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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 - I know I have asked this a million times but I need to make some ExGFX.
  
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Keikonium
Posts: 223/-2459
okay thanks neko. I tried to do what craw said, but I ended up messing up my file (it was corrupt). I will do this thanks
BMF98567
Posts: 255/1261
*sigh*

There's no need to go through all that nonsense just to get your file the correct size. Try this...

1. Download this file and save it in your ExGFX folder. It's exactly 4,096 bytes.
2. Open your oddly-sized ExGFX file in YY-CHR. Starting from tile #00, right-click and drag down to tile #7F. There should be a blue box surrounding 128 tiles (16x8). Press Ctrl+C to copy these tiles.
3. Open 4096byte.bin and set it to 4bpp SNES mode. Select tile #00, and hit Ctrl+V to paste. The X's should be replaced with your copied tiles.
4. Save this new file as whatever name your oddly-sized file was. Voila, a 4,096-byte ExGFX file.

I would recommend leaving the template file in your ExGFX folder and using it whenever you want to make an ExGFX file from scratch. As long as you don't draw past the bottom row of X's, the file will remain 4,096 bytes.
Keikonium
Posts: 222/-2459
sweet okay, Im off to do that. I will make backups for sure because knowing me, I will screw it up somehow. Thanks craw
Alastor the Stylish
Posts: 1599/7620
Basically, you... You say it's 8 KB? Go to the exact middle of it, and cut out everything above there. Then put in more 0s until it gets to the right point if you went over accidentally.
Keikonium
Posts: 221/-2459
nope, my level is the exact properties as one of the TEST levels. The only dif is that it has a darkBG. but im 110% sure thats not the problem, because I tried it with a normal BG too, and the same thing happens. How would I go about cutting it down to size? Do I delete all the characters at the end of the file? I think it may be the FF's or 00's.
Alastor the Stylish
Posts: 1582/7620
Go in to a hex editor, open the graphics file, and snip it down to the correct size. And make sure it's the right size exactly, too small won't work either (I think). As for the water problem, I've seen that too, once. Is your level a layer two level with layer two interact off?
Keikonium
Posts: 219/-2459
Okay, I lined up the graphics, and the file is still 8kb. I have it as 7 tiles high and 16 tiles wide (thats smaller than it has to be) and its still 8kb. I have no idea whats going on. Anyway, I figured out how to fix the water problem, the only catch is that I have to start the level on screen 3. Here are some more shots shwing this water problem:

This is the tileset that I will upload to the ExGFX workshop as soon as it gets finished. If you can see the bubbles above mario and the fact that he is falling thru the ground, thats the problem I am having with this tileset. The palette is still not finished on mario, and possibly the status bar. I need to fix the box at the top too.
BTW, the place where mario is (on those tiles, the ones with the skulls) is supposed to be walk thru-able but the ones below it are supposed to be solid. This is not the case. Thats the problem.

I included a zsnes and LM shot here to show that the water (zsnes) is not there in LM. It is added for some reason. Also the rock pillar thats floating (LM) is not there is zsnes. It is replaced by a tile that is located else where in the level. I can fix ALL of this stuff by starting the level on screen 3 but I don't want to do that . I guess I need abit more help .
Alastor the Stylish
Posts: 1558/7620
Yeah, you should try to line up the graphics to an extent but you have to fill in the gaps to use it well... Just look at Nintendo's graphic files to get an idea.
Keikonium
Posts: 215/-2459
Yes I have done that, I guess I could use up every possible tile (I have tiles skipped because I like to line up my graphics. It makes it easier for me) I will go try and fix this up. Thanks everyone. Oh and let me know what you think of my new BG in the ExGFX workshop thread (its on page 22)
Alastor the Stylish
Posts: 1555/7620
Not without recoding quite a bit of it, unfortunately. However, if you're good at improvizing you can cut out a significant amount of the tiles by taking out tiles that look similiar to others and redoing the ones that go next to them so that they fit in with it.
Keikonium
Posts: 212/-2459
I know that but I really cant sacrifice any more tiles. Is there a way I could make 2 seperate ExGFX files and merge them into one, so that I only need to use FG3 instead of say FG3 and FG2? If so That would be perfect.
BMF98567
Posts: 253/1261
Originally posted by Keikonium
When I load up the level, it says that the graphics file is too large and may cause glitches during game play.
Well, uh, there ya go.

Reduce the filesize to 4,096 bytes and the problems might go away. Remember, the file needs to be 16 tiles wide x 8 tiles high.
Alastor the Stylish
Posts: 1553/7620
Yeah, but the glitches it causes should be solely graphical.
Keikonium
Posts: 208/-2459
There are only 2 numbers I used. I used 25 (The blank tile used by the game to fill in areas) and 130 (The gray cement block) I know that the 130 tiles are directly below mario, so he can walk on them and the 25 tiles are right at his level so he can walk thru them. When I load up the level, it says that the graphics file is too large and may cause glitches during game play.
Alastor the Stylish
Posts: 1531/7620
Graphical file size wouldn't do that v_v Tell me, what block number is the land set as?
Keikonium
Posts: 206/-2459
YES!!!!!!!!! IT FINALLY WORKED!!!!

I had to cut the file size down which ment that I needed to sacrifice some GFX, but thats okay. I will do what xkeeper said. Thanks everyone!! Oh and I lost my mushroom house GFX (deleted accidentally I guess) anyway, I have a new cave tileset that fits my hack more. I can upload a screenshot in abit. The only problem is the file is 6kb now (better than 8) and the Bg for some reason acts like water. and the land tiles (the ones I should be able to step on) act like they arn't there. So I need to figure out whats going on. I know the level is not a water level, and the block acts like settings are correct. I think its because of the size of the file.

But thanks again to everyone who helped me out with this problem
BMF98567
Posts: 252/1261
Erm. If that STILL doesn't work, Windows might be messing up your file extensions (the fact that LM wasn't accepting your file at all tipped me off). Right-click the .BIN file and check its "MS-DOS name." It should say EXGFX88.BIN. If it says something like EXGFX8~1.BIN (look for the ~ symbol), you've probably got "hide file extensions" turned on, and the file is actually named ExGFX88.bin.bin or something similar (the last extension might be different). If that's the case, try putting quotes around the whole filename when you save it in YY-CHR (ex: "ExGFX88.bin") and see if it works.
Xkeeper
Posts: -3545/-863
So, basically, 4k. Now just split that BIN into 2 parts (4K each) and have fun.

Personally I like aligning the tiles so I don't have to use Map16, but...
Alastor the Stylish
Posts: 1513/7620
It should be 4,096 bytes. As for how that translates to image size, it should be 16 8x8 tiles wide by 8 8x8 tiles tall (128x64 pixels overall).
Keikonium
Posts: 205/-2459
I guess love is a big word. Yes the set has been done, but not submitted to the workshop. I think you may have solved the problem. It is an entire YY-chr page, so It may be 2 big. Thanks
*goes to check*

Edit:


I couldn't find it for a minute! I was in the wrong folder ANyway, its 8kb EXACTLY. How much should it be? Like 4kb?
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Acmlm's Board - I2 Archive - Super Mario World hacking - I know I have asked this a million times but I need to make some ExGFX.


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