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Sprite tileset list

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Originally posted by Ultimaximus
It's not much of a Tutorial though, I see this as more of a Document, though sadly that section is horribly underused.


Right. It's up to imamelia to turn it into a document though (if he wants to do that in the first place), and this just seemed like the most fitting place for now.


 
Excuse: Two sprites are required for a level that use the same spot in different tilesets, and no disassembly exists.

World Community Grid: Thread | Team
 
OK, here is what I've learnt during my 2 days of Lunar Magic experience:

BG/FG GFX:

0: Normal 1 - standard overworld levels
1: Castle 1 - standard castles
2: Rope 1 - "candy mountain" mushroom levels (used in Way Cool)
3: Underground 1 - standard underground + icey underground levels
4: Switch Palace 1 - switch palaces + bonus rooms + Yoshi's House
5: Ghost House 1 - standard ghost houses
6: Rope 2 - star road + cave mushroom levels
7: Normal 2 - "candy mountain" overworld levels (used in Yoshi's Island 1)
8: Rope 3 - standard (overworld) mushroom levels
9: Underground 2 - underwater levels (deep underwater)
(A: Switch Palace 2 - probably unused)
B: Castle 2 - "Door 3" canvas room
C: Cloud/Forest - self explanatory
D: Ghost House 2 - Sunken Ghost Ship area 1
(E: Underground 3 - unused, test level 108 indicates, it's a night level with clouds)
(F: Fatal Error)

Note: Castle 1 (1), Ghost House 1 (5), Rope 1-2-3 (2, 6, 8) have "No Yoshi" intros.

Sprite GFX:

0: Forest - Wiggler, Bob-omb, Spiny, Lakitu, bubbles, P balloon etc.
1: Castle - Castle enemies (Mechakoopa, Ninji excluded)
2: Mushroom - Fuzzy, Chainsaw, rope mechanism, checkered platforms, spiked ball
3: Underground - Buzzy Beetle, Swooper, Spike Top, Football Chuck, Blargg, Piranha Plant
4. Water - deep (Rip van Fish, Urchin) and shallow water (Porcu Puffer, Dolphin) enemies
5. Pokey (plains) - Pokey, Volcano Lotus, Golf Chuck, Monty Mole, Sumo Bro etc.
6: Underground 2 - like Underground (3), but Buzzy Beetles are grey (used in several bonus rooms)
7: Ghost House - Ghost House enemies
8: Banzai Bill - Banzai Bill, Rex, Mega Mole, carrot platforms etc.
9: Yoshi's House - Yoshi's House and Ghost House exits
A: Dino Rhino, Dino Torch - self explanatory
B: Switch Palace - only for the switch rooms (after the pipe)
C: Mecha-Koopa - Mecha Koopa, Ninji, lamp (+ Tubular stuff, but some of them are glitchy)
D: Wendy/Lemmy - only used in the two special bossfights
E: Ninji - Tubular enemies/stuff (Volcano Lotus, Golf and Football Chuck, P balloon) + Ninji, lamp
(F: unused - random stuff (switch palaces))

Note 1: SP3 enemies and stuff (Flying Hammer Bro, Charging Chucks, Cheep Cheep, bounce block) are used in all non-Castle/Ghost House/Switch Palace levels

Note 2: Podoboo (Fireball) is not a castle enemy. It works with all tilesets! However, Yoshi's face become glitchy when he faces it.
Wow, looking at this gives me a feeling of nostalgia.

Well, as I pointed out, I was seriously considering making it into a document. I probably will do that eventually, but right now, I have more important things to worry about. I updated the first post, though, changing a couple things and adding a couple notes for some sprites. I have also added slashes for sprites that work with more than one tileset. The Volcano Lotus, for exammple, works with the Pokey tileset, where SP4=09, but it also works in the Ninji tileset, where SP4=0E. I feel like I overlooked something, though...if anyone can find any errors or anything I left out, please speak up.

Oh, yeah...and to reply to a couple of people, yes, the SP3 for the Ghost House tileset is also the SP4 for the Water tileset. But because all of the Water sprites use SP4, not SP3, none of them show up correctly in the Ghost House tileset, plus you can't use the normal SP3 sprites in that case. It's kind of a waste, really. And...didn't I say which GFX files the sprites were in? Not explicitly, I guess, but that is what the SP3=## and SP4=## are for.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I just found this, and although it seems quite useful for tileset-combining ExGFX purposes, I noticed there are a few sprites missing...

For example, A9 (Reznor) uses SP3=25. Also, A1 (Bowser's steel-or-whatever-it-is ball) uses SP3=24. There may be others as well.

(FuSoYa really should add the remaining sprites to the list in Lunar Magic (or at least A9, A1, and A0)-- after all, sprite 34 is on the list, and those three are more useful than 34 is.)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Hm, you're right. I'd update the first post, but I'm planning to make it into a document. (While I'm at it, I should probably include all the sprites from 00-FF, even the unlisted and unused ones.) And I agree, some of those should be listed. (Sprite 20 is another that isn't all that useful by itself, yet is still in the list.)

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
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