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Graphics Discussion: Requests, help and general

Posted: 12 May 2010, 00:04
by Chdata
This is the thread where you want to be posting discussion about graphics. Requesting, help inserting, and general talking about, goes all here.

On an unrelated, but slightly more important note, here's the up-to-date (as of 02. October 2010) GFX- and ExGFX-files, containing most of the above sprite replacements.
A2MTGFX101002.rar
(281.55 KiB) Downloaded 257 times
How to insert them:
1. Back up your ROM, just in case I accidently did something very stupid with these.
2. Unpack the .rar into your Rom's folder.
3. Open the ROM in Lunar Magic.
4. In LM's toolbar, hit the green mushroom, "Quick Insert GFX to ROM", as well as the yellow mushroom, "Quick insert ExGFX to ROM".
5. Click the purple poison mushroom ("Open 'Change Index of Graphics' Dialog") and then, without changing anything, click OK. This is just so the ROM knows something has been done with the graphics files.
6. The sprites in your level should now show up with the updated graphics. Save your ROM, and voilĂ !.
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If you want to make a graphics suggestion, please post a picture of it here. Including a .bin file is optional; Terry can insert your graphics just as well. In either case, your sprites should use the following palette:
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Tails' note: Please remember we are not using any sprite graphics from other hacks. All sprites must be unique to the ASMT series.

ALSO: If a sprite you originally made for ASMT get's remade in HQ, you are free to say "I don't like it, redo it or use something else." It's preferred that you also say how it could be improved, or even provide an amendment yourself.

PLEASE try to, when you draw something, make the showoff screenshot what it would like like in SMW. Also, test the color of your sprite with other colors, such as test what a bullet bill looks like with the blue palette or Bowser statues with a green palette. If you notice it looks bad in another palette, try redrawing it so it looks good across most of the sprite palettes. We don't want an ice hothead to look partially orange for people who just want to copy paste a palette.

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TerryEdit (Oh Man!): To get a proper overview over things, I figured I'd make a list of graphics and their (potential) replacements, sorted by GFX file, colour-coded for your convenience:
Green: We're definitely going to use these unless you can make a different replacement that really manages to impress me.
Dark blue: We're probably going to use this, but I'd still like to see some more suggestions.
Light blue: Sprites with multiple suggestions I didn't decide on one of yet. Once a certain number of options is reached, I'm going to hold a vote for these.
Red: We don't have any working replacement at all at the moment. Suggest away!
GFX00/32:
gfx00list.PNG
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"Nintendo Presents" -> "Hey there everyone!!" [ASMT]
Mario -> Demo [ASMT, HQ]
Feather -> Popcorn [ASMT, HQ]
Mushroom -> Radish [ASMT, HQ]
Flower -> Cactus [ASMT, HQ]
Trampoline -> Trampoline[SMW]
P-Switch -> P [ASMT, HQ]
Star -> Leek [ASMT, HQ]


GFX01:
gfx02list.PNG
gfx02list.PNG (2.24 KiB) Viewed 15624 times
Koopa -> Goopa [ASMT, HQ]
Bullet Bill -> Flying Fish OR Do Not Want Bill
Goomba -> Furba [ASMT, HQ]
Piranha Plant -> Drill Rose
Message Box - Telephone [ASMT]


GFX02:
gfx06list.PNG
gfx06list.PNG (2.64 KiB) Viewed 15936 times
Spiny -> Caterpillar
Wriggler -> Duck Family
Hopping Flame -> Evil Flame [HQ]
Bob-Omb -> Bombu
Parachute -> Baloon [ASMT, HQ]

P-Baloon -> Hamburger [ASMT, HQ]
Lakitu -> Butterfly

GFX03:
gfx04list.PNG
gfx04list.PNG (1.64 KiB) Viewed 15877 times
Spike skeleton thing -> Dry Mouse [ASMT]
Thwomp -> New spiky Thwomp
Magikoopa -> Jerry the Giraffe Wizard
Thwimp -> Weight
Bonefish -> Groucho Marx Tadpole [ASMT]
Diagonal Podoboo -> Diagonal Podocat [ASMT]
Ball and Chain -> Metal Oreo [ASMT, HQ]
Moving Block -> Moving Block [SMW]


GFX04:
The attachment gfx04list.PNG is no longer available
Buzzy Beetle -> Hat Guy [ASMT] OR Twin Skull
Football -> ???
Spike Top -> Pickelhaube [ASMT]
Bat -> Booger Bat

