User | Post |
JR11
Posts: 47/533 |
Thank you guys. I should be able to go on from there. |
ExKay
Posts: 179/1114 |
@KATW: Why must he get the palette to YYCHR? He must get the right palette in LM in his SMW Hack and that isn't done by opening a SaveState, because every games has different palette entries, so he must get the palette by a graphic program like PSP or another program which has a pipette, to view the color, than enter the number in the RGB fields, of the palette entry you use. Example: You rip from SMAS the brown ground. 1st: Rip it to your ExGFXxx.bin file. 2nd: Save it to your ExGFX folder and insert it into LM. 3rd: Set up the GFX in the 16x16 editor. 4th: Get the palette, by opening you graphic program and click on pipette, then go to the right color for the 1st color and so on and the color is stored in RGB, like so: R:195 G:95 B:130 but this is only an example, then save the level and your done. |
KATW
Posts: 1417/3959 |
Nevermind. I had to type fast before I left yesterday, but you have covered it. I tried to sum it up. |
ExKay
Posts: 176/1114 |
You can insert them in every square you want, but you only must set them up in the 16x16 editor after inserting them as ExGFXxx.bin, where xx is the number between 80 &FFF. |
JR11
Posts: 46/533 |
Ok... I opened GFX00.bin in YY-CHR and deleted everything. Now I'm seeing 64 squares of 256 pixels each. Where should I be inserting my new graphics? |
KATW
Posts: 1401/3959 |
Yeah. Any GFX file will do actually, but just to be safe, take GFX00.bin. |
JR11
Posts: 43/533 |
By "the first GFX file", are you refering to GFX00.bin? |
KATW
Posts: 1385/3959 |
1. Copy the first GFX file 2. Paste in the ExGFX folder. 3. Re-name to ExGFXxx 4. Open in tile editor and proceed to delete everything in that file. 5. Ad your own GFX. |
JR11
Posts: 39/533 |
OK, so I've extracted the GFX so I can begin building my first set of ExGFX. But for some reason LM only extracts GFX files 00 - 33. How can I get GFX80.bin so I can edit it and insert it into my ROM as ExGFX? |