Development:Super Mario World 2: Yoshi's Island/Level Backgrounds
This is a sub-page of Development:Super Mario World 2: Yoshi's Island.
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Contents
- 1 Tilesets
- 1.1 Global Tileset
- 1.2 ROOM
- 1.3 KUSA (Grass)
- 1.4 MIZU (Water)
- 1.5 YOGAN (Lava)
- 1.6 YUKI (Snow)
- 1.7 SOAP
- 1.8 KABE (Wall)
- 1.9 CHIKA (Cave)
- 1.10 HANA (Flower)
- 1.11 SOAP-No1-JUNGLE (Jungle)
- 1.12 CHIKA-No2 (Cave 2)
- 1.13 KUSA-No2 (Grass 2)
- 1.14 YUKI-No2-FLOWER (Flower Garden)
- 1.15 SOAP-No2-SORA (Sky)
- 1.16 KABE-No2 (Stone Castle)
- 1.17 MIZU-No3-SHIRO3 (Wood Castle)
- 1.18 NAMI-No2-DOKAN (Sewer)
- 1.19 HANA-No2 (Grass 2)
- 1.20 NAMI (Wave)
- 1.21 Tileset Palette Comparisons
- 2 BG2 Backgrounds
- 2.1 BG2 KUSA (Grass)
- 2.2 BG2 YUKI (Snow)
- 2.3 BG2 SOAP
- 2.4 BG2 CHIKA (Underground)
- 2.5 BG2 MORI (Forest)
- 2.6 BG2 ENKIN (Jungle Mountains)
- 2.7 BG2 KAZAN (Volcano)
- 2.8 BG2 NIGHT
- 2.9 BG2 HACHI-PASTEL (Stage 8 Pastels)
- 2.10 BG2 SUGI (Cedars)
- 2.11 BG2 KOOPA-ROOM (Bowser's Room)
- 2.12 BG2 HATI-TUKI (Stage 8 Moon)
- 2.13 BG2 RED-WOODS
- 2.14 BG2 HATI-TAKI (Stage 8 Waterfalls)
- 2.15 BG2 WOOD-KABE (Wooden Walls)
- 2.16 BG2 HANA (Flower)
- 2.17 BG2 IWA (Rock)
- 2.18 BG2 IWA-2 (Rock 2)
- 2.19 BG2 KAREKI (Dead Trees)
- 2.20 BG2 BOSSKABE (Boss Wall)
- 2.21 BG2 Art Tests
- 2.22 BG2 Palette Comparisons
- 3 BG3 Backgrounds
- 3.1 BG3 SOAP
- 3.2 BG3 FLOWER
- 3.3 BG3 CHIKA-IWA (Underground Rock)
- 3.4 BG3 HATI-TUKI (Stage 8 Moon)
- 3.5 BG3 HACHI-PASTEL (Stage 8 Pastels)
- 3.6 BG3 HATI-TAKI (Stage 8 Falls)
- 3.7 BG3 HATI-YUHI (Stage 8 Sunset)
- 3.8 BG3 BOSSROOM
- 3.9 BG3 IWA (Rock)
- 3.10 BG3 KAREKI (Dead Trees)
- 3.11 BG3 Art Tests
- 3.12 BG3 Palette Comparisons
- 4 Miscellaneous
Tilesets
Tilesets present in the final game, or in the prototypes. The file paths and dates given are based on the first usage, though in many cases it can be found across multiple files.
Global Tileset
Iteration 01 | Iteration 02 | Iteration 03 | Iteration 04 | Iteration 05 | Iteration 06 | Iteration 07 |
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hino/yoshi/CHR-stock/kusa-real.CGX | hino/yoshi/BAK-chr/V-SORA.CGX | hino/yoshi/BAK-chr/V-SOAP-B.CGX | hino/yoshi/BAK-chr/V-YUKI.CGX | hino/yoshi/BAK-chr/V-SOAP.CGX | hino/yoshi/V-KUSA-pas1-mask.CGX | hino/yoshi/V-KUSA-sample-test.CGX |
07 November 1993 21:58 | 06 June 1994 19:20 | 06 June 1994 19:20 | 06 June 1994 19:20 | 06 June 1994 19:20 | 14 April 1994 00:36 | 24 May 1994 02:17 |
Iteration 08 | Iteration 09 | Iteration 10 | Iteration 11 | Iteration 12 | Iteration 13 | Iteration 14 |
nogami/yoshi/v-kusa.cgx | hino/yoshi/CHR-stock/V-KUSA-FUTOSEN.CGX | hino/yoshi/V-KABE-BAK.CGX | hino/yoshi/V-KUSA.CGX | hino/yoshi/-NOTE----YUKI.CGX | ys_romX_0 Prototype | Final |
05 July 1994 19:10 | 10 July 1994 20:52 | 31 August 1994 21:27 | 28 October 1994 21:19 | 31 October 1994 21:10 | 05 August 1995 | |
File:YS romX GlobalTileset.png | File:YI FinalGlobalTileset.png |
The global tileset, used in every normal stage, naturally saw many changes.
- Iteration 1
- The first iteration contains a single door that's drastically different in style to the ones seen in the final game, in which doors are sprites.
- Iteration 2
- The second iteration adds a transparent block. Possibly an early ice block, though the final game's ice blocks are 2×2 tiles large.
- Iteration 3
- The third iteration adds a much rougher cloud platform. While the previous block was removed, in its place are two new ones: a wooden one and a cement one.
- Iteration 4
- The fourth iteration refines the cloud platform to be closer to the final design. The wooden block has become a ? Block in the meantime, and a coin has also been added.
- Iteration 5
- The fifth adds some new platform types, such as the castella blocks and some others not seen in the final. This is also the first version to include the Bandit House, albeit with much simpler shading.
- Iteration 6
- The sixth adds graphics for the early goal which can be seen in other files, as well as the first version of the goal platform. Like with the Bandit House before it, it lacks the pastel shading seen in the final.
- Iteration 7
- The seventh replaces the ? Block with an Egg Block, as in the final. This Egg Block has more detailed shading than the final, however. Some more new block types have also been added, possibly predecessors to the horizontally and vertically expanding checkered blocks. This iteration also sees the first version of the red stairs/platform, which aside from being quite a bit thinner, is brown.
- Iteration 8
- The eighth changes the stairs/platform to be red, as in the final. It also introduces the arrow signpost, which is surrounded by a white trim, unlike the final ones.
- Iteration 9
- The ninth is the first to add the pastel shading, including the early goal, which would be scrapped soon afterwards.
- Iteration 10
- Not before the tenth iteration, which adds Donut Lifts.
- General Notes
- The progression of the cement block isn't exactly consistent, as while both of the previous two iterations had the graphics used in the final, the next couple more closely resemble the cement blocks in the prototypes. In other weirdness, the signpost is darker than in any other file. Donut Lift graphics have been finalized, and the old goal graphics have begun to be overwritten by the Yoshi House ones. This is also the first to add the horizontal platforms, which are merely recolored Flatbed Ferries in this iteration.
ROOM
To do: Add information about the room tileset. |
KUSA (Grass)
hino/yoshi/CHR-stock/kusa-real.CGX | hino/yoshi/CHR-stock/new-bg.cgx | hino/yoshi/V-KUSA-pas1-mask.CGX | hino/yoshi/V-KUSA-sample.CGX | hino/yoshi/V-KUSA-YUKA.CGX |
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07 November 1993 21:58 | 08 September 1993 19:20 | 14 April 1994 00:36 | 24 May 1994 05:55 | 10 May 1994 03:54 |
hino/yoshi/BAK-chr/V-KUSA-pas2.CGX | hino/yoshi/V-KUSA-IWAYAMA.CGX | hino/yoshi/CHR-stock/V-KUSA-FUTOSEN.CGX | Final | |
06 June 1994 19:20 | 25 July 1994 19:10 | 10 July 1994 20:52 | 05 August 1995 | |
kusa-real.CGX is a rather interesting file. It contains a grass tileset that is completely different to the one used in the final game. It also has a radically different art style.
Besides the second-earliest iteration being much rougher than the final tileset, the associated palette is also quite different, with blue-green grass instead of the final's olive green. It appears that Little Mouser nests were once part of the tileset itself, rather than a sprite object. A larger variant seems to have also been scrapped.
Scratchpad
Much of hino/yoshi/CHR-stock/new-bg.cgx is used as a scratchpad for this tileset. Contains some unshaded wooden posts and smaller flower decorations.
hino/yoshi/CHR-stock/new-bg.cgx |
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09 September 1993 |
Sample Tilemaps
hino/yoshi/B1-KUSA-sanple-3.SCR lays out the tiles for cross-sections. It also contains the scrapped large nests, which appear incorrect when supplied the final graphics.
hino/yoshi/B1-KUSA-sanple-3.SCR |
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22 May 1994 23:48 |
hino/yoshi/B1-KUSA-sanple-No1.SCR lays out the ground and dirt blocks. It also seems to contain some background tiles for some reason.
hino/yoshi/B1-KUSA-sanple-No1.SCR |
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25 May 1994 05:29 |
hino/yoshi/B1-KUSA-sanple-6.SCR lays out some of the dirt block arrangements from B1-KUSA-sanple-4, but also contains train tracks.
hino/yoshi/B1-KUSA-sanple-6.SCR |
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12 July 1994 02:15 |
hino/yoshi/B1-KUSA-sanple-2.SCR lays out a sample level, though it still has a hint of the previous tilemap at the bottom.
hino/yoshi/B1-KUSA-sanple-2.SCR |
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02 March 1995 00:33 |
hino/yoshi/B1-KUSA-sanple-7.SCR lays out some cross sections, as well as a tree. The glitched graphics, once again, belong to the larger nests.
hino/yoshi/B1-KUSA-sanple-7.SCR |
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31 March 1995 01:27 |
A backup exists for this file, dated 07 September 1994 03:24. The only difference is that it lacks the tree.
hino/yoshi/B1-KUSA-sanple-4.SCR lays out dirt blocks in various arrangements.
hino/yoshi/B1-KUSA-sanple-4.SCR |
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31 March 1995 01:18 |
hino/yoshi/B1-KUSA-sanple-5.SCR lays out the background hills seen in stages like Lakitu's Wall, and includes some tiles which go unused in the final game.
hino/yoshi/B1-KUSA-sanple-5.SCR |
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31 March 1995 01:18 |
hino/yoshi/B1-KUSA-sanple.SCR lays out much of the tileset, including top solid wooden platforms, wooden posts, and cross-sections.
hino/yoshi/B1-KUSA-sanple.SCR |
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25 May 1995 00:49 |
The broken graphics are for the larger Little Mouser nest, and appear correct when supplied with older graphic files. There also exists a backup from 31 March 1995 01:21, which lacks the dirt blocks, but is otherwise identical.