Blargg -> Yellow Submarine [ASMT, HQ]
Skull Raft -> Yoshi Skull Raft [ASMT, HQ]


GFX05:
The attachment gfx05list.PNG is no longer available
Mushroom Platform -> Mushroom Platform [SMW]
Grey moving platform -> Grey moving platform [SMW]
Rotating Platform -> Rotating Platform [SMW]
Floating spiked ball -> Floating spiked ball [SMW]
Engine -> Gerbil [ASMT]
Saw -> Plunger [ASMT]
Rope -> Ladder [ASMT]
Charlie's dirt -> Football [ASMT]
Fuzzy -> Neckbeard [ASMT]
Floating platform -> Whatever the hell this thing is [ASMT]


GFX06:
The attachment gfx06list.PNG is no longer available
Torpedo Ted -> Blooper [ASMT] OR Psyduck
Snorkelfish -> Fishclops
Porcupuffer -> Dopefish [ASMT, Tweak to Pal D]
Horizontal Dolphin -> Genie [ASMT]
Vertical Dolphin -> Genie [ASMT]
Rip Van Fish -> Rip Van Chick [ASMT]
Urchin -> Foram


GFX09:
The attachment gfx09list.PNG is no longer available
Sumo Bro -> Some nondescript dude thing [ASMT]
Monty Mole -> Flag Castle [ASMT] OR Sandcastle OR Sandbug
Pokey -> Donut Pokey [ASMT] OR Eyeball Pokey

Volcano Lotus -> Lover Frog [ASMT]

GFX11:
gfx11list.PNG
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Big Boo -> Big Squee [ASMT] OR Squee 2 OR Eye Boo
Boo 1 -> Spy Boo [ASMT]
Boo 2 -> Tongue Boo [SMW]
Boo 3 -> Smug Boo [ASMT]
Fishin' Boo -> Fishin' Fish Guy [ASMT]
Eerie -> Happy Skull [ASMT]


GFX12:
gfx12list.PNG
gfx12list.PNG (2.88 KiB) Viewed 15287 times
Sparky -> Gooball
Hothead -> Gootamari
Bowser Statues -> Gastrodon Statues
Dry Bones -> Dry Goo
Wooden Stake -> Pencil [ASMT, HQ]
Platform -> Platform [SMW]
Grinder -> Fire Flower [ASMT, HQ]


GFX13/33:
gfx13list.PNG
gfx13list.PNG (1.75 KiB) Viewed 15287 times
Yoshi -> Gastrodon
Charlie -> Protosis
Hammer Bro -> Octobro [ASMT]
Hammer -> Banana [Tweak to Pal A]
Falling Platform -> Falling Platform [SMW]

Cheep-cheep -> Catfish [ASMT, HQ]

GFX20/23/24:
gfx20list.PNG
gfx20list.PNG (2.24 KiB) Viewed 15227 times
Banzai Bill: Different one per level. For full list, look below.
Rex -> Bobcar Goopa [Tweak to Pal A]
Timed Platform -> Lemon [ASMT, Tweak to Pal A]
Diagonal Platform -> Lime [ASMT]

Mega Mole -> Shopping Cart [ASMT, Tweak to Pal C]
Dino Rhino / Dino Torch -> Some... Thing. [ASMT, HQ]
Mechakoopa -> Pumpkin [ASMT]
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flameofdoubt edit: Here are the banzai bill suggestions so far:
Image
Image
gfx09list.PNG
gfx09list.PNG (2.1 KiB) Viewed 15877 times
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billw.png
billw.png (1.29 KiB) Viewed 15272 times
zabani.png
zabani.png (1.42 KiB) Viewed 15242 times
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Tails_155 - Here's a list of other things that need custom graphics so far, along with their tile spots in YY-CHR, their original palette, and for my reference, the file(s) that has(/have) them:
Tick
Image SP4=13F
Tiles in bin: 00-2A, 30-3A
Original palette: C* (Very confusing original coloration, looking forward to an update, all the colors in the original are set up in some strange order)
Frames: Angry walk - 3
Idle: 2, with the back half shared by both frames
Spike up: 1 half a face, 1 full face, 4 spike poses (with the two tallest spikes sharing the very last tile)


Bros. All of 'em that are small. [orange backgrounded tiles]
Image SP3=140
Tiles in bin: 3F, 46-4A, 56-5A, 7F
Original palette depends on bro: Bullet & Molotov Bro - 9, Hammer/Shell Bro - A, Bomb Bro - B, Fire Bro - C, Boomerang Bro - D, Invincible Bro - all, including 8 and E, Ice & Magic Bro - F.
*Fire Bro uses 42-45, 52-55 as well for the attack frames.

