Hello again to all, it's been a while since my last post so I thought I'd share our latest progress, I've been on a little bit of a break from my graphical work to do some other things but I've still made some decent progress on what I've done.
Map: So we've decided that the overworld map should use the MMC5's Ex attribute mode which allows for 8K of tile data as well as 8x8 palette application for backgrounds. With that in mind, I've ported every single map tile the SNES game has and created a mockup to go with it. We are currently unsure if the sides of the map boarder will be possible on the NES, but for the sake of this mockup they are included. (the numbers around the edge are just for my reference of keeping track of a palette grid)

I think it came out quite nicely for an demake. The downside to Ex attributes is that they prevent normal background animation using bankswaps, so the only way we could animate the water would be using tilemap updates, but we are currently unsure of how taxing/feasible this would be on the hardware.
Luigi: Some of Luigi's sprites have also been worked on with good results, though they aren't an exact match to any of the legit sprites of Luigi, they are as close as I can make them without significant palette clash or looking weird like some of the actual ones do (looking at you Super Mario All Stars + World Luigi)

More have been completed than shown here, but I thought I'd try using a couple of animated sprites in my post for once.
Stage Backgrounds: I decided to start a little bit of work on the stage tilesets, and have completed one of the cave sets so I'll probably make a mockup using it soon. (not much else to say on that really, I just made that one set)
Technical: Technical progress is slow and steady as usual, more banks have been reverse engineered and commented/labelled with a couple of interesting finds in the process. Turns out that Mario has what appears to be a very early skidding action state, when forced to activate, small/super Mario will switch to a garbled sprite (though Fire Mario will use the actual unused frame for it) and move very slowly when you press left/right. While in this state he can't climb properly or ride Yoshi and will return to his normal standing state once you stop moving, it's not much use, but it was an interesting find none the less. There also seems to be an unused state for Yoshi spitting out a 1UP, perhaps it was planned for him to be able to spit out bonuses similar to how he makes 1UP eggs in the SNES version sometimes.
Anyway that's it for now, as ever, thanks for reading and take care everyone
Links: Discord Server:
https://discord.gg/uHWgznJhGA :::: GitHub:
https://github.com/palaceswitcher/SMW-NES-Disassembly