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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 - EXGraphics I must be dumb | |
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Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 276/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-31-04 10:43 AM Link | Quote
We didn't really learn it all from scratch. FuSoYa, the person who made Lunar Magic, is a moderator here. We also have several programmers in our midst, several more ameteur programmers (including yours truly) and a handful of hackers.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 140/1346
EXP: 1206934
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Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 03-31-04 10:43 AM Link | Quote
Because GFX17 is the graphics for the slopes and dirt. You replace it with ExGFX80. Therefore, no more GFX17 in that level. No more GFX17 = No more slopes.

Get it?
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 277/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-31-04 10:46 AM Link | Quote
In case you didn't get it from what cpubasic said, they both occupy the same graphics file, so they write to the same place, so the new file (the ExGFX) overwrites the old file. But don't worry, your other levels will be just fine.
XDelusion

Goomba
Level: 9

Posts: 13/21
EXP: 2320
For next: 842

Since: 03-31-04
From: Ohio

Since last post: 576 days
Last activity: 339 days
Posted on 03-31-04 10:51 AM Link | Quote
Ok, so you are telling me there is NO way around this, and that some GFX must be sacrificed per level in order to import new ones?

If that's the case then ok, I'll learn to adjust.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 279/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-31-04 10:54 AM Link | Quote
No, there is a way around it... You can put the GFX you want over the GFX you don't want, and reroute everything, but that's a little on the complex side for a newbie, and it still doesn't make it so you don't have to sacrifice anything.


(edited by Kyouji "Kagami" Craw on 03-31-04 12:55 AM)
XDelusion

Goomba
Level: 9

Posts: 14/21
EXP: 2320
For next: 842

Since: 03-31-04
From: Ohio

Since last post: 576 days
Last activity: 339 days
Posted on 03-31-04 11:15 AM Link | Quote
Ok, I'll come back to learn how to pull all that off later.

Thankx for all the help!
Knuckles T15X

Keese
Level: 20

Posts: 22/134
EXP: 37896
For next: 4543

Since: 03-15-04
From: ROM Hackville, SMASHachussetts

Since last post: 109 days
Last activity: 11 days
Posted on 03-31-04 07:29 PM Link | Quote
Knux here, I gotta write up a nice shiny new tutorial for ExGFX inserting to replace the crummy one we have now =P
I'll do it here and copy paste.
-----------
How to use downloaded ExGFX from the Workshop
1) After downloading the pack, decompress the archive with WinZip, WinRAR, WinACE, PKUNZIP, StuffIt Expander, whatever you use.
2) Open up the directory you uncompressed the files to. You should have at least these files:
graphics_name.bin
Map16Page.bin
Map16PageG.bin
You may also have a pallette in .TPL format.
3) If you haven't already, create a folder in the same folder as your hack's ROM and name it "ExGraphics" (case sensitive).
4) Rename the file "graphics_name.bin" to "ExGFXxx.bin" where xx = a hexidecimal number from 80 to FFF
5) Put the "ExGFXxx.bin" file into the folder "ExGraphics"
6) Put the files "Map16Page.bin" and "Map16PageG.bin" into the same folder as your hack.
7) Open Lunar Magic and open your hack.
8) Go to whatever level you wish to use the graphics, like a blank "TEST" level, and clear ALL the objects in the level.
9) Insert the ExGFX by clicking the Yellow Mushroom in the toolbar.
10) Now open the "Super GFX Bypass" window by clicking "Tools" -> "Super GFX Bypass..."
11) Check off the graphics bypass option, then click the dropdown menu for FG3, and select the hexadecimal number you chose for your ExGFX. Click OK.
12) Now open the Map16 Tile Editor
13) Using up and down, go to the page you wish to isert your blocks, and hit F3. Click Yes.
14) You are now ready to build! Open up the Background Objects selector, and go to "Direct Access Map16" and open your page. If the GFX look funky, and you haven't hacked the pallettes, then you need to insert a pallette. Check the Lunar Magic help file for any additional info on Lunar Magic, or feel free to ask in the ExGFX Workshop topic at the top of this forum about any ExGFX inquiries.
XDelusion

Goomba
Level: 9

Posts: 16/21
EXP: 2320
For next: 842

Since: 03-31-04
From: Ohio

Since last post: 576 days
Last activity: 339 days
Posted on 03-31-04 10:23 PM Link | Quote
New problem. I can add the GFX to a level, but then if I switch to another level and try to add GFX, then return to the level which I had already added GFX, I get some error about the BG. If you need specifics, I'll give them later, I gotta go.
Knuckles T15X

Keese
Level: 20

Posts: 26/134
EXP: 37896
For next: 4543

Since: 03-15-04
From: ROM Hackville, SMASHachussetts

Since last post: 109 days
Last activity: 11 days
Posted on 04-01-04 04:16 AM Link | Quote
That... really didn't help.
Did you remember to save the level?
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