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Super Mario World [Ripping All Levels]
#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.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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RE: Super Mario World [Ripping All Levels] - by Barack Obama - 12-06-2020, 12:57 PM

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