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Author Topic: SMB1 Koopaling Art  (Read 1 times)
willj16
Guest
« on: October 10, 2009, 06:17:01 pm »

For those who plan to ever use the Koopalings in their SMB1 hack, I have started making Koopaling sprites for use in my hack. And I will provide a spritesheet for all 7 Koopalings soon. You will have to correct the palettes for Morton, Wendy, Iggy, and Roy because everyone will turn out green. Technically, you can represent only one Koopaling in your hack unless you do extensive ASM work to create extra tiles for making the other 6

This is the SMB1 sprite set for Larry Koopa


Morton Jr.


Wendy


Iggy


Roy


Lemmy


Ludwig


Note that I used Paint to display their proper colors. And I used Tile Layer Pro to create the graphics. If you use these gaphics in any hack, you must credit me. This was my idea of putting the Koopalings in SMB1
« Last Edit: October 10, 2009, 11:55:26 pm by willj168 »
frantik
Guest
« Reply #1 on: October 11, 2009, 08:36:54 pm »

not too shabby  :thumbsup:  you also gotta do them with their mouths open spiting fire Smiley
« Last Edit: October 11, 2009, 08:50:57 pm by frantik »
willj16
Guest
« Reply #2 on: October 11, 2009, 11:26:39 pm »

That can be tricky due to the size and shape of their heads. But that can be worked out. Another thing, someoe else made me some possible Koopaling sprites--they resemble SMB3's Koopalings but they use an extra set of palettes. They use a fourth color.

I believe Wendy was my best one. Ludwig and Lemmy are tricky due to size [Ludwig's hair; Lemmy's size]
frantik
Guest
« Reply #3 on: October 12, 2009, 05:10:50 am »

you can use the tile between their fists and their mouths (the tile if you counted from left to right top to bottom would be #12) as well if that helps you
willj16
Guest
« Reply #4 on: October 12, 2009, 08:10:33 am »

I don't think there is a 12th tile and the general shape uses 11 tiles. And if you were assuming that the 12th tile is to the right of the fist, there is no tile there. This is what I have to work with. But these are just prototypes. There will be more coming soon. Morton and Roy easily follow this general pattern because they have lttle to no hair and are big in size. Ludwig  needs more room for his hair. Lemmy, Larry, and Iggy need smaller shells but long legs otherwise, they'll be standing in mid-air unless I put a platform under them or do something different to the castle level
Dr. Floppy
Guest
« Reply #5 on: October 12, 2009, 04:49:56 pm »

Quote from: willj168 on October 12, 2009, 08:10:33 am
I don't think there is a 12th tile and the general shape uses 11 tiles. And if you were assuming that the 12th tile is to the right of the fist, there is no tile there. This is what I have to work with. But these are just prototypes. There will be more coming soon. Morton and Roy easily follow this general pattern because they have lttle to no hair and are big in size. Ludwig  needs more room for his hair. Lemmy, Larry, and Iggy need smaller shells but long legs otherwise, they'll be standing in mid-air unless I put a platform under them or do something different to the castle level

Give Lemmy his starball back.

Problem 1 of 3 solved...
willj16
Guest
« Reply #6 on: October 12, 2009, 08:49:26 pm »

I have a better idea because I'm working around the problem myself right now. If I make Larry, Iggy, Lemmy, and Wendy, they will slightly float in air because they seem not to touch the ground due to their size compared to the larger three Koopalings Morton, Roy, and Ludwig. Changing their Y position may help matters out. SMB3 Koopalings may not seem necessary at this point
Dr. Floppy
Guest
« Reply #7 on: October 12, 2009, 09:50:34 pm »

Quote from: willj168 on October 12, 2009, 08:49:26 pm
I have a better idea because I'm working around the problem myself right now. If I make Larry, Iggy, Lemmy, and Wendy, they will slightly float in air because they seem not to touch the ground due to their size compared to the larger three Koopalings Morton, Roy, and Ludwig. Changing their Y position may help matters out. SMB3 Koopalings may not seem necessary at this point

I still think you're limiting yourself needlessly. Per request, here is a composite shot of Koopalings as they *could* appear in SMB1:




Each character utilizes the staggered sprite alignment I suggested in another thread; each 2x3-tile sprite has its own palette. I checked the SMB1 program, and it loads a special Bowser-specific palette into Sprite Palette #1 just prior to the bridge. This, plus Sprite Palette #3 (originally used for the grayscale "true identities" revealed by pelting Bowser with fireballs), can be reprogrammed to load the new palettes depending upon the World Number.
Dirtbag
Guest
« Reply #8 on: October 13, 2009, 04:24:43 am »

That looks really good Dr Floopy.
willj16
Guest
« Reply #9 on: October 13, 2009, 07:21:28 am »

That was a good approach. But Ludwig looks like a girl and his hair has a white outline. And Wendy's shell is pink. Roy's is brownish. And Larry's hair points forward rather than back. But I understand what you did. That is a good model to use if anyone wanted to use SMB3 Koopalings in their SMB1 hack. But I went another direction when I was reworking on them. I may have found another possible solution for myself.

But should I follow your model, The Koopalings may look a lot better due to size and the extra palette. But first, I got to expand the rom and make it load seven more Bowser objects.

But I had this in mind at first:















But I'll try a 2x3 version but I'll plan to use your method because of the palettes
« Last Edit: October 13, 2009, 07:11:23 pm by willj168 »
frantik
Guest
« Reply #10 on: October 13, 2009, 07:12:22 pm »

wow dr floppy those look nice

Quote
it loads a special Bowser-specific palette into Sprite Palette #1 just prior to the bridge.

actually it loads it when the axe object is loaded Smiley
« Last Edit: October 13, 2009, 07:28:28 pm by frantik »
Dr. Floppy
Guest
« Reply #11 on: October 13, 2009, 09:21:46 pm »

Quote from: frantik on October 13, 2009, 07:12:22 pm
wow dr floppy those look nice

Many thanks.  Smiley

Quote from: frantik on October 13, 2009, 07:12:22 pm
Quote
it loads a special Bowser-specific palette into Sprite Palette #1 just prior to the bridge.

actually it loads it when the axe object is loaded Smiley

 :cookie:

Incidentally, if any services should be needed during the next few months, don't be shy about activating the Floppysignal. (I'm almost certain Legend of Iowa's release date is going to be bumped back; I need a break from the thing as it is...)
willj16
Guest
« Reply #12 on: October 13, 2009, 10:24:59 pm »

What is Floppysignal? And does my new set look any better? Hey, if you be one of me MSN messaging partners, we can discuss this situation more.
frantik
Guest
« Reply #13 on: October 13, 2009, 10:34:30 pm »

willj168, i think the shell might be too big on those new ones, though roy looks pretty good
« Last Edit: October 13, 2009, 10:41:45 pm by frantik »
Dr. Floppy
Guest
« Reply #14 on: October 14, 2009, 01:53:19 am »

Quote from: willj168 on October 13, 2009, 10:24:59 pm
What is Floppysignal?

It's sort of like the Batsignal, but with....something else in place of the bat.  :thumbsup:
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