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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 - BIG problem with m16-7k... | |
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Cirvante

Shyguy
Level: 14

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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 05-17-05 05:54 AM Link | Quote


When I upload the tiles, by this method, everything is right EXCEPT for the size.
How can I make the BG bigger?
(BTW, I'm ripping from a GBA game, I dunno if this has anything to do with it. Also, the damn BG takes up 4 GFX files: BG1, FG3, SP1, SP2, and part of SP3.)
Skytroopa

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Since: 03-21-05
From: If you want know it , PM me.

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Posted on 05-17-05 09:05 PM Link | Quote
I want to make it too.
But I think it is unposible.
ExKay
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Level: 50

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Since: 03-15-04
From: Hannover, Germany

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Posted on 05-17-05 09:19 PM Link | Quote
Have you read my M16-7k tutorial? it's available at Ice Board in the User CP. It may help you with the problem, but I doubt it, because a GBA game uses more tiles than a SNES game. I only got one BG from a GBA game and it still uses nearly 2 ExGFX.

Good Luck ripping.
Cirvante

Shyguy
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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 05-20-05 01:50 AM Link | Quote


I ripped it WITH your tutorial, and it didn't say anything about size. Funny thing is, in the tutorial, the assembled BG is also too small.


(edited by Cirvante on 05-19-05 08:50 AM)
ExKay
Somebody set up us the bomb!
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Since: 03-15-04
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Posted on 05-20-05 05:07 PM Link | Quote
The size of the BG needs to be 256x224 and it depends on the image, because not every BG uses the same amount of tiles and GBA BGs are always hard to rip.
Cirvante

Shyguy
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Since: 04-07-05
From: The boulevard of broken dreams

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Posted on 05-22-05 02:49 AM Link | Quote


Come to think of it, it says in IrfanView that the pic is 240x110. No wonder it wasn't the right size! And maybe it wouldn't be so hard to rip if Fu just added GBA version compatibility.


(edited by Cirvante on 05-21-05 09:49 AM)
Juggling Joker

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Since: 03-15-04
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Posted on 05-22-05 02:51 AM Link | Quote
Uh... yeah. That ain't happening. I'm not sure what format most GBA tiles use, but I'd bet a dollar that it ain't 4bpp, the necessary format to make a smooth transition into a SMW background. That's not to say you can't use the tiles without some fancy tile juggling, but there is no way a editor is going to be able to do all the work for you.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Since: 02-06-05
From: *Shrug*

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Posted on 05-22-05 02:52 AM Link | Quote
uh, I think some GBA games use 4bpp, like SMA 2
Juggling Joker

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Since: 03-15-04
From: Wyoming

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Posted on 05-22-05 02:55 AM Link | Quote
Note I said most. And the ones that do are easy to rip from, neh?

Edit: Err, actually I didn't say most. lol.


(edited by Juggi-Wan Kenobi on 05-21-05 09:55 AM)
Cirvante

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Posted on 05-22-05 03:01 AM Link | Quote

Last time I checked, GBA games use 8bpp format. And i'm pretty sure I heard something a while back about LM having at least partial GBA compatibility.


(edited by Cirvante on 05-21-05 10:02 AM)
Juggling Joker

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Since: 03-15-04
From: Wyoming

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Posted on 05-22-05 03:11 AM Link | Quote
It can theoretically edit the GBA rom, sure, but it can't magically rewire the SNES to allow for a different graphics format.
Squash Monster

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GRUNGE no HAMSTER otona bite
Peace love and turnpike!

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Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

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Posted on 05-22-05 03:57 AM Link | Quote
The GBA has 4bpp, 8bpp, and 16bpp options. 4bpp works in much the same way as we're all familiar with. 8bpp has a 256 color pallet used by the entire screen. 16bpp has no pallet because it can get every color displayable by the GBA. 16bpp takes up too much memory to animate very well so it's used mostly for stills (there's another 16bpp mode that can animate, but it limits the screen size). 8bpp is used mostly for cutsceens. And 4bpp is usually used in actual gameplay.

LM's GBA compatability doesn't have anything to do with graphics because the game still uses 4bpp graphics.

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