MIZU (Water)
Another early tileset that's scarcely used in the final game. The restored tileset was created to work with bg1-2-mizu.SCR, mentioned below, a tilemap that was too old to work with the tilesets that remain in the art files.
Restored Tileset | hino/yoshi/BAK-chr/V-MIZU.CGX | hino/yoshi/NEW-color/VV-MIZU.CGX | Final |
---|---|---|---|
[Date Unknown] | 05 June 1994 21:01 | 06 June 1994 19:20 | 05 August 1995 |
File:Yoshi's Island Dev-Restored MIZU Tileset.png | File:YI-Final Pond Tileset.png |
Sample Tilemaps
This early tilemap doesn't work with anything but the restored tileset covered in the section above.
日本_Ver0/scr_file/bg1-2-mizu.SCR |
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[Date Unknown] |
This tilemap lays out many things this tileset offers.
hino/yoshi/MIZU.MAP |
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10 November 1993 01:55 |
The tilemap below features a later sample level using this tileset. The same tilemap data, albeit in .MAP form, also exists under the name hino/yoshi/MIZU-1.MAP.
hino/yoshi/B1-MIZU.SCR |
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18 December 1994 23:27 |
YOGAN (Lava)
hino/hati-toru/kinkei/b1-w6-00.cgx | hino/hati-toru/kinkei/b1-w6-01.cgx | hino/hati-toru/kinkei/b1-w6-02.cgx | hino/hati-toru/kinkei/b1-w6-03.cgx | hino/hati-toru/kinkei/ki-kabe7.cgx | Final |
---|---|---|---|---|---|
File:YI-Final VolcanoTileset.png |
The unique version of the forest tileset used in World 6. The first iteration has a much more lush design compared to the final, though the wooden posts were topped with skulls. Retains a lot more of the decorations from the normal version in comparison to the final.
The second looks closer to the final tileset, albeit much more porous. Still lacks the unique decoration found in the final tileset.
The third updates the background hills, and the fourth is the first to contain this variant's unique bone decorations.
Scratchpads
b1-w6-00.cgx contains a scratchpad of early, unshaded ground, and a more traditional wooden post.
b1-w6-01.cgx builds on the previous scratchpad, updating most of the ground and replacing the wooden posts with bones.
b1-w6-02.cgx cleans out some of the scratchpad, and only features minimal changes.
b1-w6-03.cgx contains the bone decorations unique to this tileset.
Sample Tilemaps
hino/hati-toru/kinkei/b1w6-0.scr is an edit of B1-KUSA-sanple, adding spiked pillars to it.
hino/hati-toru/kinkei/b1w6-smp.scr lays out some ground and bone decorations.
YUKI (Snow)
hino/yoshi/BAK-chr/V-YUKI.CGX
06 June 1994 19:20 |
hino/hati-toru/enkei/yuki.cgx
27 June 1995 02:11 |
hino/yoshi/V-YUKI.CGX
13 October 1994 00:39 |
hino/yoshi/-NOTE----YUKI.CGX
31 October 1994 21:10 |
Final |
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File:YI-Final SnowTileset.png |
As per usual, the earliest iterations of this tileset had thinner outlines compared to the final. The only major additions were the decorative trees and rocks, and the ice. Interestingly, the ski lifts were given thicker outlines along with the rest of the tileset, but were reverted back in the final game, possibly to make it more clear that they aren't solid. They're absent in the second iteration, being replaced with the background graphics for Mini Battles for some reason.
hino/yoshi/CHR-stock/yuki-real.CGX, much like kusa-real.CGX, doesn't resemble the final snow tileset at all. It does appear to have been edited from the aforementioned file, however.
07 November 1993 23:20
Scratchpad
hino/yoshi/-NOTE----YUKI.CGX contains a scratchpad which lays out some ice and water.
Sample Tilemaps
hino/yoshi/B1-YUKI-sanple.SCR lays out the ground and ski lifts in the tileset.
13 July 1994 06:59
hino/yoshi/B1-YUKI-sanple-2.SCR lays out the trees and rocks found in the tileset.
29 October 1994 06:42
SOAP
hino/yoshi/BAK-chr/V-SOAP-B.CGX
06 June 1994 19:20 |
hino/yoshi/V-SOAP-BETA.CGX
07 September 1994 21:34 |
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A tileset that was slated to be used at one point in time, but was entirely replaced in the final! Is based on soap bubbles, and was replaced by the Jungle tileset in the final game.
This tileset even has a sample tilemap, hino/yoshi/B1-SORP-sanple.SCR, which lays out some things that would have been featured in this tileset!
27 April 1994 00:30
KABE (Wall)
hino/yoshi/BAK-chr/V-KABE.CGX
06 June 1994 19:20 |
hino/yoshi/V-KABE-TEST.CGX
22 July 1994 20:54 |
nogami/yoshi/V-KABE.CGX.BAK
03 August 1994 05:54 |
hino/yoshi/V-KABE-BAK.CGX
31 August 1994 21:27 |
ys_romX_0 Proto | Final |
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File:Ys romX 0 MarbleCastleTileset.png | File:YI-Final MarbleCastleTileset.png |
Saw many changes over development. The earliest iteration has a much more chiseled-stone appearance to it, but is more monotonous than the final game's striped bricks.
The next iteration bizarrely resembles the bricks used in the Mini Battles more than it does the final bricks, with the following iteration looking even more similar.
It isn't until the fourth iteration that the bricks finally match the final design. The unused 32×32 fixture also saw most of the same changes with them.
The top-solid ledges also saw many changes, going from a flat look, to a more stony look, then to the more rugged appearance seen in the proto, before reaching the final peg-like design.
Scratchpads
hino/yoshi/CHR-stock/yuka.CGX features some early concepts for this tileset. Besides the early train track graphics, the bricks could be said to resemble quite a few things, such as the bricks in the Pond tileset, the striped goal platforms, and so on.
04 October 1993 04:39
V-KABE-TEST.CGX (the second iteration above), contains a scratchpad of more finalized backwall, early pillar designs, and brick designs closer in line with the final game's art style.
V-KABE-BAK.CGX (the third iteration above), contains another scratchpad of brick designs, finally reaching the striped design seen in the final. It also contains the unused fixture.
Sample Tilemaps
hino/yoshi/B1-KABE-sanple-1.SCR lays out the brickwork, windows, dirt, and lava. It also showcases the intended use of the unused 32×32 decoration found in the final game. A duplicate of this file also appears under hino/hati-toru/kinkei/kabe-1.scr.
25 May 1995 03:11
hino/yoshi/B1-KABE-sanple-2.SCR lays out pipes, spikes, and the colored bricks.
17 March 1995 06:44
hino/yoshi/B1-KABE-sanple-3.SCR lays out more background wall, and includes the shaded bricks which wound up unused in the final game. A duplicate of this file appears under hino/hati-toru/kinkei/kabe-3.scr.
15 May 1995 02:09
hino/yoshi/B1-KABE-sanple-4.SCR lays out the sponge blocks seen in 5-4. A duplicate of this file appears under hino/hati-toru/kinkei/kabe-4.scr.
17 March 1995 06:49
CHIKA (Cave)
hino\yoshi\NEW-color\VV-CHIKA.CGX
06 June 1994 21:32 |
ys_romX_0 Proto | Final |
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File:YI-Final Cave1Tileset.png |
A version of the first cave tileset that predates the version used in the ys_romX_0 prototype or the final game. The ground is a bit more colorful than in the final.
Sample Tilemaps
hino/yoshi/B1-CHIKA-sanple.SCR is largely identical to B1-KUSA-sanple.SCR, but lacks the pipe of the latter.
09 May 1995 19:31
With VV-CHIKA.CGX | With Final Graphics |
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hino/yoshi/B1-CHIKA-sanple-2.SCR.BAK
09 May 1995 20:03 |
hino/yoshi/B1-CHIKA-sanple-2.SCR
25 May 1995 00:16 |
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B1-CHIKA-sanple-2.SCR lays out various decorations in the tileset, such as the waterfalls
HANA (Flower)
hino/yoshi/V-KUSA-sample-test.CGX
24 May 1994 02:17 |
hino/yoshi/V-KUSA-MIZU.CGX
22 May 1994 23:59 |
hino/yoshi/NEW-color/VV-HANA.CGX
03 June 1994 02:52 |
hino/yoshi/V-HANA-NIGHT.CGX
01 August 1994 23:39 |
hino/yoshi/V-HANA.CGX
13 October 1994 00:39 |
Final |
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File:YI-Final Grass1Tileset.png |
Earlier iterations lack the thicker outlines, as per usual. The earlier iterations have notably different shading on the grass itself.
Scratchpad
A potential scratchpad can be found in hino/yoshi/CHR-stock/V-KUSA-2.CGX. It seems that this tileset was built directly off of the forest tileset. This scratchpad also contains an earlier attempt, which crudely recolors the dirt green.
