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Thanks to Darby @ Blue Television Games, I came here to check out mods -- and even make a few of my own. I'd never really planned on it -- it's more like I saw the mods and eventually got sucked into it. I also had a previous history of creating REMaker and Faxanadu (Retranslation / Restoration / SRAM) mods, so I was ready before I got here.
I updated the backup just now (which is what everyone has been downloading this whole time) -- so there are some bugs:
1. The gems don't appear correctly, unless it's the Castle theme. I'm working to expand the frames for the gem animations.
2. Backgrounds won't show up, because I haven't done this yet.
3. I also have not compiled the latest update to StaticSkin.pack, so the Castle goal block palette is incorrect.
4. The Castle palette is being changed to match the "Ghost House" (Title Screen) palette, as the result of a vote. It is not yet current.
5. The palettes of the item block and bricks in the "Ghost House" theme are incorrect.
I also changed the clouds to be a background element, which means that the trees now have half-platforms above them, instead. I got sick of the levels looking barren without the clouds, and not enough SMB levels use semisolids for decoration. There are also new ground elements -- the statues. This is an experimental feature.
Thanks! I'll be updating periodically (like right now) -- we're at Revision 1. There are more things that I'll have to add, like BGM, SFX, enemies, other themes (Ghost -> Title Theme, Water & Airship -> ?), and characters.
I've been working on the StaticPack.pack stuff, which is why the next update is taking a while. I did get rid of the castle lava and add the background water instead. The castle theme is going to have a new palette (not the ground palette again, like Stage 04.), and I have yet to decide whether or not to base the new palette on the C64 version instead. Same goes for the Underground theme -- it's too red. I might go with the Amiga Stage 06 palette instead, for a more subdued red.
I may combine the animations. I prefer the art of the Amiga version, but the C64 version visuals are more lively and animated -- so I would combine the art of the Amiga version with the movements of the C64 version.
I could remove the cliff, but I can't replace it with anything really. Not yet, anyway. GRAnimated just came out with a massive game changer that couldwill revolutionize the way we mod NSMBU backgrounds.
Sounds good. I also had to update my post, as this theme is apparently cursed. I zipped and uploaded the vanilla file by mistake. I have an updated .zip handy for said updated OP.
So I fixed both the background (decided to replace the mountain/stone cliff texture with my own "glass" texture, rather than remove it entirely) and the tileset. The tileset could still use some work (some elements are blocky) and I have no idea how to make the clouds appear. I've tried numerous times, and checked out the .szs files from front to back, but I have no idea! I also haven't figured out how I'd work in any pyramids, since the original models, etc. would cause there to be too many, or a lot of overlap. Anyway, that's the techs -- have a screenie and a download link!
Hmmm... there seem to be major bugs with this mod that render it incompatible with most configurations; it has only tested successfully on the EU version with Cemu, so far. I'll have to repack everything with the US version as a base, and hope for the best.
I have updated the original post with an update of the Colorful Yoshi mod, and I'm hoping that it will fix the compatibility issues of the previous version. It works on my end, but I haven't tested it elsewhere. Maybe this will work for you?
I really like the reasoning behind this mod -- everything makes sense, and you have chosen the best possible enemies to reskin!
Best possible reskin with the given materials, could use additional programming help to turn a reskin into a 1:1 enemy. Have a power star! :)
I can see the reasoning behind using Spiny:
He can't be jumped on, so you won't accidentally beat Pokey by unconventional means (temp invincibility). Spiny isn't fire-proof, but the enemies that have the spike qualifier and the fireproof qualifier are far and few, and I can imagine that Spiny is the only enemy available that also has the turn on ledge qualifier, and moves by creeping along the ground. Based on this assessment, you have chosen the best possible candidate for Pokey's body.
I can see the reasoning behind using Spike Top:
He can't be jumped on, and he doesn't die when you spin jump. He is fireproof. Being on top of spiny, he won't creep along walls and ceilings -- but otherwise, he will. I can't recall whether Spike Top is edible in SMM. Again, he's the best we have to work with, so you have chosen the best possible candidate for Pokey's head.