Hello again to all,
I'm back with another update to show off some good progress on the project, I guess time slipped me by a bit with posting this, but better late than never ay, so without further ado;Mario:
Mario's in level sprite sheet is now 100% completed and all of the 1k sprite banks that will be used for it have been laid out ready for later. His cutscene specific sprites are not yet completed, but I felt like working on some other sprites for a while.
(Also I noticed the shading shown on Fire Mario's arms in that image is a little inconsistent, this image is a few days old and the majority of that shading has since been removed). Enemies:
Now that Mario himself is finished for the moment, I've resumed work on the enemy sprites and am starting to design their 1K banks as well, here's a few of the things that I've worked on so far:
As you can see, things are looking pretty nice, I might make the blue used by the Eeries and Boo Blocks a lighter shade in game, but this blue works fine too.
Some various other sprites have been tweaked and worked on as well, thanks to PalaceSwitcher making test ROM for me, I can try out some of these sprites on hardware just to see how they look. The composite colour blending works nicely here I think and the palette of this system complements the sprites well:
Sorry about the slightly blurry nature of these, taking pictures of a CRT screen is hard, they obviously look better in person, but it gets the general appearance across. (The system used to display these was a PAL 'Power Joy' NOAC Famiclone by the way) As expected, the composite video helps to mask some of the small colour issues some of these have so I was glad to see that working.Technical Progress:
As for the disassembly, PalaceSwitcher has made excellent progress, almost all of the banks containing code have been successfully disassembled and work will soon begin on the data only banks. Here is a list of the bank IDs that have been completed so far: 37, 39, 41, 42, 48, 49, 50, 52, 53, 54, 55, 56, 57, 58, 61 and 63. Thanks again to Cyneprepou4uk for your technical insight and disassembly tool/scripts, your help has saved us a lot of time and made things much easier for PalaceSwitcher.
Also, a special thankyou to QuickCurly (my original partner on the project) for making an MMC5 conversion test ROM of SMW NES and for taking the time to help us out once again. Yup, we now have a working MMC5 build of SMW. Now that doesn't mean that the in game improvements will be starting just yet, the disassembly still needs to be completed first and then the MMC5 conversion redone for the disassembled version, however it is an extremely useful reference ROM for later of how to at least get this working on the MMC5 mapper.
Well that about covers the update, I think things are coming along nicely, so, all that's left for this post is responding to some things. So first off, as promised, here's that mockup of the overworld stage using a darker ground colour
This actually looks quite nice with this palette, however I'll need to test it on hardware later as in FCEUX this colour looks rather ugly with the green dots on the ground, so thanks for the suggestion. And also, nice work on those sprites Sics, I quite like the depth and style they have going on, they wouldn't really fit with the art of this game unfortunately, but I'm taking notes, well done
. Not sure why we'd need to implement Reznor on the background layer though, Hummer made it work ok on the sprite layer, the massive amount of flickering that occurs during the fight seems largely unnecessary as they flicker constantly regardless of if there are too many sprites on a scanline or not, so we hope to be able to use sprites for Reznor as well.
Anyway that's it for this update, as ever, thanks for reading and take care everyone!
Links: Discord Server: https://discord.gg/gU9zWThW
:: Disassembly: https://github.com/palaceswitcher/SMW-NES-Disassembly