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Super Mario World [Ripping All Levels]
Hopefully the last part for the sprite sheet:
[Image: KWsuEZs.png]
Spin gate from Iggy's castle, 16 frames.

Edit: Foreground gate exists, but vanishes when Mario knocks on it. The sprite gate animation appears at the same time and plays until frame 8, then reverses its animation and adds a bonus frame to match the foreground gate. The sprite gate then vanishes and the foreground gate pops back in.
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This animation is done. In the end, it's just two sides of a gate overlapping into each other.
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Added:
- Animated Sprite Objects

Revised:
- Animated Foreground Tiles: Spliced the interim goal, changed and added some notes
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Found it inside the WRAM and spontaneously started piecing it together. Like Chargin' Chuck, the pieces don't fit 100% onto each other and are shifted by at least one pixel.

I also found the conveyor rope and other foreground stuff within the WRAM, so you can expect a revision soon.

Revised:
- Animated Sprite Objects: Added the cycling debris for the grab blocks, tweaked some stuff here and there.
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Welp, it looks like it's time to make a revision to my SMW Just Keef Edition Yoshi rip now that I've seen this. Tongue
If you can't handle the heat.
You can't handle the Neutron Style.
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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.
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Revised:
- Animated Sprite Objects:
+ Added Count-Lift, Coin Block Coin, Reserve Box Starman (unused) & Yoshi Cloud / Coin Cloud Coin (they belong together, so whatever)
+ Changed "Trampolin" to "Trampoline"
+ Re-ripped Gray P-Switch + its palette, since it was the wrong one
+ Changed the Starman grid to match the one in vSNES
+ Fixed the grid for Ludwig's torches
+ Added Ghost House Door & Bubble from two other sheets
+ Changed the ripper tag and added Recolor as one of the used tools
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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

Revised more stuff. Now only four enemy sheets are left.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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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

Also found the original chainsaw blade inside the VRAM for the "object enemies & hazards" sheet, since the game uses a cropped version.

Two left.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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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

That's it for Bowser. Chargin' Chuck's misplaced and seemingly animated baseball while he's holding it might be coming from different directions he's facing. I was mirroring his assembled ingame sprites the whole time because sometimes I catch a frame from one direction and sometimes from the other. In vSNES I also saw that they were all identical inside the VRAM files. Looks like the only difference was the baseball, whose frames from both directions are now scattered all over the Confused Chuck animations.

This needs a little bit more time and research, but it's the very last enemy to fix and them I'm finally done with them.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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[Image: Fc4xRtk.png]

Re-ripped Confused Chuck's holding frames and yes, the baseball isn't animated. As I said, I ripped from both directions and mirrored some of them, which looks like the baseball is moving in his hands.

The baseball itself has always the same appearance (direct sprite grab from the VRAM without modifications) and only flips/mirrors while thrown to form its animation.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
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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
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[Image: US9Uy1E.png]

The Athletic tileset, WIP. Tried ripping with a 16x16 pixels grid from the maps I've ripped and so far, it works fine. It appears that these are actually 8x8 tiles, assembled to 16x16 tiles, but with an 8x8 placement on the maps. This is probably why they fit everywhere, but are also easy to use (I guess).

I'll do some more research, castles & switch palaces should be easy too.
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Added:
- Athletic Tileset
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[Image: 8X4E2D5.png]
Static Sprite Objects (WIP).

To do:
- Yoshi's House (decorations, THANK YOU)
- stuff from the castle/ghost house objects sheet (exit sign, castle gate)
- finding out if the grey variant of the beige floating platform from Lemmy's castle is actually used
- more berry variants (searching the ROM)
- Chain Chomp chain (unused)
- the empty magenta block is actually a foreground and appear when you p-switch the unused blue coins
- The checkerboard block right next to the empty magenta block is a transition sprite that is used when you hit the ON/OFF switch (edit: also the palette is wrong)
- different 1ups have different colours

Edit: Before I forget it:
- flying blocks from Forest Secret Area
- multiplying blocks from Yoshis island 3
- mushroom bubble
stuff that will go on the animated sprite object sheet.
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