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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 - Curios about making ExGFX then sending it to LM
  
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Juggling Joker
Posts: 348/1033
I said size instead of tiles because some people don't realize that the number of tiles changes when you're in different formats.
Alastor the Stylish
Posts: 2620/7620
He just told you. That's the size they have to be.

(Idea!)

16 tiles wide by 8 tiles long.
MadMikeXP
Posts: 40/168
No I don't mean the file size.... I need to know the size the graphics have to be before I send it to LM.
Juggling Joker
Posts: 347/1033
I think the size is 4096 bytes, or 4 kilobytes if you prefer.
MadMikeXP
Posts: 39/168
I took about five sprites from SMB2 and I imported to PSP8 and put them in one group together afterwords I saved to BMP format sent it to YY-CHr and saved it as a ExGFX file. when I opened UP LM and did the steps in order to get the tiles in the level it said the graphics were way to big and it also corrupted the level.
Can someone tell me what size I need to have for the tileset in order for it not to get corrupt again ?
Glyph Phoenix
Posts: 16/745
Originally posted by Juggling Joker
I could see it happening in a well made game. It's just very very unlikely to happen. I'm using pretty much completely custom graphics, and I've used up maybe 50 or so ExGFX slots in the first world. This includes the overworld ExGFX, by the way.


WOW. I'm using, like, 5 ExGFX files in my hack so far. And I have about a world already done. But I've only changed my background, I wasn't much of a fan of stuffing my graphics into the set tile patterns I would have to use so my FG would look correctly rather than the near complete freedom I'd have using the extra Map16 pages for my backgrounds... Meh, I'll probably revise it some so it doesn't look so lackluster.
elixirnova
Posts: 117/177
well When you import exgfx you gotta read the EXGFX THREAD IT WOULD BE HELPFUL. But the way it goes once you bypass the normal gfx and use your exgfx file you gotta go to the 16x16 arranger and thats where you can set it to act like another block *like a sement block for the log* which is tile 130
MadMikeXP
Posts: 38/168
When I add my own custom ExGFX to a level say like one of the logs from SMB2 wil it become a solid block that mario could jumb on or just be apart of background that mario can't intreract with ?
Atma X
Posts: 640/801
The most I've ever used was somewhere around ExGfx # 130.
Juggling Joker
Posts: 346/1033
I could see it happening in a well made game. It's just very very unlikely to happen. I'm using pretty much completely custom graphics, and I've used up maybe 50 or so ExGFX slots in the first world. This includes the overworld ExGFX, by the way.
Glyph Phoenix
Posts: 15/745
Not only would you have to give every level custom graphics but you'd have to have them use custom graphics that take up whole ExGFX pages. I fit all of my edited backgrounds in M.A.L.L.O.W. onto just two ExGFX files' worth. Not to mention the fact that if you were going for all custom GFX you could use the original GFX space however you liked. I don't think it would be possible for a well organized game to use up all the ExGFX files...
Sokarhacd
Posts: 722/1757
wow, it would be pretty cool to see someone use them all, everything would be custom, although you could most likely do all custom with much fewer then all of the gfx files.
Juggling Joker
Posts: 345/1033
That's not true, really. I could edit the default tilesets in such a way that I could reuse the same 3 pages of Map16 over and over and over again. I would certainly be hardpressed to actually make use of that many different tilesets, but that's another matter entirely.

EDIT: And it IS possible to use all 4000 or so available GFX files... if each level used a unqiue set in each GFX slot.
Sokarhacd
Posts: 714/1757
yeah, I thought of that after, there isnt probably enough room on the map 16 pages for FFF full of exgfx...
Juggling Joker
Posts: 344/1033
Speaking of that, I really need to organize my Map16 pages better. That will be my next project, probably.
ExKay
Posts: 329/1114
And there wouldn't be to much Map16 space, except you use it very good to keep many space free.
Juggling Joker
Posts: 342/1033
No, and I doubt anyone ever will. It would be very hard to justify using them all, even if you're using completely new graphics in place of all the old junk.
Sokarhacd
Posts: 704/1757
you know...I just realized, that you can have a hell of a lot of custom gfx in the smw rom..especially if it can go up to $FFF..and each file can hold quite a bit anyway.has anyone ever used all of the exgfx spots up?
Smallhacker
Posts: 932/2273
Nonono. You misunderstood it. There are 33 GRAPHICS files, while there can be up to $FFF ExGFX files. The ExGFX files are there in order to extend the amount of graphics you can use in the game.
MadMikeXP
Posts: 37/168
I have a question I noticed that alot of you use custom ExGFX in your hacks I was wondering if I could take a few sprites from super mario bros 2 and 3 save them into a bitmap file, work on them in YY-CHr and then export it to LM would this be a good idea or not ? also I know there is originally 33 ExGFX files and all of them have to stay in one place and can't go over 33 files, is it possible that I can increase this so that I can add my own sprites to the game without corrupting the rom itself ?
Acmlm's Board - I2 Archive - Super Mario World hacking - Curios about making ExGFX then sending it to LM


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