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BMF98567
Posts: 478/1261 |
Originally posted by MadMikeXP also the tile size is 50 width by 48 height.
![](images/smilies/bigeyes.gif)
I...get the feeling you're going about this ExGFX thing entirely wrong. ExGFX files need to look something like this:
![](http://misc.rustedmagick.com/exgfx01.gif)
128 pixels wide, 64 pixels tall, 4bpp (16 colors) SNES graphics format, EXACTLY 4,096 bytes. Anything else will give you errors or do other nasty things.
To make sure YY-CHR saves it at the right size, copy all 128 tiles to the clipboard, make a new file, switch to 4bpp, re-paste the tiles in the top-left corner of the workspace, and save immediately.
If all else fails, go re-examine the help file, then check out the ExGFX Workshop thread for some good examples of valid ExGFX files.
[EDIT] Er...of course, you don't want your file to be full of repeated tiles like that. That's just an example to show the dimensions and color depth the files need to be... |
MadMikeXP
Posts: 42/168 |
I replaced the tile with 2 smaill sprites ini it, which was green hill and wooden block I saved it and I over wrote the ExGFX 90 file with the new graphics in it. also the tile size is 50 width by 48 height. I had to do alot of cropping in order for it to fit. If I shrink it anymore than that will make it get blurry and nobody won't be able to tell what the hell it is.... |
DisruptiveIdiot
Posts: 60/147 |
Did you replace currently existing tiles or did you just make more tiles? You need to replace already existing tiles or the file will be too big. |
Alastor the Stylish
Posts: 2621/7620 |
Originally posted by MadMikeXP it said the graphic were to big.
Originally posted by MadMikeXP can someone please tell me what went wrong ?
I think the graphics may be too big. Just a hunch.
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MadMikeXP
Posts: 41/168 |
I was working with my ExGFX file in Lunar magic when I enabled super bypass and put the FG3 option on my ExGFX file . when enabled it said the graphic were to big. after it said that it took one of the 2 tiles I had made which was green hill from SMB3 tiled all of the foreground on the level and messed up everything I went to the 16x16 tile editor and had little bits of pieces here and there..... I looked at the 8x8 tile editor and showed up fine except for the red backrgorund of course..... can someone please tell me what went wrong ? |