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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 - Need to know mario's sprite size and color to import to GFX and then LM | |
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MadMikeXP

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Posted on 03-14-05 11:13 PM Link | Quote
Hey I have a question I need to ask, I was working with mario sprites from SMB3 and I wanted to see if I could import one of the SMB sprites into a GFX file and then onto LM, but the thing is though I don't know the exact size for mario's 2 frames that matches the one in the GFX file. I looked at the allgfx.bin file to see what size I needed to make it and import, but I didn't have any luck with it can someone please help me out with this ? also do I need to drop mario's colors down to 256bit or 16bit ?

Screenshot here




(edited by HyperHacker on 03-14-05 03:19 PM)
Smallhacker

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Posted on 03-14-05 11:34 PM Link | Quote
I can't manage to understand anything of that post except for the last sentence.
Drop down to 16bit? The SMAS graphics are 16bit. How is it possible to drop down from 16 to 16?

In other words: Yes, it's supposed to be 16bit. (4bpp, SNES)
HyperLamer
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Posted on 03-15-05 12:19 AM Link | Quote
Erm, you seem to have broken the image, and a good thing too because it's way too big. *edits* Anyway, I can't understand a word of that.
MadMikeXP

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Posted on 03-15-05 04:09 AM Link | Quote
Let me just say this again in shorts words so you guy's understand what I'm saying:

I am trying to import the mario sprite from SMB3 to SMW..... I need to know the (exact size) I need to shrink down the mario sprite so that it will fit and replace the current SMW mario sprite in the GFX file how do I do this ?



small hacker the sprite is 16 million colors do I need to drop it down to 16 bit or not ?


(edited by Juggling Joker on 03-14-05 07:50 PM)
Juggling Joker

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Posted on 03-15-05 04:53 AM Link | Quote
If you're referring to how to convert a 16 million color bitmap (or whatever format, it really doesn't matter) into a 16 bit SNES graphics file. There's no real easy way to do that, unless your favorite tile editor makes use of a very good color reduction algorithm (I know YY-CHR makes use of one but it's not exactly what I would call the best in the world). You're better off just ripping from a savestate. Someone really needs to make a tutorial for ripping from savestates, it's about the easiest process in the world... once you know what you're doing.
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Posted on 03-15-05 08:36 AM Link | Quote
You need to reduce it to 16 colours (4-bit), you're probably better off copying it from the actual SMB3 or SMAS ROM. The sprite is 32 pixels tall and 16 wide, though it's divided into 8x8 tiles.
MadMikeXP

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Posted on 03-18-05 03:55 AM Link | Quote
I have a important qusetion, I've been working with mario's body frame from SMB3 and i need to ask a question when I copy mario's sprite to YY-Chr including his head attached to it, it seem's like his body with the head attached takes up some space even though it is 16x32..... do I need to take off his head and only replace the body frame that is in SMW and put the cut off head and replace the heads that are in SMW ?

please don't laugh at the post its not a joke.....
Alastor the Stylish
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Posted on 03-18-05 04:04 AM Link | Quote
I read your post three times and I'm still not quite sure what you mean, but if I'm reading you correctly it would have the exact same effect as just putting it in normally. Judging by the fact that you asking if doing something in three tedious steps instead of one makes no bloody sense, I'm gonna guess I read it wrong, though.
MadMikeXP

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Posted on 03-18-05 04:42 AM Link | Quote
I'll say it again for the last time:
when I import the mario sprite to YY-Chr do I need to have the complete sprite imported or do I need half the sprite example (Mario's body with his included or half the sprite with just the body and no head. if you still don't get it, go look in the allgfx.bin and find mario's frame and you'll see what I mean..... for cryin outloud!
Alastor the Stylish
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Posted on 03-18-05 05:14 AM Link | Quote
Now I understand what you mean. Yes, the tiles need to be placed exactly as they are in AllGFX.bin/GFX32.bin, which often means having the heads and bodies separated.
MadMikeXP

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Posted on 03-18-05 05:35 AM Link | Quote
Thank you for the help.
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