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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 - ExGFX, Palette, and M16-7K Problems
  
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The Kirby
Posts: 3/48
I'm getting close How do I add the imported Pic2Snes files to my blank ExGFX? There doesn't appear to be an option for it. When I import the Pic2Snes files to the ROM, it looks just fine in the 16x16 editor (until I reload the level), but looks like a garbled mess on the main Lunar Magic level editor. It also messes up the foreground and sprites as well. How do I direct these changes to only effect my blank ExGFX?

Edit: I just noticed that when I save the changes to my blank ExGFX (using F9), most of the new graphics aren't there. The blank ExGFX was created from one of the original GFX files and was stripped blank using YY-CHR. Did I do it right? And is there a tight limit on how many graphics that can be on a ExGFX?

Edit (Again!): Got it to work! I was getting myself confused because I was looking at some of DW:TLC's more impressive BG graphics from the game itself. I wondered "How the heck did he put so many tiles into the BG ExGFX?!." And after looking at it some more I learned that the result of the complicated BG DID replace some FG tiles. Why? Because on some of the levels in Pipe World, they don't use the standard foregrounds. For example: in Pipe World 3, the entire level is made up of pipes and brown blocks.

At least, this is what I think. I'm learning though.
ExKay
Posts: 320/1114
Yes, it change the code to: CTRL+Insert.
dan
Posts: 225/782
I believe you patch Lunar Magic with the IPS patch contained within that ZIP. It changes the key press combination, but to what, I'm not sure. Dig back a lot of pages in the forum to find out what.
The Kirby
Posts: 2/48
Okay, now I'm getting somewhere. But I'm stuck on how to access the "M16-7k" code. Oddly enough, the tutorial doesn't say how to do it. And what does the IPS patch do? I patched it to my ROM and ran it in Lunar Magic. I got an error message saying that the ROM could be corrupt, but I was able to proceed anyway, and I saw no apparent differences in the ROM. I tried patching the IPS to an expanded version of the ROM using Lunar Expand, but I can't edit the ROM at all. What the heck does it do? And I personally think that if there is some sort of key combination to activate the "M16-7k," then it should be on the tutorial. Just stating my opinion. And thanks for the help!
ExKay
Posts: 319/1114
If you can't download it, here is the link: http://www.freewebs.com/hiddenmario/M16-7k%20Tutorial%20and%20Patch%20for%20LM.ZIP
BTW: The file must be saved as a version 2 pcx file not as a pal file and YY-CHR and other Tile Layer progs will give you garbage. You have to use PIC2SNES.
The Kirby
Posts: 1/48
Lately, I have taken an interest in creating my own ExGFXs for SMW. However, I keep experiencing problems one way or another. I've started with editing the BG (since it appears to be the easiest kind of GFX to work with) by adding background graphics from other games. However, the limits of my tile editor hamper me from doing so. I use YY-CHR to import a snapshot (which is almost always directly copy and pasted to a BMP from another game, such as the jungle background used in the temple levels in DKC), but the snapshot appears directly on the "editing area," and I can only see a small fraction of the top-left of the original screenshot. Because of this, I can't directly edit it, and renders the "Paste Snapshot" feature useless. In addition, I don't know what kinds of palettes YY-CHR is compatible with. I went to Paint Shop Pro 3 and saved the palette of my snapshot with the extension of .PAL, and YY-CHR doesn't except it!

I had a good feeling the method I'm using is wrong when I learned of M16-7K. Unfortunately, I don't know where or how to use it and Hidden Mario's Tutorial restricts my access to it for some reason.

Can anyone help me get on the right track?
Acmlm's Board - I2 Archive - Super Mario World hacking - ExGFX, Palette, and M16-7K Problems


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