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Super Mario World [Ripping All Levels]
#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.
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, 06:22 PM

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