18 May 1994 00:43
Sample Tilemaps
hino/yoshi/B1-HANA-1.SCR lays out most of the tileset. Interestingly, it also lays out the Yoshi Houses usually seen at the end of levels, without the usual accompanying goal platform.
18 February 1995 05:09
hino/yoshi/B1-HANA-2.SCR lays out ground and cross-sections.
23 June 1995 04:55
There also exists a backup of this file, dated 23 July 1994 01:35. The only difference is the lack of the decorative flowerbeds.
hino/yoshi/B1-HANA-3.SCR lays out the grassy wall ledges.
23 July 1994 01:55
The top of hino/yoshi/B1-HANA-4.SCR is identical to the first tilemap, but the bottom has some different ground cross-sections.
23 July 1994 02:03
hino/yoshi/B1-HANA-5.SCR lays out dirt blocks in various arrangements.
23 July 1994 02:07
SOAP-No1-JUNGLE (Jungle)
hino/yoshi/V-RAM/V-SOAP-No1-JUNGLE-BAK.CGX
26 November 1994 01:21 |
hino/yoshi/V-RAM/V-MIZU-No2-JUNGLE.CGX
24 November 1994 09:56 |
ys_romX_0 Proto | Final |
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File:Ys romX 0 JungleTileset.png | File:YI-Final JungleTileset.png |
The jungle tileset saw a drastic overhaul, with many elements being moved around and/or redrawn.
The palette used here is actually much more greener than the version used in the prototypes, though it doesn't line up with either of the palettes paired with this tileset in the final.
Scratchpads
hino/yoshi/-NOTE-----AMAZON-TEST-0.CGX
20 November 1994 03:10 |
hino/yoshi/-NOTE-----AMAZON-TEST-1.CGX
21 November 1994 21:22 |
hino/yoshi/-NOTE-----AMAZON-TEST-2.CGX
28 November 1994 20:30 |
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Several scratchpads dedicated to working out this tileset.
Sample Tilemap
hino/yoshi/B1-JUNGLE-sample-0.SCR contains just about everything in the tileset: grass, dirt, blocks, vines, and even water!
30 November 1994 07:51
CHIKA-No2 (Cave 2)
nogami/yoshi/KINKEI-VRAM/V-CHIKA-No2-KINOKO-TEST.CGX
30 October 1994 23:11 |
nogami/yoshi/KINKEI-VRAM/V-CHIKA-No2-KINOKO.CGX.BAK
31 October 1994 05:49 |
hino/yoshi/V-RAM/V-CHIKA-No2.CGX
27 February 1995 01:50 |
nogami/yoshi/KINKEI-VRAM/V-CHIKA-No2.CGX.BAK
02 November 1994 01:42 |
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ys_romX_0 Proto | nogami/yoshi/ENKEI-VRAM/V-B2CHIKA-NEW.CGX
30 May 1995 20:33 |
Final | |
File:Ys romX 0 Cave2Tileset.png | File:YI-Final Cave2Tileset.png |
Despite the first iteration being labelled a test, only slight modifications were made to it before the final. Most of what changes can be observed happened between the prototypes and the final.
Scratchpad
In addition to the tiled graphics shown above, V-CHIKA-No2-KINOKO-TEST.CGX also contains a scratchpad of various elements, such as the mushroom platforms and crystals.
KUSA-No2 (Grass 2)
hino/yoshi/CHR-stock/kusa-2-FILE.CGX
24 February 1994 20:16 |
hino/yoshi/V-KUSA-en-kin.CGX.BAK
19 May 1994 05:31 |
Final |
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File:YI-Final Forest2Tileset.png |
As usual, the earlier iterations have thinner outlines than the final.
Scratchpad
hino/yoshi/CHR-stock/V-KUSA-MIZU.CGX is a rather odd file that could be a scratchpad for this tileset, as it has the trees unique to it. As the file name suggests, this file contains a sample of a pond area with translucent water. In the final game, the only tileset to have translucent water is the Pond tileset, which is scarcely used.
01 August 1994 00:08
Sample Tilemap
hino/yoshi/B1-KUSA-No2-sample.SCR lays out the trees and plants unique to this version of the tileset.
27 October 1994 07:04
YUKI-No2-FLOWER (Flower Garden)
ys_romX_0 Proto | hino/yoshi/V-RAM/V-YUKI-No2-FLOWER-OLD.CGX
03 April 1995 01:09 |
hino/yoshi/V-RAM/V-YUKI-No2-FLOWER.CGX
03 April 1995 21:06 |
Final |
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File:YI-Final FlowerGardenTileset.png |
A few iterations of this tileset between the ones used in the prototypes and the final.
Sample Tilemaps
hino/yoshi/B1-FLOWER-sample-0.SCR lays out a flat field of flowers. A duplicate of this file exists as hino/hati-toru/enkei/b1flower.scr.
10 November 1994 21:35
hino/yoshi/B1-FLOWER-sample-1.SCR lays out the jagged rocks and a gap.
03 April 1995 05:51
nogami/yoshi/TEST/B1-FLOWER-TEST.SCR, judging by the file name, was a test for using this tileset.
09 March 1995 23:32
SOAP-No2-SORA (Sky)
hino/yoshi/V-SOAP-No2-SORA.CGX.BAK
20 October 1994 23:19 |
ys_romX_0 Proto | Final |
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File:Ys romX 0 SkyTileset.png | File:YI-Final SkyTileset.png |
A version of this tileset, predating the one used in the prototypes. It features very scratchy-looking rocky cliffs that aren't topped with snow, and log platforms with the centers holed out.
hino/yoshi/BAK-chr/V-SORA.CGX is a rather interesting file containing a completely different sky tileset. This one also features the ski lifts from yuki-real.
Scratchpad
hino/yoshi/CHR-stock/SORA.CGX is a scratchpad of the scratchy-looking rocky cliffs seen in V-SOAP-No2-SORA.CGX.BAK.
14 September 1994 06:03
Sample Tilemaps
hino/yoshi/B1-SORA-0.SCR lays out a single cloud platform. The multicolored hatch marks are likely just for marking the solid parts.
14 October 1994 06:37
hino/yoshi/B1-SORA-1.SCR lays out more clouds, as well as the bridges and cliffsides.
18 December 1994 20:03
KABE-No2 (Stone Castle)
ys_romX_0 Proto | nogami/yoshi/KINKEI-VRAM/V-KABE-No.2.CGX.BAK
26 December 1994 02:12 |
nogami/yoshi/KINKEI-VRAM/V-KABE-No2.CGX.BAK
26 December 1994 05:34 |
nogami/yoshi/KINKEI-VRAM/V-KABE-No2.CGX
28 December 1994 06:10 |
Final |
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File:Ys romX 0 StoneCastleTileset.png | File:YI-Final StoneCastleTileset.png |
Had a much different look in the earliest iterations. V-KABE-No.2.CGX.BAK is interesting in that it contains two different iterations of the tileset in the same file. This iteration looks much closer to the final design, but still features faces on the brickwork. The second iteration updated the graphics for Relay Heiho.
The iteration after that is almost finalized, with the pillars gaining coloration being the only thing to be changed in the final.
Scratchpad
A scratchpad for the prototype version of this tileset can be found in nogami/yoshi/akasaga.CGX.BAK, containing some alternate pillar designs
12 July 1994 22:05
MIZU-No3-SHIRO3 (Wood Castle)
hino/hati-toru/kinkei/ki-kabe1.cgx | hino/hati-toru/kinkei/ki-kabe2.cgx | hino/hati-toru/kinkei/ki-kabe4.cgx | Final |
---|---|---|---|
File:YI-Final WoodCastleTileset.png |
The first iteration of this tileset sticks much closer to the marble castle tileset, still containing the darkened pillar object, and much brighter than the final tileset.
The darkened pillar was quick to be dummied out, as it is already gone by the second iteration. On the topic of the pillar, it is now more detailed, but it is clearly just a rotation of the horizontal blocks here. The unique design for the unused 32×32 window has been implemented, though! The background wall has a cross-hatched pattern in this iteration. A duplicate of this iteration also exists as ki-kabe3.cgx.
The third iteration finally adopts the darker palette used in the final. The wooden bricks have the same circle patterns as the horizontal blocks in this iteration. Despite said horizontal block getting redrawn, the pillars are still just a simple rotation of this block.
Scratchpads
Each iteration of this tileset has accompanying scratchpads. ki-kabe1.cgx contains the least of the three, only containing some duplicated graphics, and the unused fixture.
ki-kabe2.cgx adds the new backwall and unused gear fixtures. The pillars are an even more blatant edit here, as they aren't even recolored. The shading on the unused fixture was updated, and the unused gear variation lacks blending with the rest of the brickwork here.
ki-kabe4.cgx overwrites the scratchpad with the redesigned horizontal bricks, backwall, and pillars.
While the main graphic space of ki-kabe5.cgx is identical to the final tileset, it also contains one final scratchpad for the pillars and the unused gear fixtures.
NAMI-No2-DOKAN (Sewer)
nogami/yoshi/TEST/DOKAN-ROOM.CGX
26 October 1994 19:52 |
nogami/yoshi/V-NAMI-No2-DOKAN.CGX.BAK
17 October 1994 23:30 |
Final |
---|---|---|
File:YI-Final SewerTileset.png |
Despite being one of the more complex tilesets in the game, this tileset didn't see many changes. The rocks became slightly brighter, and more background elements were added, but that's about it.
Scratchpads
nogami/yoshi/V-DOKAN.CGX.BAK contains a very early scratchpad for this tileset, along with some early attempts of tiling it. It doesn't appear to work well with the final palette for this tileset.
07 September 1994 01:45
DOKAN-ROOM.CGX also contains some sample room layouts using early graphics.
