I'm at my wits end trying to figure out how I can make the Koopalings colors look right in SMW so I think I might have to forfeit that notion. I can re-draw them to look closer to their artwork, but they're still going to have to be miscolored. Though honestly, the Koopalings are the only things in the game that even have super inaccurate palettes. ...That and Thwomp. No way to turn it blue as far as I can tell. So if we can live with the Koopalings being the wrong color, I'll push forward with the SMAS+World version of the game. Also the Iggy Hair fix patch doesn't work on SMAS+W so that's another bummer.
I spent so long trying to make headway on this and I kinda sorta a little bit did something with Lemmy Koopa but he's the only one and his shell is still yellow, and his hair could use more color.
This lack of progress has put me in such a grumpy mood.
EDIT: Well... Actually I finally did get Lemmy right. Turns out his boss room was in the game 3 times but only one of them was the "right" one. The Fireball guy turned green in the process but I can address that later.
EDIT: However, I happen to know Lemmy and Wendy Koopa are acceptions and actually CAN be edited, while the other Koopalings aren't so easy. I've edited their palettes, but the changes don't stick to the actual game.
pocket values in the future as a project, make minimal improvements to update in the sprites of the original NES Super Mario games.
It would be nice to see. you have talent.
If I understand what you're saying right, you want to know if I plan to make NES versions of this? I don't think so. A lot of what I've done here is only possible thanks to the SNES's ability to have more colors per sprite. NES colors are way too restrictive for my liking. But if someone else wants to do some NES Mario hacks using what I've done here as a guide, they have my blessing. But thank you for your interest in this project.
That Ness looks neat!
The images I have in my repo aren't for your normal sprite editor, they're actually png files ready for editing with GraphicsGale, and the whole source in the Redux repo is compiled with a software called CoilSnake, specific for EarthBound hacking.
Can't wait to see what you come up with for Zelda 1
As for the Koopalings and the palette issues.
Have you thought perhaps about editing the palette so that, if many things use the same palette, you can perhaps change the palette to have the 16 colours you need or want, and only adjusting the sprites to account for the new changes?
I have done several hacks in this way before, closest example is in the Castlevania: Portrait of Ruin hack where I changed the palette accordingly to fit what I needed.
What you can do is take note of the enemies that share that same palette, and then start picking which colours from that palette can be changed to free up one colour slot, and accommodate the old color for a new one that can be used for all assets.
Take this for example:
This are the 16 badges from Gen 2 re-paletted and redesigned for Gen 3.
I know the badges in Gen 3 use 16 colours in greyscale, so I changed the greyscale palette for a new one, and recoloured each badge with the 16 colours I made, so that they all use the same 16 colour palette.
Hopefully this helps carry the point across.
I think I get what you're saying. Though I'm having a devil of a time even editing the palettes at all, much less identifying them. I cant see the graphics in tile molester so I can't know if the palettes are right. I can edit palettes in Lunar Magic, and I can even assign a unique palette for each room, nullifying any problems I might encounter with things sharing palettes with the Koopalings, but Boss rooms can't be rendered in Lunar Magic. I can't even look at the Koopalings in BSNES's tile viewer, in Morton's Room, it just displays stuff from Bowser's fight but Morton Himself is just not there.
If you are willing to sacrifice as + w compatibility and seperate World, you can also easily use per level (so, per koopaling) pallets using some ASM trickery from Central's amazing asm repository. Go check it out, lots of good stuff there and well worth considering.
I was planning to release the SMW portion as a seperate hack in addition to the SMAS+W version, but if it becomes too much of a hassle, I might just make SMW stand alone only. That being said, I have been looking at what SMW has to offer, but as someone who's understanding of rom-hacking is extremely limited, knowing exactly what to use and how to use it is not always easy for me.
on the bird sprite might I suggest opening the mouth, expanding the white of the eye and reducing the pupil? Maybe a couple white dots for panic? These arent things I necessarily assume will improve it but you mentioned you felt it was a bit blah so i tried to think of simple methods to make it a little more expressive.
The bird is definitely a placeholder, i'm very dissatisfied with it, I'm holding off on working on the Kings any further until the Dog and Seal are inserted though. But I'll take note of your suggestions, opening the beak did cross my mind initially.
also noticed that when you changed the phanto in your previous pictures that he changed but the ornamental phantos did not... maybe keep all of them in static glum pose until the key is picked up? then phanto goes manic? Or the other way around
Bruh, I WISH I knew how to do that kind of stuff because that sounds like an amazing idea. I only know how to edit existing frames of animation, not add new ones. I'd welcome someone who knows how to add extra frames of animation to help with that.
One Question: Is Mario's glove going to be white in SMB3 for this version of Super Mario All-Stars?
I like what I'm seeing for this hack!
Absolutely. I'm probably going to re-do all the Mario sprites, and it wouldn't be very artwork accurate if I left his hands bare now would it?
EDIT: Since Lemmy and Wendy are both apparantly possible to hack, I went ahead with editing Wendy.
January 25, 2020, 09:15:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I think I might start working on Super Mario Bros. 1 player sprites but before I press on I wanted some opinions.
In both the original NES game, the sprites had no outlines. This mostly carried over to the All-Stars remake, but for whatever reason, Mario, and one or two other objects in the game suddenly had black outlines that kind of made them look like they were copy pasted from a different game ( And they kinda were since they were mostly just the Mario 3 sprites with overalls and shirt colors flipped. )
So, should I do away with the outlines? Or does it make Mario stand out way more with them?
If I can't get some replies, it might be time for a new poll since, despite it being fairly even, I think the winner is obvious.
Here's the idle stance ( the only sprite i've done so far) with, and without the outlines.
Keep in mind, I want Lost Levels to look kinda different from SMB1 beyond just platforms, so maybe I can keep the version with outlines for Lost Levels?