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Super Mario World [Ripping All Levels]
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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.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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Thanked by: DogToon64


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RE: Super Mario World [Ripping All Levels] - by Barack Obama - 12-04-2020, 03:34 AM

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