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Foreground Tilesets

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

Roof Slope#

"Yane saka", which roughly translates to "Roof slope", is one of the first tilemaps devoted to a foreground theme. The VRAM is located in v-ram-yane.CGX, the CGRAM data in yane-saka.COL, and the tilemap in yane-unit.SCR. A yane-saka.CGX exists in the files, but doesn't apply to this tilemap.

yane-unit.SCR

24 October 1989 15:23

This tileset looks similar to the current mushroom platform tileset, however this version is orange and and is remarkably different in the design of the platform/background itself.

chika-back.SCR#

This tilemap lays out a couple of underground sections. To the top-left is a "level-sized" preview featuring the layer 3 background for the underground. To the right is a basic laying-out of the graphics assets in block form.

19 June 1990 21:16

Interestingly, the tilemap uses a very repetitive set of tiles for the vertical walls on the left section. The correct tiles (at least the configuration used in the final game) are on the right side.

gost-ship-contenta-unit.SCR#

This tilemap lays out various sizes for the crates in the Sunken Ghost Ship, the launcher for the Torpedo Ted, and the foreground seaweed object that goes unused in the final game.

08 February 1990 14:40

sora-unit-sen.SCR#

This tilemap lays out tiles to be used in the mushroom tileset, including stacked mushroom platforms, the moving rope conveyor belts, and various line guide configurations.

13 February 1990 11:42

sora-boyoyon-unit.SCR#

This tilemap lays out the tiles for the large plants seen in levels like Vanilla Dome 4 and Groovy.

11 January 1990 15:35

The corresponding palette graphics make the spots on the side of the blocks a much darker blue than in the final. Also, despite the yellow palette being correct in the 16×16 tile selections in the top of the tilemap, the example plant uses an incorrect, dark yellow palette instead.

X-shiro-maku-unit.SCR#

This tilemap lays out the graphics for the tapestry seen in Door 3 of Bowser's Castle. Unfortunately, there's not much relation between the layout here and that of the final game.

06 December 1989 16:45

Diagonal Pipe#

The naname-dokan-unit.SCR tilemap compiles 16×16 tiles and puts them together to create the diagonal pipe object.

15 August 1990 15:55

Bush#

kusa.SCR#

This tilemap compiles the old bush textures, among other decorations in two layouts.

24 January 1990 17:12

kusa-new.SCR#

This tilemap generates the large and small bushes using the graphics set in the final game.

15 August 1990 16:18

shiro-bg-bosun.SCR#

This tilemap lays out the graphics for the Layer 2 crusher objects in both upwards and downwards variants.

16 July 1990 16:48

bg-unit-0.SCR#

This tilemap contains 16×16 tiles for 16×16 background layer tiles, as well as foreground bushes and other multi-block decorations.

06 December 1989 16:23

bg-unit-1.SCR#

This tilemap shows 16×16 foreground blocks and components, such as brick blocks, note blocks, midway points, and goal tapes (including the bottom of the goal tape!). A number of graphics sets work in this tilemap, and therefore multiple sets of blocks that changed later in development can be displayed here.

07 June 1990 09:52

shiro-sel2-unit.SCR#

Just two tiles, an orange platform and a solid red lava tile.

27 July 1989 16:24

saka-unit-kihon.SCR#

This tilemap lays out the individual 16×16 tiles for the underground tileset, while sample slopes and other platforms are displayed on the right. It's also identical to X-saka-unit-kihon.SCR.

06 December 1989 16:04

saka-unit-sanple.SCR#

This tilemap is like saka-unit-kihon, but with more slope tests.

03 November 1989 17:39

saka-unit-chijo.SCR#

This tilemap lays out individual 16×16 tiles, but lays out sample platforms, including diagonal platforms, in the right half.

24 January 1990 17:14

saka-unit-kumo.SCR#

This tilemap lays out tiles for the very special cloud tileset, including intersecting slopes (though some are broken). It's actually leftover tiles from the generic grass tileset. Too bad this tileset didn't get more usage in the final game!

03 November 1989 17:24

saka-sanple-moniter.SCR#

Another set of slope tiles laid out, but with its own cool section on the top-left.

19 July 1990 10:29

saka-sanple.SCR#

Another set of slope tiles, but this one fits within the top half of the tilemap.

14 September 1989 11:22

sora-unit.SCR#

A tilemap featuring both 16×16 foreground and background tiles in the top half, and a sample level layout on the bottom half. As the name suggests, this tilemap would use mushroom/rope platform graphics, but when supplied with relevant graphics for it, it looks completely broken. The foreground tiles that look to be walls or platforms refer to sprite graphics instead of foreground tiles.

24 October 1989 15:21

kaidan-saka.SCR#

This tilemap shows 16×16 foreground tiles for the moving escalator in castle levels. Compared with the final, each step is actually very large.

24 August 1989 14:46

takisaka-unit.SCR#

This tilemap appears to lay out sloped lava, based on the tiles in the graphics it refers to, though when given a graphics file with sloped lava, it appears broken.

24 August 1989 10:42

chika-saka.SCR#

A set of slopes for the underground theme, including upside-down ceiling slopes. However, it's broken when supplied with relevant underground graphics.

28 June 1989 11:19

chika-saka-unit.SCR#

Like the tilemap above, but includes a layout of 16×16 tiles in the top half of the tilemap.

28 June 1989 11:18

Unit-Fail#

The following four tilesets lay out individual 16×16 tiles from a generic tileset, which if given graphics from unit-fail-master.CGX, create grids that seem compatible for printing.

unit-fail-muster-saka1.SCR#

12 September 1989 18:23

unit-fail-muster-saka2.SCR#

12 September 1989 18:26

unit-fail-muster-saka3.SCR#

12 September 1989 19:44

unit-fail-muster.SCR#

13 April 1990 14:30