Register - Login
Views: 99795057
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 05:21:54 AM
Jul - General Game/ROM Hacking - SMW beta palette New poll - New thread - New reply
Next newer thread | Next older thread
Smallhacker
Member
Level: 26


Posts: 88/123
EXP: 100397
For next: 1878

Since: 07-04-07

From: Stockholm, Sweden

Since last post: 9.3 years
Last activity: 9.3 years

Posted on 02-29-08 04:37:39 PM (last edited by Smallhacker at 02-29-08 01:48 PM) Link | Quote
I dunno if this has been discovered before. I know that a partial palette (last three sprite palettes overwritten with other colors) has been known for a while.

These are the SMW beta palettes stored in the SNES Test ROM. Irrelevant palette data (colors used by other parts of the test ROM) has been removed.



(Edit: Final SMW palette added for comparison)

The palettes are similar to the final ones, but there are some interesting changes.

Palette 0: No Black/Red/White Layer 3 palette. There's a White, Bright grayish blue, grayish blue palette instead.
Palette 1: No black/extra white colors, meaning longer blue/cyan fade
Palette 2: More logical order of colors.
Palette 3: (See "Berry palettes" below)
Palette 4: Dark cyan -> white fade is Dark cyan -> bright cyan in final (Also, see "Berry palettes" below)
Palette 5: Color 3 hadn't been used yet. (Also, see "OW palettes" below)
Palette 6: Possibly no flashing color yet (but there's no way to be sure)
Palette 7: One version is like the final, one contains the blue colors, a red color and a bright gray->dark gray fade. It's possible that the odd one is just other palette data used by the Test ROM.
Palette 8: Mario's red and blue colors are different. Also, there's just one skin color and a new brown->yellow fade
Palette 9: Red color in final is blue in beta (Also, see "Berry palettes" below)
Palette A: (See "Berry palettes" below)
Palette B: (See "Berry palettes" below)
Palette C: Boo palette in one version. Most likely moved there for the Test ROM. (Also, see "Cyan fade" below)
Palette D: (See "Cyan fade" below)
Palette E: (See "Cyan fade" below)
Palette F: (See "Cyan fade" below)
Berry palettes: The last two palettes are very different. Note, however, that the sprite versions are the same as final SMW. Either it was a major screwup, they were in the process of switching to other berry colors, or berries was originally always sprites and these "berry colors" in palettes 2-4 were used for something else.
OW palettes: Very different. In fact, they don't really look like they belong on the OW at all. Maybe they were originally planned to be used in levels?
Cyan fade: I have no idea if the cyan fade was used to mark the space as unused in SMW beta or if it's something added to the SNES Test ROM.

____________________
SMW Central
FPzero
9590



Post 890/9597
Active
5.5 years ago
Posted on 03-01-08 12:37:29 AM Link | Quote
I think I've seen some of those palettes in the ending sequence. Off the top of my head, I remember the Dry Bones and Bony Beetles having the blue feet. I've always wondered why they were blue.

Actually, it would be interesting to see what the palettes of the ending sequence are like.

____________________

Rachel Mae

Creature of Chaos
Level: 141


Posts: 592/5929
EXP: 33603731
For next: 516283

Since: 07-03-07

Pronouns: she/her
From: Foxglen

Since last post: 21 days
Last activity: 12 hours

Posted on 03-01-08 12:52:21 AM Link | Quote

Originally posted by Smallhacker
Cyan fade: I have no idea if the cyan fade was used to mark the space as unused in SMW beta or if it's something added to the SNES Test ROM.
Considering how unoptimized SMW was in its early stages, it probably was used as filler until they shrunk the palette data.

I wonder if there's any other old SMW data in there?

____________________
Smallhacker
Member
Level: 26


Posts: 90/123
EXP: 100397
For next: 1878

Since: 07-04-07

From: Stockholm, Sweden

Since last post: 9.3 years
Last activity: 9.3 years

Posted on 03-01-08 10:34:55 AM (last edited by Smallhacker at 03-01-08 07:44 AM) Link | Quote
I was planning on looking for other SMW stuff they might have thrown in.

Yesterday, I was considering trying to look for level data (seeing as the "level" displayed in the Test ROM has to be stored somehow) to see if there were anything else, or if the format is different from the final version. After realizing that the "level" in the Test ROM loops, the "sprites" are actually blocks and the level is on Layer 2 (not to mention the Layer 3 background), I find it extremely unlikely that it uses anything remotely similar to the SMW level format. It's most likely stored as raw tile data.

(Update)

No, that's not why Dry Bones and Bony Beetle have got blue feet. It's because those who designed the ending scene were on drugs*. Several sprites (Para-Goomba, Spiny, Chargin' Chuck **, Dry Bones, Bony Beetle and possibly more) uses incorrect palettes. Dry Bones / Bony Beetle uses palette E (Sprite palette set 1), as opposed to palette 9 which they use in-game.

* It's also possible that these "mistakes" are what they actually looked like at some point and that they forgot/didn't care enough to update the ending.
** When Chargin' Chuck (in-game) runs, one of his arms uses the wrong palette, palette B. Chuck on the ending completely uses palette B, suggesting that Chuck originally was blue, but they changed their minds and made him green instead (but forgot to change one of the arm tiles' palette and the ending), supporting the above theory.

Speaking of sprite palette sets... Some sprite palette sets in the final SMW seem... unfamiliar. Some of them aren't even used in any regular level (but possibly in boss levels). Are some of those palettes unused leftovers from a beta?

(Edit)
Wait... Chargin' Chuck is blue in the SMW manual. Seeing as the Dino Rhino image in the manual was based on an earlier design for Dino Rhino, it's likely that Chargin' Chuck's image was too. This supports the above theories even more.

(Edit 2)
Hm... The Goombas in the manual have got green feet... like on the ending movie... Wow... Even more support for the theories. I'm going to take a really close look at the ending and manual.

____________________
SMW Central
Mattrizzle
150
Level: 29


Posts: 19/151
EXP: 136270
For next: 11615

Since: 07-27-07

From: United States

Since last post: 27 days
Last activity: 27 days

Posted on 03-01-08 02:12:00 PM (last edited by Mattrizzle at 03-11-17 11:28:37 PM) Link | Quote
When you mentioned Spiny and the unused palette sets, I thought of something:

Palette E in the cave sprite palette set gives Spinies gray-shaded spines and gray legs(bottom left).
The sprite in Yoshi's Safari(right) seems to support the theory that they were meant to use either this palette or the default blue one they use in the ending(top left).

____________________
FPzero
9590



Post 891/9597
Active
5.5 years ago
Posted on 03-01-08 05:37:31 PM Link | Quote
I know that some of the strange sprite palette sets are used for the bosses. Like Bowser, Iggy's/Larry's platform and Reznor. But because they use Mode7 the palettes get called upon and replace the palettes in 0 and 1.

Of course, you would know this by now. The more interesting thing to wonder about is why the developers didn't use the correct Koopa Kid palettes for the fights. The palettes are stored in E and F and are correctly displayed in the ending, but, like so many other sprites are different in-game.

____________________

Next newer thread | Next older thread
Jul - General Game/ROM Hacking - SMW beta palette New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

28 database queries, 1 query cache hits.
Query execution time: 0.072263 seconds
Script execution time: 0.013901 seconds
Total render time: 0.086164 seconds