🏠
Graphics

The baserom remaps a bunch of sprites and shuffles some graphics around to fit in some useful sprite and block resources. Below is a breakdown of all of the graphical modifications made to the Vanilla game, if you are interested in seeing what those changes are or want to revert them.

Contents


Edited Graphics

The following is a breakdown of modifications to original graphics files. Originals can be found in the resources/original_graphics folder.

GFX00 : Global Sprite Graphics (SP1)*

Edited version of GFX00.bin

GFX01 : Global Sprite Graphics (SP2)*

Edited version of GFX01.bin

GFX08 : Switch Palace (FG3)

Edited version of GFX08.bin

GFX13 : Sprite Tiles (SP3)*

Edited version of GFX13.bin

GFX14 : Global Foreground Tiles (FG1)

Edited version of GFX14.bin

GFX16 : Rope Foreground (FG3)

Edited version of GFX16.bin

GFX17 : Global Foreground Tiles (FG2)

Edited version of GFX17.bin

GFX1E : Overworld (FG4)

Edited version of GFX1E.bin

GFX29 : Layer 3 tiles (LG2)

Edited version of GFX29.bin

GFX2A : Layer 3 tiles (LG3)

Edited version of GFX2A.bin

GFX2B : Layer 3 tiles (LG4)

Edited version of GFX2B.bin

GFX33 : Global Animation Tiles

*These resources have changes to accommodate remapped sprites, see resources/patches/sprite_remaps.asm for details.

Remapped Graphics

In resources that formerly contained tiles for remapped sprites (namely the lava splash tiles, Yoshi tongue tiles, and the ON/OFF bounce sprite tiles) there will be placeholder graphics in the freed-up space.

GFX03Edited version of GFX03.bin showing remapped tiles
GFX04Edited version of GFX04.bin showing remapped tiles
GFX05Edited version of GFX05.bin showing remapped tiles
GFX06Edited version of GFX06.bin showing remapped tiles
GFX0DEdited version of GFX0D.bin showing remapped tiles
GFX0EEdited version of GFX0E.bin showing remapped tiles

Unedited versions of these resources can be found in the resources/original_graphics folder.


ExGraphics

ExGFXB54: ExGraphic Version of Big Bush and Pipe (BG2)

ExGFXE17: Custom Global Block Tiles (FG2)

Preview of the contents of ExGraphic ExGFXE17.bin

ExGFXFF: Font (BG3)


Alternate ExGraphics

Lunar Magic supports a special sort of ExGraphic called "Alternate ExGFX" which is used for ExAnimation to store frames that are globally available in the ROM (opposed to slot AN2, which is per-level). The baserom stores some frame data to ExGFX61.

ExGFX61: Global ExAnimation

In the baserom the ExGFX61 resource contains all global animation frames, for ON/OFF tiles, one-Ways, the sprite note block, etc. See the Exanimation page for more details on how they're used. However there are some extra frames available for additional use.

Preview of the contents of ExGraphic ExGFX61.bin used for global ExAnimation

Palettes

For the most part the baserom doesn't touch the palettes of the Vanilla game, however the palette row for the Pink Berry (object 1E) has been changed to row 5 from row 3 so it will appear blank in Lunar Magic.

Screenshot of the broken Pink Berry palette

This change was made to make some room for some a global colors in the Shared palette that is used by graphics for some of the custom blocks in the baserom.

Screenshot of the edited Global Palette colors in the Palette Editor Window

Pink Berry

The original Pink Berry's palette can be restored if you import the resources/palettes/PinkBerry.pal file, should you end up using them in your level(s).

Screenshot of the fixed Pink Berry colors in the Palette Editor Window

Poison Mushroom

The Poison mushroom is the only sprite in the baserom using a custom palette–palette row A for the hurt mushroom and row B for the kill variety–you can import it from resources/palettes/PoisonMushroom.pal to use in your level(s).

Screenshot of the Poison Mushroom colors in the Palette Editor Window

Custom Blocks

If you happen to overwrite or lose the palette for the custom blocks mentioned above, you can re-import it from resources/palettes/CustomBlocks.pal to use in your level(s).


Mario's 8x8 Graphics

The baserom uses the Mario's 8x8 Tiles DMA-er patch to upload all of Mario's 8x8 tiles directly to memory (DMA), freeing up significant space in GFX00, which the baserom uses to have some tiles remapped into the global sprites space (see above).

What this means for building a hack is that, if you want to change the player graphics, you will have to update or replace the graphic resource this patch uses to dynamically upload Mario's tiles. You can find them in: resources/patches/other/ExtendGFX.bin.

Mario's 8x8 tiles in ExtendGFX.bin