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Super Mario World [Ripping All Levels]
Revised:
- Animated Foreground Tiles: Added more stuff (Seaweed, Conveyor Rope, etc.), reworked the layout, added/changed notes
- Animated Sprite Obhects: Very minor tweaks, just three repositions. Steam got an own row, unused object VRAM moved further below, fire flower palette nearer to the sprites

Came to the conclusion that objects which wait for activation (P-Switch, !-Blocks, etc.) are not animations, because they don't do anything by themselves. They just "change" permanently after being hit and go therefore on the static sheets. But I'll leave the P-Switches on the animation sheet for now, I can still change it after I ripped the static sprites.
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 - 12-11-2020, 08:04 PM

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