Views: 943,513,963
16 users online: bandicoot, Blazekickn, Darknubs, Domokun007, gohkenytp8, HammerBrother,  JamesD28, Larry30,  MarkAlarm, Mirann, Missingno255, Pokemon Hacker, S.U, SiameseTwins, TheBourgyman, TheLegendaryOrb - Guests: 103 - Bots: 109 Users: 52,462 (1,985 active)
Latest: Mayro74
Tip: Avoid making large, flat, boring stretches of land. Vary up the architecture and spritework in your levels.
Not logged in.
Earthworm Jim (SNES) - What the Heck by Rykon-V73
Forum Index - Valley of Bowser - Moderation Questions - Graphics - Earthworm Jim (SNES) - What the Heck by Rykon-V73
Pages: « 1 » Link
File Name: Earthworm Jim (SNES) - What the Heck
Submitted: by Rykon-V73
Authors: Rykon-V73
Type: Ripped
Purpose: Background, Layer 3
Description: Now it's the SNES version of Earthworm Jim - What the Heck, along with its layer 3. I had to fight 2 thingw here: one is frame 'fighting' of Evil the Cat and two is layer 3 management. After overcoming the challenges, I can say the backgrounds are done. In the original, the scrolling was slow, so you must find a way to set scrolling to slow or set it to none. If you check the in-game screenshot, you'll see that layer 3, while vanishing thanks to Remove Status Bar patch, is weirdly placed in front of layer 2. There's an explanation here. In the SNES EJ, the moon thing was placed behind the transparent layer 2, while the layer 3, being transparent at the bottom was in front of the BG and auto-scrolled. It's possible to simulate this in SMW, but you must be careful. Features:

-you can view the sample level to see how both the BG and layer 3 are set up.
-the palette is weirdly placed. It uses palettes 3, 5 and little bit of palette 1. Speaking of palette 1:
-it only uses 2 colors and placed those colors at layer 3 pslette 6 and 7. Those are the transparent colors, unaffecting SMW colors.
-layer 3 colors are easy to edit. Those don't affect SMW colors. It uses layer 3 palettes 3, 4 and 5.
-Bonus: Evil the Cat animates. Since I wasn't sure where the animations were, I decided to use the Genesis version and recolored tiles, so that it matches the SNES version and turned out good. Check the 1st picture.
-layer 2 can be 512x512 if so desired.
-layer 2 uses 402 9x9 tiles. It overwrites BG1, BG2, BG3 and a bit of FG1. You can't use bushes.
-BG uses 372 Map16 tiles. It almost overwrites 1 Map16 page and a half.
-layer 3 uses 384 tiles. You'd think it uses 3 ExGFX files, which is alraady a lot, but no, it uses 4 in total. I had to avoid tile FC here. It's 256x256 and you need DKCR Sprite Status Bar or Minimalist Status Bars

I'll have to reject this graphic, mainly because of the layer 3.

In the original game, it uses a translucent fog, not a brown like fog like the one you posted. Also, a minor thing, but not rejection log per se: the eyes of Evil the Cat change to blue for a brief moment. It does not happen in the SNES version.

Fix these issues and I'll accept this rip in no time.
Pages: « 1 » Link
Forum Index - Valley of Bowser - Moderation Questions - Graphics - Earthworm Jim (SNES) - What the Heck by Rykon-V73

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Follow Us On

  • YouTube
  • Twitch
  • Twitter


  • Super Mario Bros. X Community
  • Mario Fan Games Galaxy
  • sm64romhacks