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0x0CE7 to 0x0CEA (0004) = Coins, ? blocks (overwritten by 4 values starting at 0x09e5).0x0CE3 to 0x0CE6 (0004) = Topscreen Text, Clouds, Cloud Platforms, Water (3-1).0x0CDF to 0x0CE2 (0004) = Title Screen Marquee/Icon/Text, Brickwork, Empty ? Blocks, Pyramid Blocks, Castles, Fencing, Treetrunks, Bridge Platforms, Mushroom Platform Stalks (4-2), Bill Blasters.0x0CDB to 0x0CDE (0004) = Bushes, Mountains, Pipes, Flagpole, Treetops, Bridgerails (2-3).0x0CCF to 0x0CD2 (0004) = Bubbles, Fireballs, Lifts, Cheep-Cheeps (red).0x0CCB to 0x0CCE (0004) = Cheep-Cheeps (gray).0x0CC7 to 0x0CCA (0004) = Player color (overwritten).0x0CC3 to 0x0CC6 (0004) = Coins, ? blocks (overwritten by 4 values starting at 0x09e1).0x0CBF to 0x0CC2 (0004) = Water, topscreen text.0x0CBB to 0x0CBE (0004) = Ocean Floor, Pipes, Brickwork in underwater portion of 8-4.0x0CB7 to 0x0CBA (0004) = Seaweed, Entrance Pipe in underwater portion of 8-4.0x00CA0 to 0x00CA3- (0004) = CHR indexes of question block containing a power-up.0x00C9C to 0x00C9F- (0004) = CHR indexes of question block containing a coin.0x00C20 to 0x00C23- (0004) = CHR indexes of overworld brick block containing (unknown).0x00C1C to 0x00C1F- (0004) = CHR indexes of overworld brick block containing multi-coin.0x00C16 to 0x00C19- (0004) = CHR indexes of overworld brick block containing a beanstalk.0x00C12 to 0x00C15- (0004) = CHR indexes of overworld brick block containing a power-up.0x00C10 to 0x00C13- (0004) = CHR indexes of overworld brick block containing starman.0x00C08 to 0x00C0B- (0004) = CHR indexes of overworld brick block containing (unknown).0x00C00 to 0x00C03- (0004) = CHR indexes of normal overworld brick block.0x005E5 to 0x- (0001) = Background color for Winter Nighttime Overworld levels 3-1 and 3-2 (and the cloud portion of 6-2).0x005E4 to 0x- (0001) = Background color for Winter Overworld levels 5-1, 5-2 and 7-1.0x005E3 to 0x- (0001) = Background color for Nighttime Overworld levels 3-3, 6-1 and 6-2.(Also used for New Level and Game Over screens.) 0x005E1 to 0x- (0001) = Background color for Underground levels 1-2 and 4-2.0x005DF to 0x- (0001) = Background (sky) color for Underwater levels 2-2 and 7-2.
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Iris out, text box, back door lightray & keyhole effect are done inside SNES hardware, they can't be ripped since they look different everytime you try to capture them. In short: overworld stuff, effects, japanese font, castle cutscenes re-rip & ingame Yoshi are missing. General sfx sheet: Not just tiles, but animations, grid and text for what is what would be nice. After Castle Cutscenes: Separating things like the BOMB sfx or the flame in Ludwig's scene, also palettes and some hidden stuff like the 2nd door. I also guess some custom tiles are on that (from the comments)? And of course, palettes. Overworld tileset: Chaotic, could use a better grid if possible (16x16) and point out what is used and what not. Japanese Font: As I said, I can't even check if everything is complete since I don't understand the language. Overworld tile animations: They're completely missing, from the Yoshi's Island clouds to the Vanilla Dome/Special World/Star World/Bowser's Valley sparkling, nothing is there. Overworld sprites: Switch Palace blocks, Castle/Fortress/Switch Palace sfx (after beating them), Cheep-Cheep sfx, palettes, vSNES grid Overworld Mario: Grid, palettes, separated versions (Mario, Yoshi, water) Animated Overworld Tiles: Grid, palettes, erasing duplicates, better layout
SUPER MARIO BROS X 1.4.3 CODE
Yoshi: Ingame version, I already posted a code to make Mario invisible: 00E2D37E Stages (except some outdated looking ones)Īnd what could need an overhaul or a new rip:
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