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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 - Not enough Map 16 pages? | |
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Keikonium
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Posted on 06-01-04 05:42 AM Link | Quote
I have a whole bunch of ExGFX that I inserted into my game but when I went to go use a page of them, I couldn't. I can view them in the 16x16 tile editor but when I use the screen that allows you insert tiles (the Map 16) it ends at the screen right before the 'backround page'. I can't really expalin this to well so hopefully someone knows what I'm talking about. I have ExGFX after the backround page that I can't access putting into the level. So any help as to how I can get access to these would be great. Thanks.
Atma X

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Posted on 06-01-04 05:59 AM Link | Quote
I think I know what you mean (if I'm wrong, then describe it again)
Map 16 Pages 0-F are for Layer 1 Tiles only (FG Tiles), and Map 16 Pages 10-1F are only for Layer 2 Tiles (BG Tiles).

Now if Layer 2 is set to work as a Level Layer, ( the same way Layer 1 works, except in this case you can use both Layer 1 and Layer 2 for FG data), then Map 16 Pages 0-F will also be used for both Layer 1 and Layer 2, only for that level, and in any other level that you use Layer 2 in this manner. To make Layer 2 use FG properties, click on the Mario Face, then in the top drop down list, change the sected Header Number to 2. Header # 2 is the usually best Level Header for FG Layer 2 enabled "Horizontal Levels".
Keikonium
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Posted on 06-01-04 06:05 AM Link | Quote
Yes thats what I mean. So Are you saying that if I set my level to have the 'backround' as a interactive level, and set the ExGFX that I can't access on that layer I can cut and paste it onto the top layer, then change my level back to having a backround image?
Atma X

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Posted on 06-01-04 08:54 AM Link | Quote
No, because there is a seperate BG Editor that you must use when Layer 2 is set as a normal BG. So if you set stuff on Layer 2 when it's an FG-like Layer, and then change it back to a normal BG Layer, it will delete the Tiles that are set onj Layer 2, because you are changing Layer 2's properties, in which you make it no longer able to use FG 16x16 Tiles (Pages 0-F), but instead, it will now use the BG 16x16 Tiles (Pages 10-1F)

If you are inserting a lot of ExGfx, you'll want to use the BG Pages (Pages 10-1F) for Backgrounds as much as possible, so you don't run out of FG 16x16 Tiles twice as fast (because you'd be using FG 16x16 Tiles for both the BG and FG).

Also, to conserve space, DON'T PASTE ANYTHING ON PAGE 2 YET, I will explain how the "Ghange Graphics in Header Dialog" allows you to have more space for your FG Map 16 Tiles (the Purple Mushroom)

The "Ghange Graphics in Header Dialog" (the Purple Mushroom) allows you to have 15 Extra Map 16 Pages (for the FG Tiles) on Page 2, but there's a catch,... the Tile's "Behavior Properties" remain the same (the Behavior Properties are the only part of the 16x16 Tile that remain the same for all of the Extra 15 Pages that can be loaded into Page 2).

Example:
Now let's test this: Paste a 16x16 Tile on Page 2 in the upper right corner (use whatever 8x8 Gfx Tiles you want, for the 16x16 Tile that you'll be setting; and change it's "Behavior" to a number that you can remember, how about E2), and now save the Map 16 Data. Then click on the Purple Mushroom, and change the selected number to any different number (from 0-E), now look at Page 2 in your Map 16 Data, the Map 16 Gfx should have Changed, Page 2 should look blank again. Now, left click on the the 16x16 Tile that's in the upper right corner to select it (the Tile that you just recently pasted on), look at it's Behavior number, it's the same, (the number is still E2, and it should be). Now click on the Purple Mushroom, and change the selected number back to the original number that you had it on. Now the Gfx for the 16x16 Tile that you pasted should be there again, but if you were to look at the Behavior Properties, their still the same. So, only the Gfx, Palette, Layer Priority, and Tile Flip X & Y Properties can use the 15 Extra Pages that can be loaded into Map 16 Page 2 (the ONLY thing that can't, like I said before, are the Behavior Properties)

So to use this method to your advantage, you'll want to make half of Map 16 Page # 2 filled with Solid Block Gound Tiles (Behavior # 130), and the other half with Go-Through Tiles (Behavior # 25), since Solid Block Ground Tiles and Go-Through Tiles are the most commonly used Tiles (And you can use Map 16 Pages 3-F for 16x16 Tiles that need different types of Behavior Properties).

BTW: If you're not sure what the "Layer Priority" option does, it makes all Sprites go behind the Graphics for that Tile (I think it even does it for both Layers and Sprites,... it's been a while since I've tested it with Layers though).


(edited by Atma X on 05-31-04 11:57 PM)
(edited by Atma X on 06-01-04 12:07 AM)
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