Users browsing this thread: 1 Guest(s)
Super Mario World [Ripping All Levels]
[Image: w6TYCxo.png]
WIP, added more stuff.

- Not sure if the unused static berries are foreground or actual sprites. They're sitting in the sprite section of the VRAM, but use foreground palettes? More research is neccessary.
- Ludwig, Roy/Morton: boss room sprites
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
Reply
Thanked by:
Added:
- Static Sprite Objects

Revised:
- Animated Sprite Objects: Only changed the icon, the old one was too busy

I'm currently not able to find the unused berry sprites, so just submitted it. The other sprite berries are used when Yoshi' grabs them with its tongue. They are transitions for foreground tiles vanishing or changing, just like the ON/OFF switch and the transparent item box.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
Reply
Thanked by:
Added:
- Pillar & Skewer

I double-checked and found out that they're actually background objects.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
Reply
Thanked by:
[Image: DpTA5bq.png]
[Image: OMaeIb0.png]
WIP, fonts & lava flow
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
Reply
Thanked by: Ton
Revised:
- Lava Flow: Complete re-rip. While the animations themself were correct, frame 1 of the steep slope had one white pixel missing plus other lava variations were absent. The old sheet also had no palettes and one of the underground lava animations for the edge where the vertical lava wall falls, wasn't ripped.

I got rid of the edits too, since they're just mirrored versions of already existing tiles and also don't make any sense when riding the skull raft (dead end).
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
Reply
Thanked by:
[Image: MtYEOpV.png]
Still have to check the different colours, where font x appears and sorting some stuff out, since not everything here is a font. This is just some rough sorting.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
Reply
Thanked by:
(12-11-2020, 05:19 PM)Barack Obama Wrote: [Image: M7TSROk.png]
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.

I thought I'd better let you know that I JUST found out that the turn sprites have different heads as well as the Walk, Jump, and Idle frames.
If you can't handle the heat.
You can't handle the Neutron Style.
Reply
Thanked by: Barack Obama
Thanks, good to know.

WIP
[Image: YHuWd1O.png]
Still have to get the parts from a sprite font used for game over, time up, etc. also the Japanese font is missing.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
Reply
Thanked by: DogToon64, Ton
Revised:
- Fonts: Complete re-rip with even more stuff. Didn't rip the Japanese font, since I have no idea about their order or if they're even complete. This is something for a ripper who actually understands the language.

Two examples how it looks like (palettes are not correct):
[Image: zzl7YMJ.png][Image: QvHbUzN.png]
Done with vSNES (MemViewer, 2-Bit VRAM).
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
Reply
Thanked by:
[Image: XWdCFla.png]
Castle Tileset (WIP)
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
Reply
Thanked by: Ton
Added:
- Castle & Fortress Tileset

Probably my best SMW tileset so far, but I'm still learning what's the best layout for these kind of things.

Next are forest & ghost houses.

Edit: I just saw that the castle background essentially uses wall tiles from the foreground, looks like I have to rip that too. Canceled the sheet and going for another round of background ripping.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
Reply
Thanked by: Ton
Added:
- Forest Ghost House (1/2) - Background
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
Reply
Thanked by: Ton
Added:
- Castle / Fortress Tileset

Also with all 4 backgrounds as tiles.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
Reply
Thanked by:
Added:
- Forest Tileset

A small one.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
Reply
Thanked by:
Added:
- Ghost House Tileset

Sunken Ghost Ship gets an own sheet.

Edit: Canceled the sheet and adding more stuff to it (background tiles, etc.). Sunken Ghost Ship will be on the same sheet, it's only a few tiles extra.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
Reply
Thanked by:


Forum Jump: