User | Post |
HyperLamer
Posts: 7070/8210 |
LM should warn you if your ExGFX files are too big. |
Yoshi Master
Posts: 105/138 |
Sorry for not being on the board so long. Anyway, doesn't it warn you about those kinds of problems? I've dealed with that before and I tried to do the same with this but it didn't seem to work. Any other suggestions?
Edit: I'll try it again |
HyperLamer
Posts: 7027/8210 |
Also, don't use bitmaps on the Interweb, they take too much space and load slow. |
Smallhacker
Posts: 2088/2273 |
Originally posted by BMF54123 (did you mean 4KB? )
Damn. I always write 4mb for some reason. |
BMF98567
Posts: 1137/1261 |
To elaborate on what Smallhacker said, if your ExGFX files are too big (did you mean 4KB? ), they will overwrite parts of the level layout in memory. In this case, the blank space at the end of the offending ExGFX file is zeroing out the low byte of each block (blocks 0x000-0x0FF turn into water [0x000], 0x100-0x1FF turn into ground [0x100], and so on). Just trim all your ExGFX files down to 4096 bytes and reinsert, and the problem should disappear. |
Smallhacker
Posts: 2086/2273 |
Are you using any ExGFX files larger than 4kb? |
Yoshi Master
Posts: 103/138 |
The accidental tiles work and the super gfx bypass already has those settings. |
SoNotNormal
Posts: 384/793 |
Go into Super GFX bypass, check the box, and change the bottom box from DO NOT USE to Skip File. Should work then |
Dylan Yoshi
Posts: 40/79 |
Hmm, do those accidental water and land tiles work? |
Yoshi Master
Posts: 102/138 |
glitchy horribleness I made animation for beta mario and it glitches up the entire level. I tried to fix it, but everything I tried to do does nothing. Please, for the sake of beta mario, help me. |