This is a collection of (nearly) all the custom graphics I've drawn for my past hack(s). Most of these come from over four years ago. I've touched them up to correct errors I didn't catch at the time.
- Redrawn powerups.
- NSMB-style coins.
- NSMB-style koopas and shells.
- Redrawn spinies and bob-ombs. Check out the spiny eggs, they look like lionfish! (whoops)
- Munchers. Floating munchers. Flying munchers (just kidding).
Submission coming soon! (within 10 years, assuming I don't get banned)
Custom ExGraphics are missing palettes and ExAnimations, etc.
Some changes were marked OPTIONAL. I suggest reverting them if you don't like the appearance or side-effects.
ITEMS AND COLLECTIBLES
- Powerups were changed.
- Springboards were redrawn with thinner boards.
- Keyhole has slight shading.
GFX14: Removed 2-pixel outline around Yoshi coin.
- OPTIONAL: Replaced Yoshi outline with brown.
GFX01, GFX33: NSMB-style coins. (Spritesheet by Jouw
NOTE: Sprite coins (GFX01) are animated differently from regular coins, making them difficult to redraw. I have several choices:
1. Revert sprite coins (GFX01) to original SMW graphics.
2. Include sprite coins. Use Tweaker to change the "directional coin" palette from 08 to 0A. (otherwise they will look awful)
3. First apply Step 2.
- Hex-edit 0xC667 (unheadered) (SMW $01C667) to "D0 00" to disable regular coin animation.
- Then apply the ExAnimation included in "105exanim.mwl" to produce better-quality (wider) animated coins.
- - http://www.smwcentral.net/?p=nmap&m=smwrom#01C641
- - www.smwcentral.net/?p=viewthread&t=84814
GFX00, GFX01: Koopas and shells were redrawn based on NSMB DS. (Spritesheet by Ragey
- NOTE: You must apply 69+83 fix, to prevent junk graphics from showing up. http://www.smwcentral.net/?p=section&a=details&id=4451
- OPTIONAL: Beach koopas have outlines and dark shading.
GFX01: OPTIONAL: Narrower bullet bill.
GFX02: Redrawn spinies, spiny eggs, bob-ombs. Edited Lakitu.
- Redrawn Para-Bomb.
- OPTIONAL: Redrawn Para-Goomba based on Moltz's NSMB art.
GFX03, GFX12: Removed pink feet from castle enemies. Spikier Spinner (Ball'n'Chain).
GFX20: OPTIONAL: Modified squashed Rex to add eyeballs.
GFX33: OPTIONAL: Redrawn Munchers (NSMB Wii style)
GFX08: Reduced black outline on palace switches.
GFX14: OPTIONAL: Added non-pillow shading to switch blocks.
GFX33, GFX05: Added rounded corners to ON/OFF block and sprite.
GFX33, GFX13: Redrawn (lighter) note block and sprite.
GFX17: OPTIONAL: Tweaked 30-coin star block shading.
- OPTIONAL: Removed smiley face from triangle block.
GFX18: OPTIONAL: Edited ghost house grass to allow for good-looking thick dirt.
GFX1C, GFX1D: Edited overworld tiles significantly to allow for straight-line edges.
- One former "null" tile was replaced by a steep vertical "border" interior.
- - Added new tile to allow for steep vertically-sloped edges.
- One unused "edge with water underneath" tile was replaced with solid color.
GFX1E: OPTIONAL: Replaced "star" warp with glowing warp pad (think Zelda, but worse).
EXGRAPHICS (ExAnimation coming soon!)
80: ExAnimation: Redrawn Munchers - Sideways and diagonal.
- ON/OFF solid block graphics.
82: I tweaked Industrial foreground by Carld923, adding a lighter (outdoors) palette, and cement blocks (no rivets). Sadly, my previously drawn "broken I-beams" have been lost to the sands of time.
- I nearly lost this entire graphics pack, until I discovered a copy on a flash drive.
11A: Rather plain sand foreground, compatible with cave FG. Released at C3 four years ago.
81: Beach umbrella and "lifeguard stand" for the sand foreground.
Looking back at them, I'm starting to see flaws in how the sprites assemble and animate as a whole. My coins look nice, but I had to edit my old drawings significantly to animate smoothly. Even then, they don't quite capture the sense of 3D volume conveyed by the original in motion (coin.gif
). Similarly, my koopas look nice, but the arms are almost invisible in motion. Another thing I noticed is that the graphical style is somewhat inconsistent. Koopas and coins are fancy, chocolate, and have black outlines. But the Lakitu sprite is brown-outlined and nearly vanilla.
(I had the exciting experience of doing all this hacking in a Virtualbox Windows 7 VM inside my Linux computer! The reason was because YY-CHR.NET copy-paste doesn't work in Wine. Not sure about Classic.)