Sample Tilemaps
Likely due to its complexity, this tileset has significantly more sample tilemaps than others.
The first set of tilemaps all appear broken, requiring some work to appear correct. These mostly lay out the pipe structures in this tileset.
The second set features much of the same features as in the first set, but in more natural settings. This set also features some proper sample layouts.
The third set lays out some rooms and the rock wall background.
nogami/yoshi/TEST/DOKAN-BOSS.SCR lays out the layout for a boss using this tileset. This could be related to the Naval Piranha fight, or it could have been something completely unrelated.
07 October 1994 01:42
HANA-No2 (Grass 2)
hino/yoshi/V-HANA-IWAYAMA.CGX
30 June 1994 23:13 |
hino/yoshi/V-HANA-No2-BAK.CGX
14 August 1994 01:27 |
ys_romX_0 Proto | hino/yoshi/V-RAM/V-HANA-No2.CGX.BAK
09 June 1995 23:45 |
Final |
---|---|---|---|---|
File:Ys romX 0 Grass2Tileset.png | File:YI-Final Grass2Tileset.png |
The first iteration is based on an earlier version of the grass tileset. However, it has been modified to add collision lines. Incidentally, there are no line guides or trees yet.
The second iteration adds the trees, albeit much rougher looking than in the final.
The next iteration is the one used in the ys_romX_0 prototype.
The fourth is just about finalized. However, the line guides are monocolored; the same as in previous Mario games. In the final, they were made dotted for visibility.
Scratchpads
hino/yoshi/CHR-stock/BG-1-BLOCK.CGX contains a scratchpad of the falling rock platforms.
29 June 1994 23:46
BG-1-BLOCK-2.CGX contains some thinner platforms.
14 July 1994 01:05
hino/yoshi/CHR-stock/BG-0.CGX contains some scrapped background graphics, as well as a scratchpad for the Raven platforms.
03 September 1994 02:04
Sample Tilemaps
hino/yoshi/B1-HANA-No2-0.SCR is an edited version of B1-KUSA-sanple-2, with the cross-sections removed, and in their place, trees!
17 August 1994 19:37
hino/yoshi/B1-HANA-No2-1.SCR lays out donut lifts, stone blocks, and Raven platforms.
07 September 1994 02:35
hino/yoshi/B1-HANA-No2-2-SEN.SCR lays out line guides.
09 June 1995 23:48
NAMI (Wave)
hino/yoshi/BAK-chr/V-NAMI.CGX
06 June 1994 19:20 |
hino/hati-toru/enkei/v-nami.cgx
27 June 1995 02:11 |
nogami/yoshi/KINKEI-VRAM/V-NAMI-STOMACH.CGX
31 January 1995 20:43 |
Final |
---|---|---|---|
File:YI-Final 3DStone Tileset.png |
Another tileset that didn't see many changes during development. The only major additions include pipes and Prince Froggy's stomach.
hino/yoshi/V-RAM/V-NAMI-No1-SHIRO-BAK.CGX
14 February 1995 00:37 |
Final |
---|---|
A rougher version of the blocks seen in the room of the Hookbill the Koopa boss.
This file also contains a scratchpad with some other early designs of these blocks.
Sample Tilemaps
hino/yoshi/B1-NAMI-sample-0.SCR lays out most of the tileset, including lava, blocks, pipes, and even the unused spike tiles.
18 November 1994 23:41
hino/yoshi/B1-NAMI-sample-1-meiro.SCR lays out a sample level making use of the pipe blocked by a cork, found in 6-4.
18 November 1994 23:41
hino/yoshi/B1-NAMI-SHIRO-0.SCR lays out the blocks used before the Hookbill the Koopa boss.
14 February 1995 00:10
Tileset Palette Comparisons
File Name | Final Palette ID | Palette | Notes | |
---|---|---|---|---|
地下 (Underground) | ||||
hino/yoshi/BAK-color/CHIKA.COL | 00 | File:YI FG Palette 00.png | Breakable dirt is darker. Lines 1-3 use much duller colors, with only the first being fully filled out. | |
hino/yoshi/NEW-color/VV-CHIKA.COL | File:YI FG Palette 00.png | More of the palette is filled out, though the browns and grays swapped lines in the final. | ||
hino/yoshi/V-RAM/CHIKA-B.COL.BAK | 11 | File:YI FG Palette 11.png | Lines 1-3 are unchanged from the final Palette 00. The highlights on line 4 were made more gradual. | |
hino/yoshi/V-RAM/CHIKA-C.COL.BAK | 12 | File:YI FG Palette 12.png | Uses fewer vibrant colors overall, for instance, the mushroom decorations on line 5 completely lack their red coloration in the early palette. | |
草 (Grass) | ||||
hino/yoshi/CHR-stock/new-bg.COL | 01 | File:YI FG Palette 01.png | Doesn't resemble any of the final palettes. The palette itself is rather unorganized. | |
hino/yoshi/KUSA-pas1-mask.COL | File:YI FG Palette 01.png | A bit more organized than the previous one. The backwall for train tracks on lines 2 and 4 are a very dull brown color. | ||
hino/yoshi/KUSA-en-kin.COL.BAK | File:YI FG Palette 01.png | Train tracks have been cleared out of lines 2 and 4. Grass is much brighter, and is on line 3, rather than line 5. The ground uses much more saturated colors. | ||
hino/yoshi/BAK-color/KUSA-MIZU.COL | File:YI FG Palette 01.png | Combines the blue grass, similar to KUSA-pas1-mask, with the now finalized olive green dirt. | ||
hino/yoshi/KUSA-IWAYAMA.COL | File:YI FG Palette 01.png | Beginning to resemble the final palette. Still has the blue grass, and colors for the tree decorations are absent. Line 5 contains colors for the falling rocks, which are not present in the final palette. | ||
hino/yoshi/KUSA-MIZU.COL | File:YI FG Palette 01.png | Now the grass is more vivid than the final. Line 5 is identical to FG Palettes 10 and 14. | ||
溶岩 (Lava) | ||||
hino/yoshi/BAK-color/NAMI.COL | 03 | File:YI FG Palette 03.png | Has a different arrangement. Blocks have a much more bluish tint to them. | |
雪 (Snow) | ||||
hino/yoshi/BAK-color/YUKI.COL | 04 | File:YI FG Palette 04.png | Dirt is darker, whereas the wooden posts are brighter. The same early backwall palette seen in KUSA-pas1-mask returns here. | |
hino/yoshi/NEW-color/VV-YUKI.COL | File:YI FG Palette 04.png | And the backwall palette is gone again, allowing the ground palette to move to line 4, as in the final. | ||
バブル (Bubble) | ||||
hino/yoshi/V-RAM/MIZU-No2-JUNGLE.COL.BAK | 05 (Proto) | Despite its label, the Soap palette was replaced by the Jungle palette. Greens on line 2 are more vibrant. Dirt is much more brighter on line 4, while the vines are a bit darker. | ||
カベ (Wall) | ||||
hino/yoshi/CHR-stock/yuka.COL | 06 (Proto) | Arrangement is completely different to the final. | ||
hino/yoshi/BAK-color/KABE.COL | Slightly more organized than above. Contains the dull backwall palette seen in a few other early palettes. | |||
hino/yoshi/NEW-color/VV-KABE.COL | Slightly reorganized, now begins to resemble the final arrangement. | |||
nogami/yoshi/KABE.COL.BAK | Nearly identical to the palette used in the prototypes. The pillars are more saturated, and brick stripes on line 4 are blue-gray instead of brown. | |||
花 (Flower), [Name Unknown], [Name Unknown] | ||||
hino/yoshi/NEW-color/VV-HANA.COL | 07 | File:YI FG Palette 07.png | Cross-section dirt is blue instead of pink. | |
hino/yoshi/HANA-IWAYAMA.COL | File:YI FG Palette 07.png | Much closer to the final palette. Greens in line 1 are brighter, and aren't duplicated on line 2. Tree colors are missing from line 5. | ||
hino/yoshi/HANA-NIGHT.COL | N/A | N/A | An entirely unused palette, meant for night stages using this tileset. | |
[Name Unknown] - Wood Castle | ||||
hino/hati-toru/kinkei/ki-kabe1.col | 0E | File:YI FG Palette 0E.png | None of the colors match the final tileset, being much brighter. The rest is unmodified from Palette 06. | |
hino/hati-toru/kinkei/ki-kabe2.col | File:YI FG Palette 0E.png | Largely the same as the previous iteration, but some of the oranges on line 4 have been changed to maroon, and some minor adjustments were made to line 5. | ||
hino/hati-toru/kinkei/ki-kabe4.col | File:YI FG Palette 0E.png | Background walls use dimmer colors. Identical to the final palette now, otherwise. | ||
[Name Unknown], [Name Unknown] - Flower | ||||
nogami/yoshi/ENKEI-VRAM/B2-TAKOYAKI.COL.BAK | 09 | File:YI FG Palette 09.png | Jagged rocks are darker in both lines 4 and 5. The flowers, which are white in the final, are green here. | |
hino/yoshi/V-RAM/YUKI-No2-FLOWER-TAKO.COL.BAK | File:YI FG Palette 09.png | The previously green flowers are now white. However, they are actually a very bright yellow in the final. | ||
[Name Unknown] - Pipe | ||||
nogami/yoshi/DOKAN.COL.BAK | 0B | File:YI FG Palette 0B.png | Has a brighter, overall more green coloration, rather than the final blue-green one. | |
Sky/Clouds | ||||
hino/yoshi/BAK-color/SKY.COL | 0D | File:YI FG Palette 0D.png | Lacks any of the colors used by the clouds in the final tileset. The contents of lines 2 and 3 are also different, though not used in this tileset. Cliffsides are much more bluish, and the bridges are more saturated. | |
hino/yoshi/SKY.COL | File:YI FG Palette 0D.png | Cliffsides have been updated, but are still more saturated than the final. The bridge palette is missing now, however. | ||
hino/yoshi/V-RAM/YUKI-No2-FLOWER-GREEN.COL.BAK | 0F | File:YI FG Palette 0F.png | The tulips on line 4 are identical in color to Palette 09. | |
hino/yoshi/V-RAM/HANA-B.COL.BAK | 15 | File:YI FG Palette 15.png | The greens on lines 1 and 2 are taken straight from line 3 in this version. The browns are also much more saturated. | |
hino/yoshi/V-RAM/HANA-C.COL.BAK | 16 | File:YI FG Palette 16.png | Extremely minor change: the purples on lines 1 and 2 use the brightest shades rather than the darkest shades. | |
Wasteland/Volcano | ||||
hino/hati-toru/kinkei/b1-w6-00.col | 10 | File:YI FG Palette 10.png | Has more leftovers from Palette 01 in lines 2 and 3. Generally brighter than the final palette. | |
hino/hati-toru/kinkei/b1-w6-01.col | File:YI FG Palette 10.png | Seems a bit incomplete, having only minor tweaks to coloration. | ||
hino/hati-toru/kinkei/b1-w6-02.col | File:YI FG Palette 10.png | Moves some of the darker browns previously on line 4 to 2, as in the final. Ground is actually a bit darker than the final palette. |
BG2 Backgrounds
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Early and unused iterations of backgrounds.
