What I'm adding or already have added are all possible palettes in general, as they make the most sense just like the unused blue Swooper palette (which was later revealed to be their actual colour). Since I tiled them, you can frankenstein them by yourself.Īlso I'm not going to add garbage sprites which the game grabs from the VRAM when you defeat enemies which are not supposed to be defeated, like Fishin' Boo (turns into a part of Big Boo), the Lava Bubble (turns into a yellow Magikoopa head) or Iggy's/Larry's balls (turn into a red Reznor horn). Koopas & Masked Koopas: One Koopa has cap and shoes in different colours. I'm definitely not going to add the clouds again, we don't need sheets cluttered with duplicates. Fishin Boo & Lakitu: Switched clouds with each other. Flying Hammer Brother: Has a different platform, but these ones get on a sprite object sheet, as they're also part of an alien frame (the platform has no frame 2 which is required for animation) Big Boo: His parts are differently placed, all of these are on the regular sheet Sumo Bro: The different face is an overlay and the regular sheet has it as tiles And technically, the regular enemy/boss sheets aren't incomplete either: One exception are the Koopalings, but in this case I just added what I found inside the VRAM. They're alien frames which have zero relationship to the ingame sprites and their animations. I'm not going to add the sprites from the enemy cast roll. 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 Skeleton & Ghost Enemies - cape repel sfx for the bones Reznor - Enemy Cast Roll palette for the platform is missing, maybe some other minor tweaks Plant Enemies - grid boxes would be cool, also fireballs & cape repel sfx Object Enemies & Hazards - maybe a few more grid boxes Morton, Ludwig & Roy - Morton & Roy (assembled tiles) are in the wrong row (switched) Lakitu & Spiny - The fishing rod has issues, as far as I remember Koopas & Masked Koopas - Checking out if Blue Masked Para-Troopa is used in Vanilla Secret 1, the other hints from EvilMariobot are not correct The Big Boo - Palette fix for the beige one, the colour was wrongly encoded just like Magikoopa, I guessīowser - Sprite palette, fading mode7 paletteĬhargin' Chucks - Confused Chucks' baseball in their hands still animates, the cape repel sfx needs the grid from the hammer brother sheetĭinosaur Enemies - Rex squished sprite has to be separatedįireball Enemies - Bowser's Flame vanishes sfx, cape repel sfx for the Fire Snake droppingsįishin' Boo - Instead of Variant A & B, text like Normal and Turning might be better But if they're going to say this is how it appeared in SMW when it absolutely isn't, then that's a problem.Just a quick list for the enemies/bosses on what to tweak or fix:Īquatic Enemies - Cheep Cheep in a bubble Now, had they done this in SMA2 (which they absolutely should have), this wouldn't be an issue. They're not bad sprites, but they're bad at their job, basically. The Koopa bosses here are absolutely not "SMW style" Koopa bosses, but a custom style mixing attributes, nostalgia filter, and actual skill independent of SMW's designs. If this breaks what can be done in SMW itself without modifying SMW's limited selection of palettes, it's not in SMW style, and if it looks absolutely different from the exact same entity's appearance in SMW, it is by default inaccurate to SMW. Furthermore, all the Koopa bosses were drawn in a similar manner, with the Koopalings having a side-view unless turning, 3 fingers (until SMA2), and the same orange on the snout that most of the palettes shared (ie, Troopa skin). May 12, 2020, 1:34 SMW has a very limited selection of palettes, which all the bosses here break.
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