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Super Mario World [Ripping All Levels]
#16
Quick question: Since I noticed you separated the Yoshi's Island 2 level, and it's sub-area. Are they my rips and you organized them?
If you can't handle the heat.
You can't handle the Neutron Style.
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#17
I entirely re-ripped them with Lunar Magic and replaced the other rips plus their icons. I also asked Ton if it's okay to replace/give credit & they gave support for it.

Reason for this was mostly to unify the appearance of all stages/icons, deliver a better overview of the contents/used tileset & reducing blank space due to height/length differences of main stages & sub areas

Anyway, I respect the pioneering work of the other rippers, as they motivated me to make a complete stage rip for this game. This is why I credit them, also because they invested time and effort for making those sheets.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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#18
Added the generic boss room for Morton, Roy & Ludwig, whose base always looks the same. Ludwig has a real bg, while Roy & Morton have identically placed wooden board sprites as decoration. The falling/contracting walls are sprites while the tile-wise identical looking ceiling belongs to the foreground. I also put Morton's & Roy's boss rooms together and assembled them, just for the sake of completion.

Reznor's boss room on the other hand was already ripped by Jigglypuffgirl, which is on the same sheet as the boss itself.

Also Bowser's room: There are zero tiles, just a bunch of brick sprites. I revised the sheet to add transparency (the bricks shouldn't blend with the black bg), the brick palette itself and reduced blank space to a minimum. I also enlarged JumperK's lightning colours to match the brick palette and erased the unneccessary borders around on the sheet.

Edit:
Just realized that the lava animation for Morton's/Roy's boss room was in a wrong order and sent a revision for it.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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#19
(11-09-2020, 05:30 AM)Barack Obama Wrote: I entirely re-ripped them with Lunar Magic and replaced the other rips plus their icons. I also asked Ton if it's okay to replace/give credit & they gave support for it.

Reason for this was mostly to unify the appearance of all stages/icons, deliver a better overview of the contents/used tileset & reducing blank space due to height/length differences of main stages & sub areas

Anyway, I respect the pioneering work of the other rippers, as they motivated me to make a complete stage rip for this game. This is why I credit them, also because they invested time and effort for making those sheets.

Ah, ok. I thought I'd ask to get things straight.
Anyways, thanks for crediting Sanic and I! I really appreciate it.
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#20
No problem Wink 

Added:
- Ghost House Entrance
- Castle & Fortress Entrance
- Castle/Fortress Gate & Ghost House Door ("Miscellaneous" section, since they're both sprites)

Revised:
- Yellow Switch Palace
- Red Switch Palace
- Green Switch Palace
- Blue Switch Palace
- Reznor (edited the stage out, which was cut off)

This is pretty much it.

I'm going to re-rip Reznor's boss room and add the Japanese names for my enemy parade sheet, then I'm done.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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#21
Added:
- #4 Ludwig's Castle (1/3) - Background
- Fortress Boss Room

Revised:
- The gate/ghost door sheet got expanded with a 2nd door, the exit sign, a 5th door frame and more palettes ("Miscellaneous" section)
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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#22
There probably isn't a simple program like Lunar Magic for Yoshi's Island, is there?
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#23
Congratulations, Ton.

Now you ruined the surprise =(

But yeah, Yoshi's Island is my next project.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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#24
The tool is called Golden Egg, btw:
https://www.smwcentral.net/?p=section&a=details&id=4645
As a viewer, it's pretty much on the same level as Lunar Magic for Super Mario World or Map Jester for Trials of Mana.

Anyway, the project is done. I just revised my enemy parade sheet with the Japanese names and an assembled ending screen.

See you in the next thread ;-)
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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#25
[Image: T17IR9C.png]

I just wanted to add vSNES palettes while waiting for my monitor to continue YI, now it seems that the huge enemy sheet has so many mistakes in it, that I have to put in some extra work.

I'm not going to re-rip everything, but Wiggler needed it. His hit palettes were in the wrong order, the frames had different palettes (and I mean within the red and yellow one, they look identical but the colours were screwed up) and it wasn't clear how the walk animation looked like since the frame placement was crap.

Other things:
https://www.spriters-resource.com/snes/s...eet/52779/
- Torpedo Ted has a 2nd palette from the ending which is not on the sheet
- Torpede Ted's hand when the body is released is missing
- Torpedo Ted's hand when it holds the body is edited
- Piranha/Pumpkin Plant have different lower parts (pipe variants)
- Para-Goomba has differently coloured frames just like Wiggler had (colour screw up)
- Big Boo consists of single body pieces which are separatable with vSNES, same goes for Hothead
- Mini-Rhino's flame is separatable with vSNES
- Super Koopa's cape is separatable with vSNES

And probably a lot more. I will re-organize, partly re-rip and add palettes.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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#26
RIP my old enemy sheet. :p
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#27
How old was that one anyway? 10 years? Time for an update Tongue

Added:
- Wiggler
- Aquatic Enemies
- Skeleton Enemies
- Fireball Enemies

Luckily, SMW has a very narrow range of palettes which get reused over and over again. This makes it easier for me to add palettes to the sheet, since I don't need to open vSNES for every little thing.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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#28
Added:
- Dinosaur Enemies
- Plant Enemies
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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#29
Added:
- Object Enemies

WIP:
- Ghost Enemies
[Image: hzz97ej.png]
In vSNES, the Big Boo (boss enemy) has either a pitchblack or normal Big Boo palette. This is why I'm ripping his transparency colours with ZSNES. The outlines were the same colours as the bg, this is why I threw his frames on other boo frames. Just have to recolour the black outlines to dark blue. Then I plan to switch the transparency colours with one of his normal frames (Recolor tool) and thus getting a custom palette for these exact colours (because the vSNES palette changes its colours too).

The other three sheets left are Koopas, Chucks & the rest of the enemies, which get one sheet since I can't specifiy them (various).
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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#30
Added:
- The Big Boo
- Chargin' Chucks

I only saw it when I was swapping palettes: Big Boo's 2nd frame had messy outlines and some colours vanished (like a shade from the eyes). This is why I made a complete re-rip of it, including all palettes.

The Chargin' Chucks on the other hand didn't receive any more rips than Tonberry did, I just checked a few animations (not all) if they were correct, sorted them through and added the palettes. There were a few frames where I had no idea where they come from, so I made a note for them. I used this video as a reference since I didn't want to check every single level for the different enemy types:
https://www.youtube.com/watch?v=JjjwXL2DoeE
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