Yoshi's Island has got one of the most beautiful graphics, even ignoring Super FX stuff. In fact, there is notoriously special background which took me so long to rip (credit me before using it!): The sunset background seen in e.g. 3-1 and 6-1. The reason it's special is because it uses HDMA to break the 2bpp limit (I mean, it is a layer 3 background). Here are some images showing this background:
In fact, it's supposed to be faithful to the original background so parallax, wave effect and palette animation are included.
I hope some more rips from YI come out in the near future. I do have to agree with MarioFanGamer in the fact that this game has some of the most beautiful graphics of the rest of the SNES games, and some of these tilesets and backgrounds can be really useful in making unique SMW hacks and stages. Anyways, great rip, and great job!
This is a very beautifully ripped background and even more impressive (and useful) that you did it with Layer 3. I am having an issue with the UberASM code though, and was wondering if someone could help.
Placing everything into my hack as instructed with the file located in the library and a new .asm file (copied from the readme) created in the level folder I get a strange result that can be seen here:
Mario walks to the right automatically without any consideration for my inputs. The lag seen is in-game. He only does this when the .asm file is applied. The parallax seems slightly broken as well as you can see. I don't seem to have any conflicting .asm being applied to the level so I'm unsure of what's happening.