User | Post |
Chris
Posts: 314/922 |
The Smas Mario that you want is in the rom if you'd just take you time out to look. And to change Mario (SMW) To the Smas Mario. You'd need to get the graphics from the Smas rom or whatever, extract the graphics out of the SMW rom, and then load GFX30 or 31... Forgot which one, and then do the copy and paste... (From the Smas rom, to GFX30 or 31). Sorry if I didn't explain it well enough... Meh... |
DAVALLR
Posts: 23/104 |
how am i supposed to extract or change mario(smw) into mario(super mario 3) |
Alastor the Stylish
Posts: 5061/7620 |
Overworld editor > Overworld > Change Submap FG GFX list > Pick the submap you want to have the ExGFX in, replace the one you want to replace with your overworld ExGFX file
Note that any events will load from the original graphics files. I forget the reason why. |
Chris
Posts: 308/922 |
Originally posted by DAVALLR how can i get the overworld to look right without messin up the fg1,2,3,and 4 in the purple mushroom.and how am i supposed to know were the grafix go without messin up the original.
I just said make sure you load the graphics in threw the ExGFX bin. And also, make sure you bypass them... I forgot how, maybe someone else knows... |
DAVALLR
Posts: 22/104 |
how can i get the overworld to look right without messin up the fg1,2,3,and 4 in the purple mushroom.and how am i supposed to know were the grafix go without messin up the original. |
Alastor the Stylish
Posts: 5055/7620 |
Er. For the overworld, you'll need to load the ExGFX on the overworld, it won't work if you put it in a stage |
DAVALLR
Posts: 21/104 |
i cant seem understand is when i extract the smas sprites and other objects to the empty exgfx files and then in lunar magic when i load the smw hack it showed garbage like the doomship in the smw stage instead of it being on the overworld map. |
Smallhacker
Posts: 1299/2273 |
Damn! I meant 4KB, but I was in a hurry and accidently mixed it up. |
blackhole89
Posts: 547/971 |
Originally posted by Smallhacker The ExGFX files can't be larger (or smaller) than 4MB. 4MB in SNES 4bpp format gives you the first 128 tiles (00 to 7F). Since the program accepted file #AC, it has got the exact size. In order to shrink the files to the correct sizes, open the fine in a HEX editor and delete everything from the address $1000 (4096) to the end so that the last byte is located at $0FFF (4095). Note that this will remove every single tile that's after tile #128.
Uhm... 4MB? That sounds rather like an UT 2004 texture than like a SNES graphics block to me... |
Smallhacker
Posts: 1298/2273 |
The ExGFX files can't be larger (or smaller) than 4MB. 4MB in SNES 4bpp format gives you the first 128 tiles (00 to 7F). Since the program accepted file #AC, it has got the exact size. In order to shrink the files to the correct sizes, open the fine in a HEX editor and delete everything from the address $1000 (4096) to the end so that the last byte is located at $0FFF (4095). Note that this will remove every single tile that's after tile #128. |
Chris
Posts: 305/922 |
Originally posted by DAVALLR i got one more problem,after i put the grafix in the exgrahic empty spaces i went to lunar magic and try it out and all i have gotten was sprite gfx file 0AC and the rest of the files is to large.what to do next to get it from not saying that?
Really didn't understand you. But the part of inserting correctly and getting the palettes loaded. Can't explain that... Sorry. But if you haven't gotton the ExGFX file in already, make sure you put it in the ExGFX bin. I think you put it in the regular gfx bin. Don't know. |
DAVALLR
Posts: 20/104 |
i got one more problem,after i put the grafix in the exgrahic empty spaces i went to lunar magic and try it out and all i have gotten was sprite gfx file 0AC and the rest of the files is to large.what to do next to get it from not saying that? |
Chris
Posts: 304/922 |
Originally posted by DAVALLR so chris in other words with the pasteing i were supposed to right click on the second chart to make the same mario graphics appear on the second chart. i save everything on the second yy-chart so i can edit them on lunar magic but i seem to have nothing replaced on lunar magic.
That's where the inserting part comes together. Click the copy button on the first chart with the Smas gfx or whatever. Then open a new chart and load a new ExGFX file. Then click the paste button on the second chart to paste whatever you copied from the first chart onto the second one. Then save your work (second chart) as a ExGFX## file. (## means the numbers that come after the name. If I'm not mistaken, it's gotta be 80 or higher... Haven't hacked in a while). Anyway, hope that helps more enough. |
DAVALLR
Posts: 19/104 |
so chris in other words with the pasteing i were supposed to right click on the second chart to make the same mario graphics appear on the second chart. i save everything on the second yy-chart so i can edit them on lunar magic but i seem to have nothing replaced on lunar magic. |
XPeter
Posts: 18/963 |
my SMAS hacks are gonna be unlocked anyway so ya don't even need to rip them yourself. just steal them from me next week when i release smb1. |
Chris
Posts: 300/922 |
Well.. I can't say all of how to do it because I know that someone can possibly explain it better. But you get a graphics editor. (Yy-land chart is recommended), and you open the Smas rom using it. Then you'd be able to see all the graphics within the rom or whatever. Click the copy button on the chart there. Then open the chart up again. (Make sure you have the first one open though. In other words, you should now have two open). Then on the second chart, load the empty ExGFX file. Next, on the empty spaces there. Just copy the tiles from Smas rom (first chart), and paste them to the ExGFX empty file (second chart).
That's all I can explain. I may have left a few things out though, like loading the palettes or whatever. As for the inserting, can't help you there with that part. |
DAVALLR
Posts: 18/104 |
yeah thats what i meant
|
Sukasa
Posts: 41/1981 |
Um...
I think you'd need to be more specific.
Do you mean how do you extract the graphics from SMAS to a 4BPP .bin file that lunar magic can reload into SMW? |
DAVALLR
Posts: 17/104 |
how to extract smas graphics to lunar magic without any problems |