BG2 KUSA (Grass)
hino/yoshi/V-KUSA-YUKA.CGX
10 May 1994 03:57 |
hino/yoshi/B2-YUKA-BAK.SCR
09 September 1994 07:47 |
---|---|
An earlier, flatter version of this background, with the top being notably barren.
BG2 YUKI (Snow)
hino/hati-toru/enkei/yuki
Graphics | Tilemap |
---|---|
A rather basic background meant for snowy levels, like those seen in World 5. Presumably would have had multiple layers of parallax scrolling.
BG2 SOAP
While hino/yoshi/B2-SOAP.SCR was technically used in the prototypes, it didn't use the correct palette there.
10 November 1993 02:16
BG2 CHIKA (Underground)
hino/yoshi/CHR-stock/chika-fukan.CGX contains graphics for some sort of tunnel background. It's not entirely clear whether this was supposed to be terrain or just background elements. The palette used is FUKANBG.COL.
07 November 1993 21:56
Graphics for an unknown cavern background can be found in hino/yoshi/CHR-stock/18-1F.CGX, and a palette for it can be found in hino/yoshi/BAK-color/COL-5.COL. These graphics would be replaced by the castle wall background in the final.
07 June 1994 19:20
hino/yoshi/NEW-color/VV-CHIKA.CGX
06 June 1994 21:32 |
hino/yoshi/B2-CHIKA-BAK.SCR
23 February 1994 02:32 |
---|---|
A very scratchy, hard to make out cavern background. This background was likely replaced by the water/lava falls one in the final.
BG2 MORI (Forest)
nogami/yoshi/TEST/KINOKO-MORI-TEST.CGX.BAK
16 March 1995 01:25 |
nogami/yoshi/TEST/KINOKO-MORI-TEST.CGX
20 March 1995 06:39 |
---|---|
Two test scratchpads for this background. The backup uses far simpler shading, and as the file name suggests, also contains mushrooms. The second adds the pastel shading seen in the final, and the leaves of the trees.
nogami/yoshi/ENKEI-VRAM/V-KUSA-KINOKOMORI.CGX is more-or-less finalized, with the removal of the mushrooms from the background.
V-KUSA-KINOKOMORI.CGX.BAK
22 March 1995 01:56 |
V-KUSA-KINOKOMORI.CGX
22 March 1995 08:07 |
---|---|
BG2 ENKIN (Jungle Mountains)
kinkin-kei.CGX
01 February 1994 02:22 |
kinkin-kei-1.CGX
02 February 1994 03:16 |
---|---|
Scratchpads for an earlier, leafier design of this background can be found in hino/yoshi/CHR-stock. It features the trees that were left unused in the final game. The second iteration contains some rougher mountains seen in the final background.
A duplicate of the first scratchpad also exists, as kinkin-kei-0.CGX, dated 01 February 1994 03:31.
hino/yoshi/kinkin-kei.SCR gives a rough idea of what this earlier design might have looked like in-game.
01 February 1994 21:40
BG2 KAZAN (Volcano)
nogami/yoshi/B2-KAZAN.CGX contains an alternate attempt of a volcano background. Evidently didn't make it very far, as no tilemap exists for it.
01 March 1995 23:05
The following tilemaps can be found in hino/hati-toru/enkei.
b2kazan1
Graphics | Tilemap |
---|---|
This background once had a much friendlier tone to it. The graphics file notably contains foreground graphics for the flower garden tileset, rather than the unique tileset used in World 6 in the final.
This iteration of the background in particular is very rough, with the tile borders of otherwise empty tiles being marked. Regardless, this iteration is the first to contain the funnel shaped mountains seen in the final, rather than the previously rounded ones.
b2kazan2
Graphics | Tilemap |
---|---|
Adds more details to the previous iteration, particularly in the treetops. The palette is also a bit less garish. It also includes some baked-in gradients, which, when combined with the HDMA gradient backgrounds used by the game, probably would not have looked very good.
b2kazan3
Graphics | Tilemap |
---|---|
The faces on the volcanoes was lowered, and changed from a smiley to a frown. The "tile boxes" have been removed, however, the right side of the tilemap is clearly less complete than the left side. The gradient was redrawn, but it has been removed from the tilemap.
b2kazan4
Graphics | Tilemap |
---|---|
And now they're smiling again. The background has also been moved down to allow for a more detailed cloud line, which have also resulted in the removal of the gradient from the graphics file.
b2kazan5
Graphics | Tilemap |
---|---|
Outlines have been removed, and the volcanoes have been moved around some. There's still some garbage tiles that haven't been updated since the previous iteration.
b2kazan6
Graphics | Tilemap |
---|---|
Mostly just a cleaner version of the previous iteration. The graphics file is arranged for the clouds to be animated, which can be seen in hino/hati-toru/enkei/kazan6.obj.
b2kazan7
Graphics | Tilemap |
---|---|
The graphics file adds palm trees to make the bottom treetops less plain, but the tilemap doesn't really seem to have been updated to make use of them.
b2kazan8
Graphics | Tilemap |
---|---|
The graphics file is mostly the same as the previous iteration, just compressed. The tilemap has been updated to use different clouds, and to make proper use of the palm tree graphics.
b2kazanb.scr is an alternate tilemap, repositioning the volcanos, and removing their faces.
b2kazanb.scr | Final |
---|---|
BG2 NIGHT
hino/yoshi/CHR-stock/V-NIGHT.CGX shows the transition of this background from Super Donkey. As a result, some portions only appear correct with the palette used in Super Donkey, and others use the newer NIGHT.COL.
01 August 1994 01:09
Super Donkey Palette | hino/yoshi/CHR-stock/NIGHT.COL |
---|---|
BG2 HACHI-PASTEL (Stage 8 Pastels)
The following tilemaps can be found in hino/hati-toru/enkei.
pasteru
The earliest iteration of this background: a scratchpad of multicolored smiling mountains and palm trees. Fundamentally the same as the final background, but much rougher.
paster1a
Graphics | Tilemap |
---|---|
The graphics are mostly untouched from the previous iteration, just tiled. Clouds are also added, which is interesting as the final background has the clouds on Layer 3 instead.
The earliest tilemap for this background. Already features some variation in the mountains, though it doesn't look very good due to the tiling. This background also seems to have overwritten the Layer 3 background, as paster1b.scr is a duplicate of this tilemap, whereas the accompanying graphic file paster1b.cgx is unique.
paster2a.cgx | paster2b.scr |
---|---|
More refinements to the graphics, nearly matching the final, but with thinner outlines. The tilemap has seen much improvement, though there is still some oddities in the treetops on the right side, and the mountain variation is gone.
b2pasold
Graphics | Tilemap |
---|---|
Minor tweaks made to the graphics, such as making the stems of the palm trees thinner. The tilemap has been cleaned up as well, and some of the palm trees are now mirrored to add more variety to the background.
b2paste2
Graphics | Tilemap |
---|---|
The tilemap is mostly untouched, asides from extending the grass out to the bottom of the tilemap. The graphics also take a palette closer to the final one. The only major change here is adding more definition to the outlines.
b2pastel
Graphics | Tilemap |
---|---|
Nearly finalized graphics now, but the palm trees are still much larger here. The tilemap is nearly finalized too, with the return of the variation in the mountains.
hino/hati-toru/enkei/pastel1.obj showcases that this background was originally going to be fully animated, with the palm trees swaying and the mountains blinking. In the final game, they became static, and the clouds were animated instead.
BG2 SUGI (Cedars)
nogami/yoshi/TEST/B2-YOZORA.CGX are a scratchpad for an earlier version of this background. Features more diagonal trees than the final background.
B2-YOZORA.CGX.BAK
19 October 1994 01:13 |
B2-YOZORA.CGX
25 October 1994 04:33 |
---|---|
BG2 KOOPA-ROOM (Bowser's Room)
nogami/yoshi/TEST/KOOPA-ROOM-TEST.CGX is a scratchpad for the background used in Baby Bowser's room. Do note that the palette used here was taken from the final game, and was not present in the files.
10 April 1995 19:36
BG2 HATI-TUKI (Stage 8 Moon)
The following tilemaps can be found in hino/hati-toru/enkei.
b2tuki2b
Graphics | Tilemap |
---|---|
Tilemap is very rough, including tiles for a reference gradient in it.
