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1 user currently in Super Mario World hacking: |
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 |
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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 For next: 26936 Since: 03-15-04 From: Blame my parents, Eddy Since last post: 2 days Last activity: 1 day |
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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? |
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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: 277/7620 EXP: 16258468 For next: 51099 Since: 03-15-04 From: Oregon, US Since last post: 2 hours Last activity: 2 hours |
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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 |
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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. |
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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: 279/7620 EXP: 16258468 For next: 51099 Since: 03-15-04 From: Oregon, US Since last post: 2 hours Last activity: 2 hours |
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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) |
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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 |
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Ok, I'll come back to learn how to pull all that off later. Thankx for all the help! |
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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 |
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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. |
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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 |
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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 |
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That... really didn't help. Did you remember to save the level? |
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Acmlm's Board - I2 Archive - Super Mario World hacking - EXGraphics I must be dumb | | | |