Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 - Background Issues | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
SoNotNormal

Fuzzy
Level: 34

Posts: 6/793
EXP: 248340
For next: 5311

Since: 07-01-05
From: Canada, eh?

Since last post: 6 hours
Last activity: 6 hours
Posted on 07-03-05 03:26 AM Link | Quote
Looks like I have all my problems solved at last - except one . . yes, its another problem. No surprises there!!

I downloaded a BACKGROUND from ExGFX workshop. Now I know how to do tilesets, but I don't know how to do backgrounds, since there is no Map16PageG.bin, but there are a LOT of other files (Map16FGG.bin, blahblahblah.tpl, etc.) How do I use them? Also, when I try to load a background from a different map to the one I'm currently on, it garbles up on me (example - castle levels) How do I fix this? Thanks =)
ExKeeper

Bullet Bill
Level: 31

Posts: 379/512
EXP: 180084
For next: 5279

Since: 03-05-05
From: Riiight ^

Since last post: 1 day
Last activity: 6 hours
Posted on 07-03-05 05:07 AM Link | Quote
1. take the map 16 file and place it in the same folder as the rom
2. take the ExGFX file(s) and place them in the folder called ExGraphics
3. open LM
4. go to the level
5. open the 16x16 tilemap editor
6. go to a blank page 10-1F
7. press F3 and F9
8. press the yellow mushoom
9. bypass the FG/BG GFX (BG1) to whatever the number at the end of the ExGFX file was
10. if there is a sample level, open it from the file->open level from file and save to a blank test level
11. go back to the level and copy the BG from the level you saved the sample level to
12. if it looks like garbage tiles, press pgup/pgdown to get it right
13. then go under file->palettes->import palette form file and open the tpl or mw3 file whichever is there
14. save the level
SoNotNormal

Fuzzy
Level: 34

Posts: 7/793
EXP: 248340
For next: 5311

Since: 07-01-05
From: Canada, eh?

Since last post: 6 hours
Last activity: 6 hours
Posted on 07-03-05 05:36 AM Link | Quote
Thanks, I see what you mean but the BG still appears as garbage tiles. I must've have done something wrong. Also, I understood everything you said except the part about the sample level (10)
Krono

Goomba
Level: 8

Posts: 19/28
EXP: 1952
For next: 235

Since: 05-12-05

Since last post: 85 days
Last activity: 32 days
Posted on 07-03-05 07:37 PM Link | Quote
I think I've also been having a similar problem, specifically with the Yoshi's Island graphics. They always appear as garbled stuff for me, regardless of whatever I do. The only thing I can think of is that these ExGFX need a few extra steps that I've been missing, compared to the other ones which always worked for me. The ones I'm talking about are in the ExGFX workshop.
SoNotNormal

Fuzzy
Level: 34

Posts: 11/793
EXP: 248340
For next: 5311

Since: 07-01-05
From: Canada, eh?

Since last post: 6 hours
Last activity: 6 hours
Posted on 07-03-05 08:18 PM Link | Quote
its not really the sprites I'm having a problem with - its the background. There are tilesets and there are BGs in ExGFX workshop - the BGs dont have Map16PageG.bin file, but they have other files, and I dont know what do to with them. I understand the steps above, but I get stuck on step 10. At the very end of it all, I can see my BG, but its still all garbled and messed up.
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - Background Issues | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.020 seconds.