It also contains a small scratchpad:
b2tuki2a
Graphics | Tilemap |
---|---|
Graphics are mostly unchanged from the previous iteration, but the tilemap has been shifted down to make use of more vertical space. The tree stumps, which were slightly redrawn, were moved over slightly.
The scratchpad space is identical to b2tuki2b.
b2tuki2
Graphics | Tilemap |
---|---|
The tiling on the trees has been improved, as have the tree stumps. The scratchpad was also updated, but only has minor shading differences. It seems there was some kind of attempt to make the treetops, but it really doesn't look that great.
The graphics for the tree stumps is also more detailed in this version, which is interesting because...
b2tuki3
Graphics | Tilemap |
---|---|
...the graphics here seem to regress to the simpler design featured in the previous two iterations. It would be reasonable to assume that this iteration came first, but the scratchpads being identical suggests otherwise.
The trees were also rather hastily redrawn, although this didn't stick.
b2tuki2c
Graphics | Tilemap |
---|---|
Trees now match the final background, with the scratchpad being updated as well. Stumps have been redesigned, and now flow much better with the rest of the tileset.
hino/yoshi/V-B2-HATI-TUKI.CGX
01 February 1995 23:42 |
hino/yoshi/B2-HATI-TUKI.SCR
22 June 1995 00:16 |
---|---|
The shading on the tree stumps was improved once more...only to be scrapped in the final background.
BG2 RED-WOODS
hino/yoshi/CHR-stock/V-FLOWER-B2-TEST.CGX and V-FLOWER-B2-TEST-1.CGX contain earlier iterations of this background, which wound up unused in the final game.
V-FLOWER-B2-TEST.CGX
04 May 1995 19:40 |
V-FLOWER-B2-TEST-1.CGX
08 May 1995 21:45 |
---|---|
The first iteration is interesting, as it contains cherry blossoms instead of pine trees. The second one is closer to the final background, but has more bubbly clouds than it.
BG2 HATI-TAKI (Stage 8 Waterfalls)
The following tilemaps can be found in hino/hati-toru/enkei.
b2taki00
Graphics | Tilemap |
---|---|
Structurally similar to the final background, but with a much different style. The graphics file includes multiple different styles of rock, with not all of them being used in the tilemap.
b2taki01
Graphics | Tilemap |
---|---|
Style shift, but to the final perspective used for this background. The graphics lack definition on the lower rocks, and the waterfall hasn't been set up to use a cycling palette yet. The tilemap is very basic, simply duplicating the graphics twice with no variation.
b2taki02.cgx lacks a tilemap. Contains some leftovers from the previous iteration, but also adds some much needed detail to the lower rocks and waterfall.
b2taki03
Graphics | Tilemap |
---|---|
First tilemap featuring an animated waterfall, which looks more or less identical to the final. There's a second layer of bushes that was removed in the final background.
b2taki04
Graphics | Tilemap |
---|---|
There's some graphics in the scratchpad for a rippling effect at the bottom of the waterfalls that ultimately got scrapped. This animation can be seen in taki04.obj.
BG2 WOOD-KABE (Wooden Walls)
nogami/yoshi/B2-WOOD-KABE-BAK.SCR contains an earlier tilemap for this background. Some of the windows would be repositioned in the final.
16 May 1995 06:56
B2-WOOD-KABE-BAK | Final |
---|---|
BG2 HANA (Flower)
hino/hati-toru/enkei/hana4-1.cgx is a scratchpad containing stylized grassy hills. These graphics would be condensed in hanabata.cgx, and given a tilemap.
Graphics | Tilemap |
---|---|
It's likely that this background was scrapped because of being a bit of an eye sore.
hino/hati-toru/enkei/hanabat2 is a background of trees on some mountain ranges. It might have inspired the final waterfall background, which it resembles slightly, or this may just be a coincidence.
Graphics | Tilemap |
---|---|
Two more graphic files, containing more concepts similar to the previous one. These ones do not have associated tilemaps.
hanabat3.cgx | hanabat4.cgx |
---|---|
BG2 IWA (Rock)
hino/hati-toru/enkei/iwa may have been a predecessor to the final Castle Wall background.
Graphics | Tilemap |
---|---|
hino/hati-toru/enkei/iwa-bg2.scr is a variant which lacks the vegetation of the other tilemap. It seems like it would have been paired with a Layer 3 overlay instead.
BG2 IWA-2 (Rock 2)
nogami/yoshi/B8-BF.CGX.BAK contains earlier graphics for this background with some minor tweaks made to the crystals.
25 June 1995 23:48
B8-BF.CGX.BAK | Final |
---|---|
BG2 KAREKI (Dead Trees)
hino/hati-toru/enkei/kareki
Graphics | Tilemap |
---|---|
The first in a series of backgrounds which was likely replaced with the woods background seen in the final World 6. If so, it has an appropriately foreboding appearance, with dead trees in the background.
The tilemap seems notably incomplete, with tiling errors on the ground on the right side.
This version may not be using the correct palette, as hino/hati-toru/enkei/kareki.col doesn't seem to line up with this background. As a result, the palette from the following iteration was used instead.
hino/hati-toru/enkei/kareki2
Graphics | Tilemap |
---|---|
This version seems to be a refined version of the first iteration. More detail has been added to the ground, and the strange distant trees have been removed. In their place are new clouds.
The tilemap likewise is mostly the same as the previous one, but more refined.
hino/hati-toru/enkei/kareki4.cgx seems to be a bit of an outlier, featuring much more simplistic graphics than either hino/hati-toru/enkei/kareki3 or hino/hati-toru/enkei/kareki5. It also lacks a tilemap. Despite its simplicity, a style-shift is clear.
hino/hati-toru/enkei/kareki3
Graphics | Tilemap |
---|---|
A completely different style compared to the previous two iterations. As a result of the color palette, this iteration looks much more like an autumnal forest, and even adds flowers.
The tilemap strangely has white squares where the flowers would seemingly go for whatever reason.
hino/hati-toru/enkei/kareki3a
Graphics | Tilemap |
---|---|
Similar to the previous iteration. The graphics are mostly just condensed from the previous iteration with only minor changes, such as the removal of the flowers. Meanwhile, the tilemap has been mostly redone, with all of the trees being re-positioned.
hino/hati-toru/enkei/kareki4c.cgx, hino/hati-toru/enkei/kareki6b.cgx, and hino/hati-toru/enkei/kareki7b.cgx all seem to be scratchpads for this background. hino/hati-toru/enkei/kareki7b even tries to add some leaves to the trees!
hino/hati-toru/enkei/kareki4c.cgx | hino/hati-toru/enkei/kareki6b.cgx | hino/hati-toru/enkei/kareki7b.cgx |
---|---|---|
kareki4b
Graphics | Tilemap |
---|---|
This version trims down the background to just the front trees, similar to the final woods background.
A newer version of this background can also be found in hino/yoshi.
hino/yoshi/V-B2-KAREKI.CGX
20 December 1994 01:55 |
hino/yoshi/B2-KAREKI.SCR
20 December 1994 01:54 |
---|---|
BG2 BOSSKABE (Boss Wall)
nogami/yoshi/BOSSKABE.CGX.BAK
24 August 1994 23:20 |
hino/yoshi/B2-KAREKI.SCR
20 December 1994 01:54 |
---|---|
Two scratchpads for a background that was presumably meant for boss rooms. While there is a tilemap file for this background, nogami/yoshi/B2-BOSSKABE.SCR, it doesn't appear to work with these graphics. Interestingly, these graphics were tiled and are present in the final game, but go completely unused.
nogami/yoshi/BOSSKABE.CGX
26 October 1994 19:50 |
nogami/yoshi/BOSSKABE-2.CGX
26 October 1994 19:51 |
nogami/yoshi/BOSSKABE-3.CGX
26 October 1994 19:51 |
---|---|---|
More scratchpads of the rock wall background. The third one is the most complete, showing some of how it could be tiled.
BG2 Art Tests
nogami/yoshi/B2-MONET.CGX contains a scratchpad of backgrounds styled after Claude Monet. Doesn't even remotely resemble anything in the final game.
27 September 1994 05:05
nogami/yoshi/B2-MONET-2.CGX contains more stylized art, which begins to resemble the Starry Night background seen in the final.
27 September 1994 05:06
nogami/yoshi/B2-MONET-3.CGX iterates on the previous file, containing fingerprint-like patterns.
28 September 1994 00:55
nogami/yoshi/B2-OIL-FLOWER.CGX contains some rather realistic flowers.
07 March 1995 06:51
nogami/yoshi/B2-PENCILE.CGX contains a rather nice looking pencil sketch of a tree.
06 March 1995 02:53
BG2 Palette Comparisons
The ID reflects the number assigned to the palette in the final game.
