Super mario world backgrounds


Added:
- Iggy & Larry
- Lemmy & Wendy

They're basically the same enemy just with different heads & palettes.

Added:
- Morton, Ludwig & Roy

Again, just in case someone is interested in the comments from the senior Koopaling sheet:
https://i.imgur.com/cSt26AZ.png

This is it, all enemies (except Reznor) got a re-rip. Next thing are sheets for the objects (foreground, sprite layer), which are hopefully more convenient to rip.

#78

12-03-2020, 06:23 PM (This post was last modified: 12-03-2020, 06:23 PM by DogToon64.)

How did you rip Roy, Morton Jr, and Ludwig!? I tried to rip them from Super Mario World: Just Keef Edition, and had no progress.

(I might seek again after I rip Mario and Luigi from it)

#79

12-04-2020, 03:34 AM (This post was last modified: 12-04-2020, 08:43 AM by Barack Obama.)

General Ripping for Mode 7 Objects seen in Gameplay (SNES)
- Make a quicksave in ZSNES with the frame you want to capture
- Open the quicksave (.zst, .zs1, .zs2, etc.) in vSNES
- Within vSNES, open the SceneViewer and go to layers and then to Mode7 backgrounds
- Here you should see the mode 7 frame in its unresized and non-rotated form.

Development:Super Mario World (SNES)/Background Graphics and Tilemaps/Background Tilesets

This is a sub-page of Development:Super Mario World (SNES)/Background Graphics and Tilemaps.

Wall

The "Kabe" tileset comprises a unique set of backgrounds that don't appear in the final game. VRAM data is located in v-ram-kabe.CGX, CGRAM data in kabe.COL, and tilemap data both in kabe.SCR and kabe-unit.SCR. v-ram-kabe-2.CGX is similar to the other VRAM file, though with lighter shading on the edges of the blocks used in the background that look worse.

kabe.SCR

13 October 1989 17:49

kabe-unit.SCR

02 October 1989 16:03

The background on the left is less detailed than the background on the right, but occupies the entire tilemap space, while the background on the right reserves some space for laying out possible 16×16 tiles.

Sky

sora-master.SCR is a tilemap of the background seen in Yoshi's Island 1, among other levels. There aren't any differences between this version and the final.

X-sora.SCR includes a shifted version compatible for importing into the game.

As a challenge, I recreated one of the backgrounds in Super Mario World. This geometric mountain background also appeared in some cutscenes in Super Mario 3D Land, except that game uses a flat model with vertex colors to create the illusion of proper shading. I looked at the shading to see if I could figure out what the shapes should be, and in my first few attempts, I thought it might not be possible. Still, I was able to model everything so that all but one facet shows the correct lighting when lit from a specific angle. This was only possible by adding “hidden” facets that are perpendicular to the camera.

Naturally, I went and made wallpapers for each of the different times this background is used in Super Mario World. Which one is your favorite?

  1. Yoshi’s Island 3
  2. Yoshi’s Island 4
  3. Choco Island 1
  4. Choco Island 2 (A)
  5. Choco Island 2 (B)
  6. Choco Island 5
  7. Awesome
  8. Groovy

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super mario world backgrounds

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sora-master.SCR

26 October 1989 21:51

X-sora.SCR

27 November 1989 16:37