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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - WARNING! Possible OW GFX usage hangup
  
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Forte.EXE
Posts: 13/396
I've found the same thing with my ExGFX OW tiles. I used the warp pipes for two of the sub maps my game uses to bypass the garbage collection thing when Mario enters. If there's ExGFX used for a sub map, using the door path things will mess things up. And for the colors for the ExGFX, this may be hard to explain but for the GFX that's gonna be used, color them the colors that the OW uses (Don't ask me how you can do that, I've been able to succeed without causing major damage to my hack).

Don't know if this may help or not, but if you want, give it a shot anyway.
Sukasa
Posts: 75/1981
Hey!

hmmm. I removed everything that showed up as being out of the useable colour range in a level i had configured to edit OW GFX. I'll have to keep trying, I suppose.
Juggling Joker
Posts: 504/1033
You probably screwed something up then. I've used ExGFX on submaps with no problem (well, if you don't count the severe palette limitations, the fact that animations still use the original GFX, etc. as problems).

Note: We are probably referring to the same things. So yeah, disregard what I said. You've just gotta work within the limits the engine presents.
Sukasa
Posts: 73/1981
Hey!

I was Working on my game, and found a possible hangup. For some reason, when an ExGFX file(s) are used in Submaps, the palette for the Layer 1 tiles and any animated L2 tiles (like lava), and sometimes the status bar palette entries in the levels themselves are messed up.
Acmlm's Board - I2 Archive - Super Mario World hacking - WARNING! Possible OW GFX usage hangup


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