File Name | ID | Palette | Notes | |
---|---|---|---|---|
ハチ城 (Stage 8 Castle) | ||||
hino/hati-toru/enkei/siro-1.col | 00 (Proto) | File:Ys romX BG Palette 00.png | Contains colors for the tarp seen in the prototypes. Is much brighter than in the final. | |
hino/hati-toru/enkei/siro-smp.col | 00 | File:YI BG Palette 00.png | Darker than the final palette. | |
草 (Grass) | ||||
hino/hati-toru/enkei/tuki2b.col | 01 | File:YI BG Palette 01.png | Much more coherent than the final palette. Uses both lines 6 and 7, whereas the final only uses line 7. | |
hino/hati-toru/enkei/tuki2.col | File:YI BG Palette 01.png | Now only uses a single line, as in the final, but only line 6 instead of 7. The empty line is also filled with white, rather than magenta. Additionally, some of the oranges have been removed. | ||
hino/hati-toru/enkei/tuki3.col | File:YI BG Palette 01.png | Various adjustments. The trees became a more orange color. | ||
hino/hati-toru/enkei/tuki2c.col | File:YI BG Palette 01.png | Various rearrangements. Line 7 gets used once again here for the tree stumps. | ||
hino/yoshi/HATI-TUKI.COL | File:YI BG Palette 01.png | Coloration now much closer to the final. | ||
雪 (Snow) | ||||
hino/yoshi/CHR-stock/yuki-real.COL | 04 | File:YI BG Palette 04.png | Line 7, used for the grass at the bottom of the background, is unfinished in this version. kusa-real.COL, located in the same directory, also lacks one, but is for the green variant of this background. | |
森 (Forest) | ||||
nogami/yoshi/ENKEI-VRAM/B2-KINOKOMORI.COL | 08 | File:YI BG Palette 08.png | Much darker palette overall. There's also far fewer colors for the flower decorations. | |
遠近両用 (Dual Perspective), [Name Unknown] | ||||
hino/yoshi/CHR-stock/kinkin-kei.COL | 09, 10 | File:YI BG Palettes 09 and 10.png | Mountains are more bluish in color, rather than greenish as in the final. | |
ハチ滝 (Stage 8 Falls), [Name Unknown] | ||||
hino/hati-toru/enkei/taki00.col | 0A | File:YI BG Palette 0A.png | Brighter than the final palette. Much of line 7 goes unused here. The waterfalls have not been set up for a cycling palette yet, and has a cyan coloration rather than the blue-grey one in the final. | |
hino/hati-toru/enkei/taki01.col | File:YI BG Palette 0A.png | More of line 7 has been cleared out. | ||
hino/hati-toru/enkei/taki02.col | File:YI BG Palette 0A.png | Line 6 was shifted around a bit. First version to include a cycling palette for line 7. The coloration is much brighter than the final one. | ||
hino/hati-toru/enkei/taki03.col | File:YI BG Palette 0A.png | Much closer to the final. Cycling palette has been shifted over, and while made a bit darker, is still much brighter than the final palette. | ||
hino/hati-toru/enkei/taki04.col | File:YI BG Palette 0A.png | Cycling palette now nearly matches the final's, but still has the brighter coloration. | ||
hino\hati-toru\enkei\taki-yu2.col | 30 | File:YI BG Palette 30.png | Earlier version of this alternate palette. Cycling palette now identical to the final, save for the early coloration. | |
ワンワンドスン (Chain Chomp Thwomp) | ||||
hino/yoshi/KUSA-YUKA.COL | 0B | File:YI BG Palette 0B.png | Less saturated than the final palette. Line 6 lacks any yellow for the wooden posts. Line 7, which isn't used, is leftover in the final. | |
フジ山 (Mt. Fuji) | ||||
hino/hati-toru/enkei/kazan1.col | 0F | File:YI BG Palette 0F.png | Entirely different palette. | |
hino/hati-toru/enkei/kazan2.col | File:YI BG Palette 0F.png | Colors have been rearranged. The most notable difference is the greens becoming less yellowish. | ||
hino/hati-toru/enkei/kazan3.col | File:YI BG Palette 0F.png | Some more minor rearrangements. In particular, more greens have been allocated for the treetops. | ||
hino/hati-toru/enkei/kazan4.col | File:YI BG Palette 0F.png | The highlights of the treetops have become a bit brighter. | ||
hino/hati-toru/enkei/kazan5.col | File:YI BG Palette 0F.png | The green highlights have become much more yellowish. Line 7 begins to resemble the final palette arrangement. | ||
hino/hati-toru/enkei/kazan6.col | File:YI BG Palette 0F.png | Some minor rearrangements on line 6, reducing the number of greens for the treetops down to just four. Less yellowish than the previous iteration. | ||
hino/hati-toru/enkei/kazan7.col | File:YI BG Palette 0F.png | Extremely minor palette tweaks. | ||
hino/hati-toru/enkei/kazan8.col | File:YI BG Palette 0F.png | Line 6 was rearranged slightly. | ||
地下いわ (Underground Rocks) | ||||
nogami/yoshi/ENKEI-VRAM/CHIKA-No2-IWA-2.COL.BAK | 13 | File:YI BG Palette 13.png | Background is much brighter than the final. | |
ハチパステル (Stage 8 Pastels) | ||||
hino/hati-toru/enkei/pasteru.col | 1A | File:YI BG Palette 1A.png | Entirely different palette, notably making more use of line 7 than the final one. | |
hino/hati-toru/enkei/pasteru1.col | File:YI BG Palette 1A.png | A darker violet color has been added to line 7. | ||
hino/hati-toru/enkei/pasteru2.col | File:YI BG Palette 1A.png | Line 6 now matches the final arrangement. Colors are more saturated, and all but the greens were cleared out on line 7 in the final. | ||
hino/hati-toru/enkei/pasold.col | File:YI BG Palette 1A.png | Violets were shifted to add a fourth dark violet, and a few other colors were shifted on line 7. | ||
hino/hati-toru/enkei/pastel2.col | File:YI FG Palette 1A.png | Now mostly finalized, though line 7 still largely remains. | ||
たこやき山 (Takoyaki Mountains) | ||||
nogami/yoshi/ENKEI-VRAM/B2-TAKOYAKI.COL | 1B | File:YI BG Palette 1B.png | Only uses line 6, with line 7 only being a simple gradient. Despite the green color looking similar to the final palette used in 1-1, it's actually a bit more yellowish. | |
nogami/yoshi/ENKEI-VRAM/FLOWER-TAKOYAKI.COL | File:YI BG Palette 1B.png | The minor differences in the green coloration persist from the previous palette, though they've at least been moved to line 7 now. Line 6 is yellow-colored here, rather than magenta-colored. | ||
nogami/yoshi/ENKEI-VRAM/FLOWER-TAKOYAKI-2.COL.BAK | File:YI BG Palette 1B.png | The first appearance of the magenta mountains. The bottoms of the mountains use the old green coloration from the previous palettes. | ||
nogami/yoshi/ENKEI-VRAM/FLOWER-TAKOYAKI-2.COL | File:YI BG Palette 1B.png | The greens are now much more yellowish. | ||
nogami/yoshi/ENKEI-VRAM/FLOWER-TAKOYAKI-PSYCHE.COL | File:YI BG Palette 1B.png | The greens were made even more yellowish than the previous palette. | ||
杉林 (Cedars) | ||||
nogami/yoshi/ENKEI-VRAM/B2-SUGI.COL | 1D | File:YI BG Palette 1D.png | An unused daytime variant of this background. The final only uses sunset and evening variants of this background. Backups of the .COL files indicate that this variant was replaced by the sunset one in the final. |
BG3 Backgrounds
Early and unused iterations of layer 3 backgrounds.
BG3 SOAP
hino/yoshi/V-B3SOAP.CGX contains graphics for another bubble background, however unlike the Layer 2 background, no tilemap remains for this background.
09 November 1993 23:37
BG3 FLOWER
hino/hati-toru/enkei/b3flower.cgx | Final |
---|---|
An intermediary version between the version of this background used in the prototypes and the final game. Some cross-hatching has been added, but is still incomplete here.
BG3 CHIKA-IWA (Underground Rock)
nogami/yoshi/V-B3CHIKA.CGX.BAK contains a scratchpad for this background, containing some slight differences when compared to the final background.
28 August 1994 20:27
BG3 HATI-TUKI (Stage 8 Moon)
The following tilemaps can be found in hino/hati-toru/enkei.
b3tuki3
Graphics | Tilemap |
---|---|
A rough version of this background, with notably early graphics. Features square stars and a pillow-shaded moon!
The moon was definitely not final, as the graphics file shows that the more detailed moon was already in the process of being drawn.
b3tuki2
Graphics | Tilemap |
---|---|
A much more complete version of the background, with a lot more stars than the final one. As with the previous tilemap, the moon is off-center here.
Duplicates of the tilemap can be found under b3tuki2a.scr and b3tuki2b.scr.
b3tuki2c
While the tilemap is identical to the centered variant of this background seen in the final game, the graphics file contains some unique clouds which aren't.
BG3 HACHI-PASTEL (Stage 8 Pastels)
The following tilemaps can be found in hino/hati-toru/enkei.
paster1b
The earliest version of this background features a single, scratchy palm tree. If it ever existed, the tilemap for this background has been overwritten by a duplicate of the Layer 2 background.
paster2b
paster2b.cgx | paster2a.scr |
---|---|
Confusing file naming, huh? Regardless, the clouds begin to resemble the final ones in this iteration.
paster3a
Uses the same graphics as the previous iteration. Getting closer to the final design, though the palm trees were moved to the Layer 2 background in the final.
b3pasold
Graphics | Tilemap |
---|---|
Mostly minor tweaks from here out. The graphics file is notable for having some clouds with alternate shading.
BG3 HATI-TAKI (Stage 8 Falls)
Graphics | Tilemap |
---|---|
hino/hati-toru/enkei/b3taki03.cgx and b3taki03.scr are for an earlier version of this background. Interestingly, it seems that this background was built off of the one seen in the Sluggy the Unshaven boss fight. The tilemap is rather unfinished, with multiple different cloud styles present.
b3taki04.scr iterates on this background, updating the bottom cloud layer, and refining the top layer.
BG3 HATI-YUHI (Stage 8 Sunset)
The following tilemaps are also found in hino/hati-toru/enkei.
b3yuhi01
Graphics | Tilemap |
---|---|
An earlier version of this background. The tilemap isn't nearly as finalized as the graphics are. The top of the trees is missing in this version.
b3yuhi02
Graphics | Tilemap |
---|---|
Even closer to the final version. This one just has far less space for the clouds compared to the final version.
BG3 BOSSROOM
nogami/yoshi/ENKEI-VRAM/V-B3BOSSROOM.CGX.BAK
17 March 1995 01:34 |
nogami/yoshi/B3-BOSSROOM.SCR.BAK
17 March 1995 01:12 |
---|---|
An earlier version of the boss room background. Despite being almost entirely redrawn in the final, is largely the same as the final background. Goes for patch tiles as decoration, whereas the final uses brick.
