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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 - Can't edit extracted graphics | |
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The Great Guy

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Posted on 04-08-04 12:45 AM Link | Quote
I extracted Gfx from super mario world but no Gfx editor program I tried edits the .bin files that are exported. How do you edit those?(sorry if it's a stupid question).
Smallhacker

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Posted on 04-08-04 12:50 AM Link | Quote
Make sure that the tile editor can view SNES graphics. If so, change into SNES view.
FreeDOS

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Posted on 04-08-04 12:51 AM Link | Quote
Tile Layer Pro is what you need. It's on Zophar.
The Great Guy

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Posted on 04-08-04 12:58 AM Link | Quote
I have Tile layer pro (It was the first one I tried) but the .bin files appear as weird green shapes and changing into either snes mode it says "Scrollbar property out of range".What am I doing wrong?
Alastor the Stylish
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Posted on 04-08-04 01:02 AM Link | Quote
Here's a hint: Tile Layer Pro sucks.

What you need to use is Lunar Magic's built in 8x8 editor.
FreeDOS

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Posted on 04-08-04 01:16 AM Link | Quote
TLP should automatically detect the type... rotate the palete and see if you see any recognisable shapes.

If that fails, set the mode to SNES 4bpp
Surlent
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Posted on 04-08-04 01:25 AM Link | Quote
If you extracted all the GFX in many chunks (if the setting in "Options" -> "Use Joined GFX" is UNchecked), you will get many smaller files. To fix the "Scollbar out of property" error, you need to resize the window:
Open a .bin file, resize it vertically as small as possible, THEN switch format.
Alternatively you simply could check the "Use Joined GFX" option to get all normal GFX dumped in one big file AllGFX bin, so you won't need to search all small files for a specific tile
Edit: Fixed two nasty mistakes.


(edited by Gandalf The Grey on 04-07-04 04:25 PM)
(edited by Gandalf The Grey on 04-07-04 04:26 PM)
The Great Guy

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Posted on 04-08-04 01:34 AM Link | Quote
Thanks everybuddy! I can finally get it to work now.
Atma X

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Posted on 04-08-04 03:31 AM Link | Quote
Kyouji "Kagami" Craw: No offense, but LM's 8x8 Editor is only good if you enjoy drawing your Gfx pixel by pixel.
I used to do it this way a long time ago (before I knew that Tile Layer Pro could import Bitmaps in the correct color format), it took me about a week to insert a complex Background and Ground gfx.
With Tile Layer Pro, it only takes me a couple hours or less (sometimes it can take a day or two, but that's only when I insert gfx that originally uses a lot more than 16 colors).
I also use TilEd 2002, which doesn't require you to expand the .bin size to be able to edit it, and it supports more gfx modes than TLP.


(edited by Atma X on 04-07-04 06:34 PM)
Alastor the Stylish
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Posted on 04-08-04 05:39 AM Link | Quote
Hmmm? Yes, I suppose TLP's options may be nice, but they still can't compare to the ease of drawing by pixel that LM's has. Plus you can draw much more at once with LM's editor than TLP's.
Imajin

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Posted on 04-08-04 05:57 AM Link | Quote
YY-CHR is the best tile editor.. Well, I think so... And drawing by pixel is a good thing, custom graphics are normally better than ripped ones
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 04-08-04 06:17 AM Link | Quote
Originally posted by Atma X
before I knew that Tile Layer Pro could import Bitmaps in the correct color format

Where's that option? I see an 'import bitmap' option on the menu, but in order to actually do it, I'd need to stretch the window so far horizontally it crashes.
Atma X

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Posted on 04-08-04 07:49 AM Link | Quote
Originally posted by Imajin
YY-CHR is the best tile editor.. Well, I think so... And drawing by pixel is a good thing, custom graphics are normally better than ripped ones


Yes that's true, but even at that, it's still easier to make custom gfx or ripped gfx in Paint, Photoshop, etc. and then import it into TLP (In LM, you might accidently cover over another tile, and it's a little harder to draw in 8x8 tiles then it is in a large open space).


HyperHacker: Your Bitmap must be 128x128 pixels or smaller to import, and the amount of pixels that the file is made up of must be divisible by 8.
It also must be in 256 Color format. (you probably know that already).
If the preview says "None" even if the pixel size is divisible by 8 (then it won't open), then you just need to change the size to something else that's divisible by 8.
For example: It has never detected a 128x128 file as a proper Bitmap, but then when I change the size down to something like 128x112 it works.
Juggling Joker

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Posted on 04-08-04 09:21 AM Link | Quote
There aren't many tools in Paint that YY-CHR doesn't also have.
BMF98567
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GO!

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Posted on 04-08-04 01:26 PM Link | Quote
I think a lot of people are still scared to use YY-CHR because of that filesize-expanding problem a few versions back.

The latest version works perfectly fine, as long as you don't draw/paste outside the boundaries of the original file (beyond tile 0x7F in a standard ExGFX file).
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 04-12-04 09:37 AM Link | Quote
No, I just don't like it.
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