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Super Mario World Remastered

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I've taken it upon myself to touch up all the graphics in SMW and redo palettes to create a visually appealing base SMW. I fully intend for you guys to be able to use the finished product as a base for your hacks.

I'll post updates to this original post under specific categories for easy browsing. I'm open to any and all feedback. If you like what you see, let me know! It'll motivate me to continue working on this project.

The newest updates will be at the top of this post and I'll push the older stuff down toward the bottom.

8/26/2019 Update:

In the past week, I've worked on redoing original songs using custom samples without modifying the musical arrangements. I've been tweaking Mario/Luigi and Yoshi to make them as polished as possible and remove all the disgusting visual quirks that came with the original set. I've been touching up custom palettes and started modifying the overworld palette as well. I've made the Overworld use a widescreen, and therefore ended up modifying the edges of submaps to make them more visually appealing, since the edges were never meant to be seen and didn't have any detail. That's still being worked on since there are still some graphical uglies, such as in World 7. I've made some groundbreaking work, and there will be a lot of work to go.
























8/16/2019 Update:
Originally posted by KPhoenix
Mario and Luigi:



Changelog:
-New palette
-Reorganized palette for compatibility
-Shaded gloves
-Shaded shoes
-Reallocated colors of sprite
-Reallocated colors of cape
-Fixed empty spot while riding Yoshi as big Mario/Luigi

Yoshi:




Changlog:
-New palette
-Overhauled shading
-Fixed horrible arm gfx
-New frames YI style
-YI tongue gfx


Sprites:




Changelog:
-Shaded powerups
-Added detail to cape feather

Backgrounds:



Changelog:
-Removed dithering
-Modified default background colors

Title Screen:



Pretty sure this has been done before...like, many times
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Originally posted by Epic_Manky
Pretty sure this has been done before...like, many times

Even so, It's still useful to have one more option when deciding the graphical style of our hacks.

Originally posted by KPhoenix
I've taken it upon myself to touch up all the graphics in SMW and redo palettes to create a visually appealing base SMW. I fully intend for you guys to be able to use the finished product as a base for your hacks.

The new Mario and Luigi sprites are pretty good.
But I dont see much diference on your new background to the original background tho.
Will you be changing the FG and BGs as well?
It would be cool to see how those new bgs and fgs looks on ingame screenshots.
Check out my profile to see a list of SMW Hacks I made and where to find the latest and best version of them.
Thanks for playing and have fun!
Clique no meu perfil para encontrar a lista de minhas hacks feitas até o momento.
Originally posted by Epic_Manky
Pretty sure this has been done before...like, many times

I haven't been around in the last 10 years. can you link some other ones for me?

Originally posted by bandicoot
Originally posted by Epic_Manky
Pretty sure this has been done before...like, many times

Even so, It's still useful to have one more option when deciding the graphical style of our hacks.

Originally posted by KPhoenix
I've taken it upon myself to touch up all the graphics in SMW and redo palettes to create a visually appealing base SMW. I fully intend for you guys to be able to use the finished product as a base for your hacks.

The new Mario and Luigi sprites are pretty good.
But I dont see much diference on your new background to the original background tho.
Will you be changing the FG and BGs as well?
It would be cool to see how those new bgs and fgs looks on ingame screenshots.


The only change to that specific background so far is that I removed the ugly checkerboard dithering. The next change to background will be a global palette change for every background palette.

UPDATE:
Added new title screen.
Started improvements on sprites
Originally posted by KPhoenix
Originally posted by Epic_Manky
Pretty sure this has been done before...like, many times

I haven't been around in the last 10 years. can you link some other ones for me?


I have a feeling he might be talking about any of these plus there's probably been more that weren't submitted.

Though again it honestly doesn't matter the one you're making is really great.
Originally posted by Ninja Boy
Originally posted by KPhoenix
Originally posted by Epic_Manky
Pretty sure this has been done before...like, many times

I haven't been around in the last 10 years. can you link some other ones for me?


I have a feeling he might be talking about any of these plus there's probably been more that weren't submitted.

Though again it honestly doesn't matter the one you're making is really great.