The backup also contains a scratchpad for this background, featuring a different window design.
The way the tiles are arranged in the top left suggest that the torches were once going to be fully animated. In the final game, only the palette of the torches is animated, while the torch graphics are static. What it might have looked like animated:
BG3 IWA (Rock)
hino/hati-toru/enkei/iwa-2bit.cgx | hino/hati-toru/enkei/iwa-bg3.scr |
---|---|
The Layer 3 background intended to be paired with the unused stone wall background. The tilemap is very rough, suggesting that not a lot of work was put into it prior to being scrapped.
BG3 KAREKI (Dead Trees)
The following files are found in hino/hati-toru/enkei/.
kareki4a
Graphics | Tilemap |
---|---|
A background that was meant to accompany the dead trees background. A newer version with proper dates can be found in hino/yoshi. It also adds clouds to decorate the top of the background.
hino/yoshi/24-27-OLD-ROGO.CGX
20 December 1994 23:12 |
hino/yoshi/B3-KAREKI.SCR
20 December 1994 01:59 |
---|---|
BG3 Art Tests
nogami/yoshi/V-B3YOZORA.CGX.BAK
17 October 1994 08:02 |
nogami/yoshi/B3-YOZORA.SCR.BAK
17 October 1994 20:53 |
nogami/yoshi/B3-YOZORA.SCR
17 October 1994 21:13 |
---|---|---|
Earlier graphics for this background, lacking the hill present in the final background. The backup of the tilemap contains some alternate arrangements of this background.
A scratchpad for this early iteration can also be found in nogami/yoshi/TEST/B3-YOZORA.CGX, containing crescent moons in differing sizes.
17 October 1994 08:02
hino/yoshi/CHR-stock/B3-MONE.CGX
28 September 1994 02:22 |
hino/yoshi/B3-MONE-TEST.SCR
05 October 1994 05:43 |
---|---|
Another Monet-inspired background of clouds.
BG3 Palette Comparisons
The ID reflects the number assigned to the palette in the final game.
File Name | ID | Palette | Notes | |
---|---|---|---|---|
雪山 (Snowy Mountain) | ||||
hino/yoshi/CHR-stock/yuki-real.COL | 00 | File:YI BG3 Palette 00.png | A common trend for early Layer 3 palettes is a lack of colors used to draw message blocks. While not necessary, many palettes, such as this one, would be simplified to fit in these colors. | |
草トンネルマスク (Grass Tunnel Mask) | ||||
hino/yoshi/BAK-color/KUSA-MASK.COL | 01 | File:YI BG3 Palette 01.png | Asides from being shifted around, this palette change reflects the Forest tileset's change in dirt color from yellow to olive green. | |
水中 (Underwater) | ||||
hino/yoshi/NEW-color/VV-MIZU.COL | 02 | File:YI BG3 Palette 02.png | Palette is a bit more reddish than the final one. | |
スライム (Slime) | ||||
hino/yoshi/KUSA-TASTUMAKI.COL | 03 | File:YI BG3 Palette 03.png | The first four colors are blank here. | |
カベ,万次郎のカベ,胃壁 (Wall, Manjiro Wall, Stomach Lining) | ||||
hino/yoshi/NEW-color/VV-KABE.COL | 04 | File:YI BG3 Palette 04.png | More empty than the final palette. A single color was also changed. | |
nogami/yoshi/KABE.COL.BAK | File:YI BG3 Palette04.png | A riveting change. Now that one color matches the final palette. Still really empty, though. | ||
nogami/yoshi/KABE-2.COL | File:YI BG3 Palette 04.png | The first four colors of the palette have been filled in. The final palette would also fill in the remainder of the colors, despite this background ultimately going unused. | ||
バブル泡 (Bubbles) | ||||
hino/yoshi/NEW-color/VV-SOAP.COL | 05 | File:YI BG3 Palette 05.png | Much more empty in this version. All of the colors used here do appear in the final palette, however. | |
パステル (Pastels) | ||||
hino/yoshi/BAK-color/KUSA-pas2.COL | 06 | File:YI BG3 Palette 06.png | ||
NIGHT,ハチ城 (Stage 8 Castle) | ||||
hino/yoshi/HANA-NIGHT.COL | 0B | File:YI BG3 Palette 0B.png | The yellows used for the moon are more greenish here. | |
地下 (Underground) | ||||
nogami/yoshi/CHIKA.COL.BAK | 0D | File:YI BG3 Palette 0D.png | Palette is much darker than the final. It also does not match the unused dark palettes found in the final game. It could reflect an earlier version of the sparkling palette animation used in some cave levels. | |
ハチ城 (Stage 8 Castle) | ||||
hino/hati-toru/enkei/siro-1.col | 11 | File:YI BG3 Palette 11 anim.gif | Much brighter than the final palette. This also includes the palette animation for the torches. siro-2.col is identical to the version used in the prototypes. | |
hino/hati-toru/enkei/siro-smp.col | File:YI BG3 Palette 11 anim.gif | This version is closer to the final palette, but it animates a different color of the palette, and is longer. | ||
hino/hati-toru/enkei/siro-smp.col | 17 | File:YI BG3 Palette 17.png | A similar animation to the previous also exists for the unused grey variant of this background. | |
hino/hati-toru/enkei/siro-smp.col | N/A | N/A | Another palette variant for this background, which wound up being scrapped. | |
FLOWER | ||||
hino/yoshi/V-RAM/YUKI-No2-FLOWER.COL | 13 | File:YI BG3 Palette 13.png | A midpoint between the version of this palette used in the prototypes and the final. | |
枯れ木 (Dead Trees) | ||||
hino/hati-toru/enkei/kareki.col | 18 | File:YI BG3 Palette 18.png | First palette for the "Dead Trees" iteration of this background. Entirely different palette now used for Full Moon Hills. | |
hino/hati-toru/enkei/kareki4.col | File:YI BG3 Palette 18.png | A later version of the "Dead Trees" iteration of this background. Compared to the previous one, a few colors were slightly tweaked. | ||
hino/hati-toru/enkei/tuki2b.col | File:YI BG3 Palette 18.png | First (?) palette for the final version of the background. Uses much more saturated yellows, and the hills are much brighter. | ||
hino/hati-toru/enkei/tuki3.col | File:YI BG3 Palette 18.png | |||
hino/hati-toru/enkei/tuki2c.col | File:YI BG3 Palette 18.png | First iteration to contain browns for the clouds in the background. | ||
hino/hati-toru/enkei/tuki2d.col | File:YI BG3 Palette 18.png | Moon colors have been finalized. Clouds are still brighter than the final palette, however. | ||
ハチパステル (Stage 8 Pastels) | ||||
hino/hati_toru/enkei/pasteru1.col | 19 | File:YI BG3 Palette 19.png | ||
hino/hati-toru/enkei/pasteru2.col | File:YI BG3 Palette 19.png | The greens were made a bit darker, and some dark oranges have been added. | ||
hino/hati-toru/enkei/pasold.col | File:YI BG3 Palette 19.png | Greens have replaced the dark oranges. This is one of the two iterations unique for having message box colors, compared to either the previous iterations, or even the final palette. | ||
hino/hati-toru/enkei/pastel.col | File:YI BG3 Palette 19.png | Still has some dark yellows. | ||
hino/hati-toru/enkei/pastel2.col | File:YI BG3 Palette 19.png | Has message box colors, but has more yellowish greens, when compared to pasold.col. | ||
雲その2 (Clouds II), ハチ滝 (Stage 8 Falls) | ||||
hino/hati-toru/enkei/taki03.col | 0A | File:YI BG3 Palette 0A.png | Is just an edit at this point of the palette used for the bubbly clouds in the Sluggy the Unshaven fight. | |
hino/hati-toru/enkei/taki-a.col | 1B | File:YI BG3 Palette 1B.png | Closer to the final. The clouds are pure white in this iteration, rather than a pale blue color. | |
ハチ夕日 (Stage 8 Sunset) | ||||
hino/hati-toru/enkei/yuhi01.col | 1C | File:YI BG3 Palette 1C.gif | Much more orange in color, compared to the more reddish final palette. Also features a sample of the palette animation. | |
hino/hati-toru/enkei/yuhi02.col | File:YI BG3 Palette 1C.gif | Closer to the final palette, but much more saturated. The palette animation has not been updated. | ||
ゴッホ星空 (Gogh's Starry Night) | ||||
nogami/yoshi/TEST/YOZORA.COL | 1E | File:YI BG3 Palette 1E.png | Completely different palette. |
Miscellaneous
Mode 7 Tests
A map that, based on its filenames, was meant to rotate with Mode 7. Notably, the entrance and exit are marked with Kirby/Wario Land-style doors.
None of these graphics appear to be used in the final game.
V-M7-TEST.cgx | M7-kaiten.scr |
---|---|
10 November 1993 13:29 | 06 July 1993 11:53 |
Nearly a year later, another Mode 7 test was whipped up.
hino/yoshi/M7-BATOL-1.SCR |
---|
06 July 1994 |
hino/yoshi/M7-BATOL-2.SCR |
06 July 1994 |
hino/yoshi/M7-BATOL-3.SCR |
07 July 1994 |
Gradation Sample
Looks to be a gradient test by the artists. The col file is located in hino/yoshi/GRADASION-SANPLE.COL.
Notably, the SCR file does not make use of all the tiles/colors from the CGX.
Graphics
hino/yoshi/CHR-stock/GRADASION-SANPLE.CGX 15 April 1994 17:17 |
Tilemap
hino/yoshi/GRADASION-SANPLE.SCR 15 April 1994 17:17 |
---|---|