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Super Mario World [Ripping All Levels]
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


Done and done and done. Gimme some rest and I will rip the static sprites / foreground tiles next. Maybe some tilesets, too.
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 - 12-15-2020, 07:27 PM

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