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Super Mario World 2: Yoshi's Island - Stage 6-3 by Natsuz2

File Name: Super Mario World 2: Yoshi's Island - Stage 6-3
Submitted: by Natsuz2
Authors: Natsuz2
Type: Ripped
Purpose: Background
Slots Used: BG1, BG2
Palette Row(s) Used: 2, 4
Description: a beautiful background very bright and with a sunset theme, it belongs to Yoshi islando from the third level of the sixth world
Tags: clouds, forest, mountains, sunset
Screenshots:
This background is not acceptable to be approved for the following reasons:

General rip quality:
1) The gradient is poorly done and inconsistent. Original game uses HDMA to create the gradient so usually in these cases it's just handled as plain transparency (so actual HDMA codes can be compatible with it), as properly recreating a gradient with tiles is wasteful for palettes
2) Speaking of transparency, back area color is used on tiles that are supposedly solid (bottom part of the forest). Said color is used as black, which is totally inaccurate to the original background.
3) Map16 tiles are duped for apparently no reason

Palette usage:
Palette rows 2 and 4 aren't encouraged to use for backgrounds, I suggest looking at our Palette Preferences diagram on submission pages to check with ones are better to go.
Also, colors 2B and 2C are duped.

Sample level and palette file:
Sample level has a lot of overwritten colors on palette rows 0 and 1 which aren't used in the submissions. Likewise, back area color (which is assumingly used in the rip, even if it has a wrong color) isn't masked on the .palmask file

Submission form:
Map16 image has garbage tiles.
File Name: Super Mario World 2: Yoshi's Island - Stage 6-3
Submitted: by Natsuz2
Authors: Natsuz2
Type: Ripped
Purpose: Background
Slots Used: BG1, BG2
Palette Row(s) Used: 3
Description: I'm reposting this one after a long time to redo it I redo it but without changing much I just removed the clouds that were above the background because some of them were in half and it wasn't very beautiful



the .zip file accompanies the .asm file of the level gradient that was ripped from the original, feel free to use it



and remember that the gradient replaces the background ie the back area color the sample level is set to the vanilla color of level 105 of the SMW
Tags: jungle, mountain
Screenshots:
This background is not acceptable to be approved for the following reasons:

General rip quality:
Once again, this rip suffers from quality and inaccuracy issues, which in some cases are worse than the previous one. Comparison between rip and source:

(left is rip, right is source)

A couple of notable errors can be found such as:
1) Mountains are heavily downgraded from source: they're missing their shading on the right side, and the texture details are very simplified. Once again, this is product of a bad paletting/color reduction.
2) Apparently you removed the clouds for no reason

Scroll settings:
Your sample level has both Horizontal and Vertical scrolls setting set to None, which is plain wrong. This background is meant to scroll, at least horizontally.

Background cutoff:
As an issue not shown in the comparison, the background doesn't loop properly and there's cutoff in the middle of it. This is a clear evidence of using an incomplete tilemap/source when ripping as the background from the original game is a full 32x32 loopable background.

On a separate note (NOT A REJECTION REASON), the uberasm code you provided only works on LoROM, so I suggest making it SA-1 compatible. Fortunately, that is very easy, you just need to change $0D9F to $0D9F|!addr on the asm file.