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Main - Modern Art - SMB1 Koopaling Sprite Sheet New thread | New reply


willj168
Posted on 02-03-10 05:34 PM (rev. 3 of 02-03-10 11:00 PM) Link | Quote | ID: 126592


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I worked several painstaking hours making all these sprites and yes, there are accurate to their appearance, size, and color. Feel free to use them in your SMB1 hack if you choose to do so, but credit must be given where it is due--to me.

The smaller Koopalings were far more difficult to make due to the tile arrangements for the Bowser sprites. Please consider it my best effort.

Larry -- I hade little room to work with for his hair

Iggy -- Making his eye bigger would have compromised the outlining

Wendy -- Could have used extra room for the bow

Lemmy -- Only the ball is animated

Morton/Roy/Ludwig -- Perfect

Bowser Jr. is included

Note: I may do something to improve the spike placement so this sprite set is subject to change



I used Tile Layer Pro to make these sprites. Also, I will provide IPS patches. Each patch will consist of SMB1 with its GFX replacement of Bowser with each Koopaling with its correct palette.

blackhole89
Posted on 02-04-10 01:51 AM Link | Quote | ID: 126613


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In most of them, the legs seem quite a bit too long to match the official designs...

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willj168
Posted on 02-04-10 03:52 AM Link | Quote | ID: 126620


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Is it likely the smaller Koopalings, especially Larry, Iggy, and Wendy. The bottom tiles are used for leg animation, and they had to touch the ground; plus, the arm tile is used exclusively for the arm.

The tile arrangement for Bowser is:

x x o o
o o y y
o o o x
y y x x


The x tiles are unused or inapplicable tiles

The y tiles are animation tiles--used by two or more different tiles

The o tiles are solid, single-use tiles

The y tiles represent his mouth and feet

The larger Koopalings, Morton, Roy, and Ludwig, can fit this diagram. However, it would have to require additional tiles or tile shifting to make the smaller ones. Lemmy is the hardest to make if animation was to be used for his feet and the ball he stands on.

I would like to find out how can I manipulate the tile arrangement so that the Koopalings will be much easier to make. For now, this is the best way I can deal with this.

CKY-9K
Posted on 02-07-10 09:45 PM Link | Quote | ID: 126779


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I was messing with Bowser's data and there's a variable that determines where the floor is. You could lower the floor to make the shorter koopalings touch the floor.

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willj168
Posted on 02-07-10 11:56 PM (rev. 2 of 02-08-10 12:01 AM) Link | Quote | ID: 126785


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Really? But I did something else. Look below.



They are all close to NSMB Wii style with their correct palettes. Y'all like that better? I'll even post test videos and the new sprite sheet later. Lemmy's castle is ice-based and is without lava.

Mega-Mario
Posted on 02-08-10 10:52 PM Link | Quote | ID: 126817

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I must say, not bad at all. Those are pretty similar to the NSMB Wii ones, despite the limitations due to the game (like that hardcoded Bowser animation system you described) and more generally the NES itself.

Also, the Mario in your screenshots doesn't look like the original SMB Mario, he looks more like the SMW Mario; did you modify it as well?

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willj168
Posted on 02-09-10 02:06 AM Link | Quote | ID: 126831


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It's actually SMB3 Mario and I applied the SMB3 GFX hack. You should tell by looking at the castle blocks.

Traffic Light
Posted on 02-09-10 03:17 AM Link | Quote | ID: 126833


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It's the best looking Mario for the NES.

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Mega-Mario
Posted on 02-09-10 10:04 PM (rev. 2 of 02-09-10 10:05 PM) Link | Quote | ID: 126917

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Posted by willj168
It's actually SMB3 Mario and I applied the SMB3 GFX hack. You should tell by looking at the castle blocks.

Ah yeah. Thanks

Posted by Traffic Light
It's the best looking Mario for the NES.

I must agree. Despite its extremely limited color palette (only two colors or so), (hm, no, wait, he's Fire Mario ) he looks much better than the SMB1 Mario.

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Googie
Posted on 02-10-10 12:45 AM Link | Quote | ID: 126923


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He's always been my favorite, nice work on 'em sprites... ^^,

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willj168
Posted on 02-10-10 12:55 AM Link | Quote | ID: 126924


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But is there a way that the engine can load a different Bowser sprite for each world, given that each has a different palette? I know that in one instance, the rom must be expanded to make room for that. If I can somehow get an answer to that, then I can continue on but still, the tile makeup must be rearranged up to 24 x 24 pixels so that the Koopalings can stand upright rather than bent over.

I wanted to get important information about the Bowser sprite, especially the tile distribution and loading different types because the SMB1 Koopaling hack is still not out of the question

ninjablooper
Posted on 02-25-10 01:32 AM Link | Quote | ID: 127587


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I assume you could use custom sprites and ExGFX to load a different one for each level you wish.

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Kawa
Posted on 02-25-10 05:25 PM Link | Quote | ID: 127607


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Posted by ninjablooper
I assume you could use custom sprites and ExGFX to load a different one for each level you wish.
Are you talking about the same game as the rest of us? ExGFX? Seriously?

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ninjablooper
Posted on 02-26-10 01:15 AM Link | Quote | ID: 127629


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Damn, wrong topic.

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Main - Modern Art - SMB1 Koopaling Sprite Sheet New thread | New reply

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