All fanstastic gfx modifications! My goal with this is to create something that's faithful to SMW's original graphics. I won't be making any massive changes to what's already there (moreso because I'm not that skilled with graphics).

UPDATE: Yoshi GFX in original post

Also, I'm now planning on making this a remaster of almost every aspect of SMW. The first steps will be graphics and palettes, and then music. I'll also apply patches that fix bugs or problems with the original game.
Added update with latest content to original post. Feedback please!
I can't see why you expanded the view of the overworld submaps. There's an obvious cutoff path on FoI submap and apparent bad tiling on VoB submap. You could've left the borders as are or fixed those errors. Also, could you try to fix some errors on YI's hill with a pond and square edges from cave submaps? And perhaps change the colors?

Anything else's solid, though.
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.

Originally posted by 7 Up
I can't see why you expanded the view of the overworld submaps. There's an obvious cutoff path on FoI submap and apparent bad tiling on VoB submap. You could've left the borders as are or fixed those errors. Also, could you try to fix some errors on YI's hill with a pond and square edges from cave submaps? And perhaps change the colors?

Anything else's solid, though.

Originally posted by KPhoenix
've made the Overworld use a widescreen, and therefore ended up modifying the edges of submaps to make them more visually appealing, since the edges were never meant to be seen and didn't have any detail. That's still being worked on since there are still some graphical uglies, such as in World 7


As I said, I plan on fixing these graphical errors. No stone will be left unturned in this project. As for why I used widescreen? I wanted to. 16:9 is the present; 4:3 is the past. I'm modernizing where possible (ironic considering it's still a 1990 game).

Yes, I can fix those 2 last things. Including the ladder.
I don't find anything wrong with the wider screen as it currently is because honestly it's just showing of a new border but is there a way you could fix the background behind Mario so it matches the design of the rest of the border?
Also with the widescreen border I remember that it causes some issues without this patch unless you are using that.

Also I know this is more or less just a remaster of the whole game but are you going to be adding in patches that fix general annoyances or glitches that were left by Nintendo?
Originally posted by Ninja Boy
I don't find anything wrong with the wider screen as it currently is because honestly it's just showing of a new border but is there a way you could fix the background behind Mario so it matches the design of the rest of the border?
Also with the widescreen border I remember that it causes some issues without this patch unless you are using that.

Also I know this is more or less just a remaster of the whole game but are you going to be adding in patches that fix general annoyances or glitches that were left by Nintendo?


Yes I am using that patch and I will be patching glitches and issues with the original.

Does anyone know how I can modify the level name box and Mario box so the background shows as transparency instead of a solid color?
Originally posted by KPhoenix
As I said, I plan on fixing these graphical errors. No stone will be left unturned in this project. As for why I used widescreen? I wanted to. 16:9 is the present; 4:3 is the past. I'm modernizing where possible (ironic considering it's still a 1990 game).

Yes, I can fix those 2 last things. Including the ladder.

Ah, I see. It feels fresher than just a new border, indeed. I didn't read the update in the OP as I'm used to new posts stating that some changes have been made.
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.

Taking a quick look around this patch might do what you want.
Originally posted by 7 Up
Originally posted by KPhoenix
As I said, I plan on fixing these graphical errors. No stone will be left unturned in this project. As for why I used widescreen? I wanted to. 16:9 is the present; 4:3 is the past. I'm modernizing where possible (ironic considering it's still a 1990 game).

Yes, I can fix those 2 last things. Including the ladder.

Ah, I see. It feels fresher than just a new border, indeed. I didn't read the update in the OP as I'm used to new posts stating that some changes have been made.


Do most people just do it that way? I'd like to revise my thread in whatever way is easiest for people to follow.

Originally posted by Ninja Boy
Taking a quick look around this patch might do what you want.


Unfortunately I have no ASM skill or knowledge whatsoever; I wouldn't even know where to start with that. Anyone able to help me?
I was digging through that patch and got a bit confused myself but I'll look at it more once I get home and have a better computer to use but in the meantime I found another patch which will change the palette that's behind Mario at least so assuming you can redirect the color to transparency for each map then just edit the bored like normal.

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