe a darker bg
Mechakoopa - fine
Morton, Ludwig & Roy - Morton & Roy (assembled tiles) are in the wrong row (switched)
Object Enemies & Hazards - maybe a few more grid boxes
Plant Enemies - grid boxes would be cool, also fireballs & cape repel sfx
Reznor - Enemy Cast Roll palette for the platform is missing, maybe some other minor tweaks 
Skeleton & Ghost Enemies - cape repel sfx for the bones
Sumo Bro - fine
Super Koopas - fine
Various Enemies - Mega Mole & Monty Mole have the same palette issues as the beige Big Boo, but it doesn't affect their appearance as colour 7 isn't used within their sprites
Wiggler - Grid boxes for the body parts


In general:
I'm not going to add the sprites from the enemy cast roll. They're alien frames which have zero relationship to the ingame sprites and their animations. One exception are the Koopalings, but in this case I just added what I found inside the VRAM. And technically, the regular enemy/boss sheets aren't incomplete either:

- Sumo Bro: The different face is an overlay and the regular sheet has it as tiles
- Big Boo: His parts are differently placed, all of these are on the regular sheet
- Flying Hammer Brother: Has a different platform, but these ones get on a sprite object sheet, as they're also part of an alien frame (the platform has no frame 2 which is required for animation)
- Fishin Boo & Lakitu: Switched clouds with each other. I'm definitely not going to add the clouds again, we don't need sheets cluttered with duplicates.
- Koopas & Masked Koopas: One Koopa has cap and shoes in different colours. Since I tiled them, you can frankenstein them by yourself.

Also I'm not going to add garbage sprites which the game grabs from the VRAM when you defeat enemies which are not supposed to be defeated, like Fishin' Boo (turns into a part of Big Boo), the Lava Bubble (turns into a yellow Magikoopa head) or Iggy's/Larry's balls (turn into a red Reznor horn).

What I'm adding or already have added are all possible palettes in general, as they make the most sense just like the unused blue Swooper palette (which was later revealed to be their actual colour). This also concerns the palettes from the enemy cast roll, if they're different.
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#94
(12-06-2020, 10:21 AM)Barack Obama Wrote: [Image: STsx7QI.png]
WIP, I'll use duplicates later to give them more sense and show them off. I'm just happy that I was able to sort and assemble them.

Ground & underground tiles plus palette swaps are only thing that I will rip, as they are the most used ones and also the most difficult sets to assemble.
Still think you should add the 16x16 tiles IMO, just to make things easier to assemble. Plus I think that's just how SMW's tiles work in general.

Nice rerip though.
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#95
Lunar Magic maybe works with 16x16, but this is how Fusoya arranged the grid. The tool loads the ROM and assembles the VRAM content with its own method.

SMW devs actually worked with 8x8 pixels because they didn't have the space to store countless variants of 16x16 tiles which fit everywhere. If you download one of the maps and open it inside your graphics program with a grid, you can easily see that 16x16 CAN work, but you get a lot of differently aligned duplicates in the process. Can you create a diagonal hill with a 56px height on the slope part? Not possible with 16x16 except you change the tiles around and force it inside a 64px grid with a lot of blank space, because that's a multiple of 16.

[Image: QgVVSYg.png]

In this case, it's accuracy vs. accessability and you can't have both. Therefore people have to grab these tiles and make their own versions with it, if they want.

I'll try to make the final sheet as easy to understand as possible:
[Image: YEz2YMY.png]

Still WIP.
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#96
[Image: aosjHGl.png]
WIP
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#97
Added:
- Ground Tileset

This was difficult, but I managed to submit it. I'll skip the underground tileset and move to foreground/sprite objects.
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#98
Added:
- Animated Foreground Tiles

The lava flow would be too dominant for this sheet, it needs an own re-rip. The underground lava flow on the site misses the versions from the Koopaling fights, the chocolate lava, some unused palettes and the lava from the castles.

