all power-ups, both p-switches, trampolin, key, keyhole, discolight & grey block are sprites, also a substantial part of the platforms the red question mark block doesn't move, it's a still sprite from Back Door which activates the discolight missing the block with the circle sign from the generic bonus gameĪnd if you're looking at the objects & blocks sheet which is already one the site: berries belong to meadow & forest tilesets the blue-pink circle generator belong to levels with the mushroom platforms chompers & bone platforms are underground (I've only seen the latter one in Chocolate Island 4) edit: Forgot that chompers appear in Mondo too fence (or cage), the dashed lines for Grinder enemies, conveyer belt + its generator, circle platform, railing & spikes belong to the castle tileset At this point, it's just a collection of various foreground material with the focus on animated tiles & stuff that is used everywhere. Since the placement of the tiles is actually 8x8 pixels (look at the yellow block and the generator tile in Gnarly), I'm rather sticking with vSNES.īefore I submit anything, I want to dive deeper into the tileset thingy. Of course you can assemble them too, but they are just an exact copy of the other tiles, just on my desktop pc, it does like Lunar Magic has its own way to show these tiles, there is a lot of stuff missing which is accessible within the VRAM (like an unused fence). Anyway, save the tiles with the floppy disk symbol, throw the thing on a sheet, decide for one direction and delete the rest of the unncessary vertical lines. One thing: The mode 7 bosses in this game have vertical lines (width: 8 pixels, length: all the way) with duplicates within their tilesets, they go like this: Looking left, Looking right, Looking left, etc. Grab the Memviewer window at its edges with your mouse cursor to enlarge it if you have problems viewing everything, also play around with y res and x res to get a feeling for it. My personal values for the SMW mode 7 bosses (Morton, Ludwig, Roy) are x res 32 and y res 66. If you're lucky, then a certain value shows the different 8x8 tiles in a way that already makes them look more assembled. They determine how far the tiles are displayed. window size again, give x res a value of 8, 16 or 32. Look at window size and give y res a value of 66 or anything that is enough to show you the things you want to see within the VRAM. The + and - buttons are for navigation (if neccessary). Look at window offset (100%) and make sure window is checked. Then look at memory and check VRAM 64 KB. Within vSNES, open the MemViewer, look at decoder options and check M7 BG1. Make sure you change the background colour black for exactly the mode 7 tile palette, or else your changes won't have an effect. It comes in handy if your bg within the MemViewer is clashing with the mode 7 tiles. Still PalViewer: Within the corresponding tileset palette, you should click on the first colour bar, which is responsible for the background colour, to change it. In SMW, you can see it when you open the PalViewer within vSNES, it's the first row (7 colours excluding bg colour) The mode 7 object should have the correct palette from the start. Make a quicksave in ZSNES with the mode 7 object you want the tiles from General Ripping for Mode 7 Object Tilesets (SNES) Note: Every mode 7 frame needs one quicksave in ZSNES to be viewed in vSNES. Use it to save the picture with the mode 7 object. Below the options for transparecy, you should see a floppy disk symbol. Choose a non-clashing colour from the given colour palette. 0 gets unchecked that way) and click on the colour bar right next to it. 0 is probably checked, but we want a different bg colour. If colours are conflicting (like a black outline of the mode 7 object on black background), go to SceneViewer-layers-Mode7 backgrounds and then look at the lower right of the window at the area with the options for transparency. Here you should see the mode 7 frame in its unresized and non-rotated form. Within vSNES, open the SceneViewer and go to layers and then to Mode7 backgrounds Make a quicksave in ZSNES with the frame you want to capture General Ripping for Mode 7 Objects seen in Gameplay (SNES)
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