Big Bros. All two of 'em currently included. [orange backgrounded tiles] Image
Tiles in bin: 26-2A, 36-3A, 60-65, 70-75
Original palette depends on bro: Deadweight - 9, Sledge - D

Molotov Cocktail + Flame (Sumo Flame)
Image SP4=141
Image
Tiles in bin: Molotov - 66-67, 76-77; Flame - 4C-4D, 5C-5D, 6C-6D, 7C-7D
Original palette: Molotov - D, Flame - 2?

Weight (Deadweight Bro)
Image
Tiles in bin: 22-23, 32-33
Original palette: 9

Bomb [Orange Background]
Image SP3=140
Image SP4=141
Tiles in bin: SP3 - 04-05, 14-15, 2B-2E, 3B-3E; SP4 - 3C (explosion,) 4E-4F, 5E-5F
Original palettes: A, B, D

Boomerang [Green Background] SP3=140
Tiles in bin: 4B-4C, 4E-4F, 5B-5C, 5E-5F
Original Palette: 9

Fireball (does it need to change? Red Background) SP3=140
Tiles in bin: 60-61, 70-71
Original Palette: B

Iceball (Light Blue Background) SP3=140
Tiles in bin: 62-63, 72-73
Original Palette: F

Magic (same as Magikoopa's/Giraffe's) SP3=141 (or the plain GFX for Magikoopa, unless we make this different since it's a standard ExGFX for Bros)
Image
Tiles in Bin: 08-09, 18(, 19? Should stay blank I imagine.)

SP4=142 Image

Phanto (Red Background)
Tiles in bin: 08-09, 18-19
Original palette: 8

Rotodisc (Orange Background)
Tiles in bin: 0A-0B, 1A-1B
Original Palette: I think it's all of them.

Giant Phanto (Yellow Background)
Tiles in bin: 20-21, 30-31, 40-41, 50-51, 64-67, 74-77
Original palette: 8

Birdo (Green Background, looks hilarious without bow)
Tiles in bin: 0E-0F, 1E-1F, 2E-2F, 3E-3F, 42-43, 4E-4F, 52-53, 5E-5F, 60-63, 6E-6F, 70-73, 7E-7F
Original Palette: D (Uses the additional color space, currently)

Egg (Blue Background)
Tiles in bin: 0C-0D, 1C-1D
Original Palette: 9

Ground Pound Koopa (Purple background) SP4 can also be 143 or 146
Tiles in bin: 48-4D, 58-5D, 68-6D, 78-7D
Original Palette: B

Big Bullet Bill
Image SP4=143
Tiles in bin: 0A-0D, 1A-1D, 2A-2D, 3A-3D
Original Palette: 9

Image SP2=144 (INCOMPATIBLE WITH MESSAGE BOX, NOTE BLOCK AND BLUE SHELLESS KOOPA)

Venus Fire Trap (Red Background, shares vine with Classic Piranha Plant) (also works with SP2=145)
Tiles in bin: Plant - 40-43, 50-53; Vine - 4E-4F, 5E-5F
Original Palette: Throw - B, Trap - C

Blooper
Tiles in bin: 65-67, 75-77
Original palette: A (Uses Pink Berry palette)

Parabeetle (Picture unavailable, no graphics were included) SP2=145
Tiles in bin: 64-67, 75-77
Original Palette: Slow - C, Fast - D
SP2=145 has same incompatibilities as SP2=144

Chain Chomp
Image SP4=146
Tiles in bin: 05, 06-07, 0A-0B, 16-17, 1A-1B
Original Palette: 9

Fire Chomp
Image SP4 = 146
Tiles in bin: Chomp - 00-03, 10-13, 20-21, 30-31; Trail: 24-27, 34-37
Original Palette: 9 (Trail uses Red Berry colors)

Fire Chomp Flame
Image
Tiles in bin: 0C-0D, 1C-1D
Original Palette: 9 (Uses Red Berry colors)

Chuckya
gfx05list.PNG
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If anyone wants a little userbar for their account, here's the e-uniform for A2MT.

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Supporter bar:

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The reigning Mod in this thread is: Terry van Feladay

Re: A2MT GFX Thread

Posted: 12 May 2010, 00:08
by raocow
So, uhm, to elaborate on what was 'decided':

we keep the mega mole, the mechakoopa, the blargg.

The koopas should probably remain.