Edit: The unused conveyor ropes
https://tcrf.net/Super_Mario_World_(SNES...eyor_Ropes
are not really animations. They're just a static frame getting shoved in one direction. I think they're fine on a tileset sheet for the mushroom/bridge/radish/rope platforms (& the floating lines).
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#99
WIP, Animated Sprite Objects
[Image: NK91yBW.png]
The P-Switch probably counts as animation too since it has a 2nd sprite for being jumped on. The game doesn't have many animated sprite objects within the stages in general, therefore I'll also add the props from Yoshi's house (smoke, fireplace, birds).
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[Image: zOyeDF6.png]
Still WIP. I could add the Yoshi Wing Item plus sparkles, but after that I'm kinda out of ideas.

Edit: Ah yes, Ludwig's boss room props are also sprites.
Edit2: Cage Spin Gate, Unused Stuff (Flying Golden Mushroom, Flying Red Coin)

Flying Red Coin: 7E0DC20B
Flying Golden Mushroom: 7E0DC20C
Flying Key: 7E0DC20D

Edit3: Flying Question Mark Block in Vanilla Dome 3
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[Image: hYkjULK.png]
Should be done next time, these item codes are not easy to find and one of the youtube videos I watched even had the wrong code for the golden mushroom so I had to try around a bit.
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Nitpicky, but will the coin from the Yoshi Cloud also be here? Or is that going to another sheet?
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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Another sheet with static sprites.

The animated foreground sheet had two static tiles, but they were neccessary because the animated versions wouldn't work without them (interim goal post & water).
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[Image: wNiQPdz.png]
The more you search, the more you find (WIP)

I also probably solved the mystery why some palettes are broken, turns out it's probably a glitch and not intentional. One palette has its last two colours whitened while another one has its first two colours blackened (although one is supposed to be black).

For the sheet: Only thing I can think of now is the spinning cage gate from Iggy's Castle.

Edit: Green climbing plant
Animated foreground objects: green/yellow !-block & empty block / star block, ON/OFF block & maybe I'll add the conveyor rope anyway, since I'm not sure if I'm doing another tileset to add them on this one.
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Amazing Flyin' Hammer Brother - fine
Aquatic Enemies - Cheep Cheep in a bubble
The Big Boo - Palette fix for the beige one, the colour was wrongly encoded just like Magikoopa, I guess
Bowser - Sprite palette, fading mode7 palette
Chargin' Chucks - Confused Chucks' baseball seems to have a life of its own due to different frames when held and sometimes different positions, cape spin sfx needs 16x16 grid
Dinosaur Enemies - Rex squished sprite has to be separated
Fireball Enemies - Bowser's Flame vanishes sfx, cape repel sfx for the Fire Snake droppings
Fishin' Boo - Instead of Variant A & B, text like Normal and Turning might be better
Goomba & Bob-Omb - fine
Iggy & Larry - fine
Koopas & Masked Koopas - Checking out if Blue Masked Para-Troopa is used in Vanilla Secret 1, the other hints from EvilMariobot are not correct
Lakitu & Spiny - The fishing rod has issues, as far as I remember
Lemmy & Wendy - fine
Magikoopa - maybe a darker bg
Mechakoopa - fine
Morton, Ludwig & Roy - Morton & Roy (assembled tiles) are in the wrong row (switched)
Object Enemies & Hazards - maybe a few more grid boxes
Plant Enemies - grid boxes would be cool, also fireballs & cape repel sfx
Reznor - Enemy Cast Roll palette for the platform is missing, maybe some other minor tweaks
Skeleton & Ghost Enemies - cape repel sfx for the bones
Sumo Bro - fine
Super Koopas - fine
Various Enemies - Mega Mole & Monty Mole have the same palette issues as the beige Big Boo, but it doesn't affect their appearance as colour 7 isn't used within their sprites
Wiggler - Grid boxes for the body parts

Just made some revisions, as usual they need a little bit to be approved.

Edit: Found some more stuff to change & updated this post.
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