Thanks for all the great feedback! I thought I'd take this opportunity to show off some of the enemy sprites since I didn't cover them at all in the initial post.
This hack uses a myriad of enemies - from Super Mario Land sprites to Yoshi's Island, to even some New Super Mario Bros-inspired boys. You can take a sneak peek of some of their designs here:
Here's our main men! The adventurous Galoomba comes in many colors, and some say if you look hard enough you may even be able to spot a rare Blue Galoomba! Shy Guy likes to pop around to fulfill the menial jobs of the world - perhaps as a floatie-tester, or a spear-holding menace, or a very handsome NPC who will tell you to go fuck yourself. The Cheep-Cheep is a majestic fellow, an excellent swimmer, a reckless hedonist and disaffected malcontent. And then there is Snifit... bastard of our times.
But where oh where idol are the Koopas? Well do I ever have something for you:
There he is! That hunched-back naughty fuck. We decided that current Koopas wouldn't be able to be represented within the same confines as Super Mario World naturally allows, so Magi drew up the ideal Koopa and Ladida coded him into existence! He's incredibly pretty. The Koopa, I mean!
But onto something small and a bit more spooky...
Oh! Now who are these bastards? This is a small change, but we've replaced the Eeries and the Circle Boos with these little Peepas! They're incredibly cute - kind of illegally so, and to not include them would be heresy of the highest order. The horizontal facing ones will act very similar to the Eeries of old (identical even, if you catch my drift!), whereas the screen-facing ones will represent the Circle Boos. This is a smaller change, but we feel it's a nice touch to introduce an enemy not-really-seen-in-SMW into the world of Super Mario World.
Plus he's oh-so adorable!
It's the man! Now while this Rex may look special, he can have some other brethren with him!
Of course you are all familiar with how Super Mario World's enemy palette allows for some sprites to exist amongst multiple palettes - Koopas are the biggest example of this, but most other color sprites of the main four colors (red, blue, yellow and green) can as well. Well we took that... and expanded it a tiny bit!
We present to you...
Two additional colors! Our enemy palette's were shifted around heavily to allow for enemies like Koopas, Rexes, Shy Guys and so on to also be purple and black if necessary. This will just allow for some more possibilities, such as...
... but now for something else!
Something I've invested a lot of time in is organizing the sprites for this project. Not just custom sprites - but the alteration of regular vanilla sprites. Primarily the fact that every single sprite is having its graphics remapped.
Super Mario World's sprite sheets are, for lack of a better word, "messy". Enemies are kind of placed wherever on the tangible sheet, and if you want to make new sheets often times you'll have incompatibilities with the addition of certain sprites because one of their tiles gets overwritten by another sprite. Not anymore! While we don't have the tech of, say, Yoshi's Island in terms of how sprites are handled, I figured I could make things as efficient as possible in regards to the confines of this hack.
To begin with, the primary purposes of SP3 and SP4 have been switched around. Since we use Dynamic Sprites in this hack, we relegated SP4 to the file that has less free spaces. SP3 will be able to hold one 8 tile sprite, one 6 tile sprite, one 5 tile sprite, two 4 tile sprites, two 2 tile sprites, and one one tile sprite. SP4 will be able to hold one 12 tile sprite, one 3 tile sprite, and a few other normally global sprites.
Here's a small look at how SP3 is organized:
The top left is where a 6 tile sprite would go, the bottom left is where an 8 tile sprite would go, the top right is where a 5 tile sprite would go, the off-white space is where the 1 tile sprite goes, and then the white spaces and blue spaces are where the two 2 tile sprites and 4 tile sprites go.
But that's a bunch of jargon, why not take a look at two examples?
This system allows for numerous sprites to be exchanged cleanly, and that users interested in level design can design their very own sprite sets for levels without having to worry about the introduction of one sprite potentially making a few other sprites not feasible to include.
Designers can have up to 11 different kinds of unique sprites with different graphics per level just from SP3 and SP4 alone - and this doesn't even include different palette sprites with different behaviors and Dynamic Sprites. Much cleaner than Super Mario World!
And that's all for this time around. The next (and last update before C3 voting) will showcase a deeper look at some of the already-revealed tech of this hack, and will conclude with the release of a cute little Sonikku-coded sprite made for this hack.
Til next time, adieu!