Anything else that we definitely do not change?

Re: A2MT GFX Thread

Posted: 12 May 2010, 00:10
by Chdata
Some others that I think qualify as "main" sprites are: (If it has a * it means I give it much higher priority than the others I list)
*****Goopas
**Furbas
***Thwomps
****Skull platforms to yoshi skulls - This was only used in the credits.
*Thwimps
***Leek
**Popcorn
*Cactus
Donut Pokeys
****Hamburger Balloon
****P switches
*Ball N Chain (Actually if a more circular one in the same style could make that'd be nice)
**Podoboo
****Spy Boos
****Smug Boo
***Vanilla =p boo
***Question Blocks, Turn Blocks, Grey Cement Blocks
Baby Yoshi Munchers, Tofu blocks
***=3 Cheep Cheeps/Blurps (It would be nice if an alternate gfx for blurps were made though)
***Rip Van Chicken
*Balloon Parachutes
Light Bulb-ombs
**Drygoo/mouse
Rocket Bills/diagonals
***White Banzai Bill things
***Black Mage
****Hat Guy (buzzy beetles)
*****Submarine Blaarg
*****Megamole Shopping Carts
**Skull Eeries
****Genie/Lamp dolphins
**Lava Frogs/Love Pollen
****Big Squee (Big Boo)
****Fishin' Fish Guy (But with a fish that's different than the one in the cloud because it's funnier to mix things up)
****Frog Bowser Statues
****Death Pencils
**Octobro/Mini octopi hammers
*Watermelon Triangles
***Lemon and Lime Platforms
*****Pumpkin Mecha Koopa

Five stars are seemingly already decided to keep.

Things I think we should scratch (no offense to the creators)
-I think the radish was too small/dark and hard to see sometimes, although it is well sprited. Also if we get rid of radishes we could bring in the banana with a halo

-The sun dial hotheads could be redrawn to fit palettes better incase people change palettes.

-I haven't seen how the dino rhinos every likes so much animate yet and although the look good they don't seem like they'd animate too well to me.

Re: A2MT GFX Thread

Posted: 12 May 2010, 00:12
by Tails_155
"P" switch?

Spini... -shot-

Okay okay...

I think the Goombas, Koopas, and P are the only major ones, MAYBE a couple others, but I really would like to see a major respriting.

MAYBE Boos, since they're Mr. Cow's favorite enemy family.

Re: A2MT GFX Thread

Posted: 12 May 2010, 00:14
by Ometeotl
How about an eyeball for the ball&chain? It can have little eyelashes for the spikes or something.

Re: A2MT GFX Thread

Posted: 12 May 2010, 00:15
by Tails_155
It is 1/4 of a graphic, so if you can get it to flip right try and make it.

It's like this

d=original image

db
qp

It flips on the x and y axis.

I had a whole set of wacky ideas that wouldn't work before :P

Re: A2MT GFX Thread

Posted: 12 May 2010, 00:20
by raocow
the ball n' chain needs a major fix as far as I'm concerned.

the one for the first game just... doesn't look like anything at all.

Re: A2MT GFX Thread

Posted: 12 May 2010, 00:27
by Chdata
It likes like a spikey floating zero to me with weird diamond chains. A more round spikey donut shape would've been better.

Re: A2MT GFX Thread

Posted: 12 May 2010, 00:41
by Terry von Feleday
[attachment=1]notapirate.PNG[/attachment]
Thing I threw together as a potential Goomba replacement. It looks neither like a duck nor like a cat, yet it is a duckcat. Yeah, it's not exactly my most shining work but oh well.

Just for future assurance, are we going with the standard SMW palette now or will attempts to make things look nice be done?

Also, since I have no idea where else to post it, I figured I might as well include the GFX33 with the final Gastrodon sprites.

Re: A2MT GFX Thread

Posted: 12 May 2010, 00:51
by HarmfulGravemind
You want to change the donut pokey? Why? I love that sprite, I think it's hilarious!

Re: A2MT GFX Thread

Posted: 12 May 2010, 01:29
by AnimeRules
I call dibs on making the jumping flame a hat that spawns tiny hats. (I hope it works out...)

Re: A2MT GFX Thread

Posted: 12 May 2010, 01:37
by Ometeotl
Although the P-switches have a high priority, I think they'd look neat as a hat, for some reason.

Re: A2MT GFX Thread

Posted: 12 May 2010, 02:16
by Chdata
HarmfulGravemind wrote:You want to change the donut pokey? Why? I love that sprite, I think it's hilarious!
If you're talking about me, I put it in my list as something that I want NOT to change and to be kept.

