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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 - Question about inserting ExGFX
  
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AtmaDragonXT
Posts: 73/84
Alright, I've managed to work around that just by changing the way I was doing things in yy-chr. Now, just the fun task of assembling the tiles in LM
HyperLamer
Posts: 6229/8210
If it's too small, just open it in your favourite hex editor and pad it to address 0x1000.
blackhole89
Posts: 834/971
Yes, exactly 4 kb. Also, it needs to be in a special format (it's not like you could take any 4 KB sized LOLJPEG file). YY-CHR (having a link in my useful ROM hacking tools over at the Romhacking section) is a good tool for hand drawing SNES tiles.
fabio
Posts: 382/1479
Originally posted by Smallhacker
The ExGFX file has to be exactly 4kb (128 SNES 4bpp tiles). Not more, not less. If you can't make the tiles fit within one file, you have to use two or more.


I don't feel like making another thread for this but it has to be exactly 4kb? What if it's 3.99kb, will that work too because I have some ExGFX files that are 3.99kb.
Smallhacker
Posts: 1923/2273
The ExGFX file has to be exactly 4kb (128 SNES 4bpp tiles). Not more, not less. If you can't make the tiles fit within one file, you have to use two or more.
AtmaDragonXT
Posts: 72/84
All the ExGFX files I've tried inserting previously were made by others, but right now I'm trying to work with drawing new stuff myself...which has led to a new problem. The ExGFX file (which isn't even the full set of stuff - not that it's a ton or anything - I was just trying to see if I could get it loaded correctly) is too large for that 4KB limit, and I'm not quite sure what I can do to fix that. I'm hoping there's something obvious I missed...
Acmlm's Board - I2 Archive - Super Mario World hacking - Question about inserting ExGFX


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