A lot of the SMB2 sprites got re-worked today. Shy guys, Tweeters, Clawgrip, the little hedgehogs, and even Phanto, check out the OP to see them.. Though I'll give special attention to Phanto right now I suppose.
Since people were pointing it out, I've changed Phanto to match the art. I have no valid excuse anymore not to change it... but I still feel like the original sprite looks better. Seems like such a downgrade to me, so I may change it back while keeping the red and white colors.
Roy's palette is stored at file offset 0x1E09E0. Also, if bsnes is running slow, make sure if you have any of the various debugger windows open to deselect the 'auto-update' options (particularly the memory editor). Or maybe your laptop is a potato, like mine is.
Should be doable, I'll see what I can do.
small bg phanto:
pal = 0xA00BC, 0xA01BC, 0xA02BC, etc.
gfx = 0xC4300
large bg phanto:
pal = 0xA04FC, 0xA0CBC, 0xA147C, etc.
pal = 0x9E193 (flashing eye palette cycle)
gfx = 0xEB800
You can use the tilemap viewer in bsnes+ to find where a tile is currently loaded in vram:
Here's something I've been working on since yesterday, making SMB1 & SMBLL use separate graphics! Download the patch and source code here: https://drive.google.com/open?id=1NW21D0OtIoiVJdA688Gi0ON-G_CsK6PK
What this patch does is move all of SMBLL graphics to the end of the rom into the expanded space and tweaks all the code to load the graphics from there. As pocket just noted, there is a chunk of graphics that were already unique to SMB1 (0x30000 - 0x37FFF) and SMBLL (0x80000 - 0x87FFF), so I left those in their original location.
The palette data already seems to be separate between SMB1 (0x22EC3 - 0x23682) & SMBLL (0x72D27 - 0x734E6), so that's nice.
In case you need it, you can modify which world/level you want to go to when you select a save file. It's very nice being able to load up any level for debugging.
save slot #1:
$7E00B0 = SMB1: world number
$7E00C0 = SMB1: level number
$7E00B1 = SMBLL: world number
$7E00C1 = SMBLL: level number
$7E00B2 = SMB2: world number
$7E00C2 = SMB2: level number
$7E00B3 = SMB3: world number
save slot #2:
$7E00B4 = SMB1: world number
$7E00C4 = SMB1: level number
save slot #3:
$7E00B8 = SMB1: world number
$7E00C8 = SMB1: level number
save slot #4:
$7E00BC = SMB1: world number
$7E00CC = SMB1: level number
You are my hero. It even still works with the brick fix. Here's a look at what I've done with this. Some of it will likely be tweaked to look better of course.
At this rate should I bother making graphics only patches? Seems like with brick fix and a graphics seperator, we'll have everything important covered.
I'll admit, navigating all the debug menus and figuring out where each pallet is located is still pretty confusing for me. Hopefully I'll get the hang of it. Though I'm just praying that further pallet modification won't be absolutely necessary
Perhaps I'll make a note of what needs pallet tweaking and save it for last.
Well, Roy's got the red shades now. I haven't upated the Koopalings in the OP because yet because I think i'm going to tweak them further now that i'm going to be focusing on SMB3. Admittedly, some of them, there's not much I can do. Ludwig was already close to perfect, it was just the white hair and a single pixel of the eyes. Maybe the bodies could use work though.
Presto, intendi adesso? ("Soon, you mean now?")
Looks great! Edit: There was one other change which I thought might benefit the look of Princess Peach.
The way you have her drawn follows the 256x224 resolution look which was given to male characters, at that time in gaming history. Since secondary sex characteristics are hard to draw in such low resolution, with such small chibi-style characters (think Final Fantasy IV, not Street Fighter 2), often the females would have their eyebrows slanted downwards, as a way of differentiating them from the males. I brought this point up in the FF7 NES thread years ago, as well.
My proposed re-drawing of Peach's sprites is above. I also changed the position of her mouth in the sitting down sprite, in order to make her appearance a bit more frightened and/or youthful-looking. I tried to use only the colors which are already in the sprite's palette. Use if you like, throw away if you like.
I couldn't really tell what you did different with her eyes unless I looked really really closely, but you once again gave me another idea... really simple one too. Eyelashes.
Although I only made her look "Scared" in the kneeling pose, because the Princess strikes me as the type to immediately put on a happy face when Mario saves the day... though really, the scene is so short and the cage obstructs a lot of your view in SMB1/TLL. I think this thinking will come in handy if I modify the Princess's sprite in SMB2 though!
EDIT: Another "just for fun" thing that likely won't be in the final game.
You might have noticed by now but i'm such a big nerd for Mario's early years, even the goofy arcade era stuff. I have a huge soft spot for Mario Bros, I use the NES version as a time killer a lot. It's a shame that Mario Bros. didn't get it's own single player arcade mode in SMAS, it's only tied to the battle mode in SMB3... which is why I'm probably not going to use these Arcade Mario Sprites. Would not make sense for Mario and Luigi to suddenly change designs in the middle of a 2 player game.