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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 - Custom Block woes...
  
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Cruel Justice
Posts: 17/1384
I've had trouble myself and I gratefully thank the wise ones for the thorough enlightenment as well as the guy who asked the question before me...
Thanx for the tip!
Alastor the Stylish
Posts: 1441/7620
By the way, Clockworkz IM'ed me yesterday and after a short discussion I got his graphics problem fixed.
Smallhacker
Posts: 262/2273
Are you using joined GFX files? If so, turn it off and import.
knuck
Posts: 423/1818
"I made some custom GFX of BLOCKS and inserted them as exgfx".
This is what he wanted to say. However i don't understand a fuck of what he said after.
Kario
Posts: 450/2082
From what you said, you don't know how to insert custom blocks. You don't insert them as GFX. You assign which map16 block they use, and then insert it using block inserter. You edit the GFX and assign the gfx to that map16 block.
Clockworkz
Posts: 1087/2002
OK.... How do I fix it?
Alastor the Stylish
Posts: 1428/7620
Er... You made some custom blocks and inserted them as ExGFX? How does THAT work? I can see why it'd have a problem, as code isn't exactly the same thing as graphics
Clockworkz
Posts: 1084/2002
I made some custom blocks (finally) and inserted them as exgfx. Content that all was well, I accessed them again in YY-CHR and saved them as GFX17.bin in the Graphics folder. I inserted the regular graphics again, and got the same ol' bush tiles that were the new tiles' predecessors. What happeded? I can't seem to edit GFX17.bin at all any more! Why, dammit?
Acmlm's Board - I2 Archive - Super Mario World hacking - Custom Block woes...


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