Also note: The list is only my OPINION on gfx that we should keep.

I think that if possible we should keep SMW's palettes. Except for Demo, for the character it should be ok to change the colors that no other sprites use (to figure out which ones, try to change them in LM by using the custom palettes feature and it won't work on certain colors.)

But as for colors that other sprites used such as the brown on mega moles, those should be kept vanilla too.

Re: A2MT GFX Thread

Posted: 12 May 2010, 07:15
by rubberfishy
I think unless something better comes along when we should use the original SMW spike ball and circular saw.

Re: A2MT GFX Thread

Posted: 12 May 2010, 10:56
by Kil2
problem is as soon as someone makes anything they're going to insist that it's better

Re: A2MT GFX Thread

Posted: 12 May 2010, 11:23
by Terry von Feleday
The problem is also that while I think the spiked ball is fine, the original circular saw is fairly terrible. What's wrong with the Fire Flower?

Or wait, are you actually talking about the ball and chain? Because in that case my problem is that while the original looks fairly okay, it's also somewhat boring really.
...Except I have no idea what we could replace it with.

Fakeedit: Actually, it seems I actually made an HQ version of the spike ring some ages ago.
[attachment=0]spikewheel.PNG[/attachment]
It's not exactly as interesting as other replacements still, but maybe we could use that if no other ideas crop up?

Re: A2MT GFX Thread

Posted: 12 May 2010, 11:40
by raocow
It may not be more interesting, but at least it looks crafted better.

Also yeah, the fire flower is AWESOME, good luck dethroning that one.

Re: A2MT GFX Thread

Posted: 12 May 2010, 11:52
by flameofdoubt
The fire flower was originally meant to be some kind of laser. Since it seems to now have been adopted as the fire flower a resprite can ensure it looks more like this, and possibly better overall.

Re: A2MT GFX Thread

Posted: 12 May 2010, 13:01
by HarmfulGravemind
chdata wrote:
HarmfulGravemind wrote:You want to change the donut pokey? Why? I love that sprite, I think it's hilarious!
If you're talking about me, I put it in my list as something that I want NOT to change and to be kept.

Also note: The list is only my OPINION on gfx that we should keep.
Yeah.. but you said more stars is higher priority... and dunut pokey doesn't have a star :cry:

Re: A2MT GFX Thread

Posted: 12 May 2010, 13:38
by Paralars
the problem is, if we decide on which grafic to keep and which one to replace, everyone will have a different opinion.
So we should either choose a handful of sprites to be kept and just replace all the other stuff consequently or reuse all of them consequently (but a handful).

And I still think that ASMT is done and it's great but there should be a new chapter, so I'd like new sprites, because there are sooo many awesome ideas out there and now there is room to use some more of those and that should be used.

Oh and about the Powerups... A2MT will have a new story so vegetables are not quite fitting I think

Re: A2MT GFX Thread

Posted: 12 May 2010, 13:59
by Terry von Feleday
Powerups should stay. It'd just be an unnecessary irritation for the player if we switch them, I think.

Not to mention after all if I recall correctly the vegetables were carried over from WTH, therefore definitely being a "series mainstray" of sorts.

Maybe instead of discussing which sprites to keep and which not, people could just start coming up with potential replacements (be it in description, art or finished sprites) and then decide whether they should replace the old ones democracy style? It strikes me as more productive as a whole. Maybe we could even dig up some stuff that we decided not to use in ASMT and see whether we can make something out of it?

Re: A2MT GFX Thread

Posted: 12 May 2010, 14:03
by raocow
Terry here has the right idea.

If you want to change something, tell us what, and what for. It'll be a lot easier to convince dissidants this way!

Re: A2MT GFX Thread

Posted: 12 May 2010, 14:12
by Machoman
Ometeotl wrote:How about an eyeball for the ball&chain? It can have little eyelashes for the spikes or something.
It's watching your soul
It's watching your soul
eyeball.PNG (13.48 KiB) Viewed 16078 times
I tried... but I don't know.

And yes, if anyone has any idea, say it!

Oh and why can't you put a bmp in attachments? D:

Re: A2MT GFX Thread

Posted: 12 May 2010, 14:19
by raocow
Holy geez!!!

I don't know if it's good for standard use, but there HAS to be one level that uses it as ExGFX. HAS TO.

Re: A2MT GFX Thread

Posted: 12 May 2010, 14:25
by Argumentable
Use my pokey graphics with it, too