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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 - Adding new backgrounds via ExGraphics. | |
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Rexxon
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Posted on 06-06-04 11:28 PM Link | Quote
Ok, I almost get how to add new sprites via exgraphics, But I still have no clue what to do about backgrounds. Can anyone give me any pointers for taking backgrounds from other games, Like SMAS, And adding them into ExGraphics? What would be the easiest way to do it?

Thank you for your time.
Toadeeboy
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Posted on 06-06-04 11:43 PM Link | Quote
There's no real way to just copy backgrounds from other games, unless you build them yourself with the 8x8 editor...
FuSoYa
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Posted on 06-07-04 05:00 AM Link | Quote
Read the M16-7k thread. Typical procedure used by Zero-G and I to rip a background from a game was to turn off all other layers and sprites, take a snapshot, increase the dimensions of the image a bit to 256x256 (don't stretch the image), sometimes shift the image over a few pixels to align with 8x8 tiles to better optimize the number of resulting tiles, convert it to 16 colors (results may not be suitable for all backgrounds), then rip it using the program and dialog mentioned in that thread directly to the BG editor.

It takes about 10-20 minutes if you know what you're doing. The 16 colors will limit what you can do, but there are still a surprising number of backgrounds you can get this way.
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Posted on 06-07-04 06:37 AM Link | Quote
How do you make it a usable PCX? I've ripped my BG... now I have to convert it
FuSoYa
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Posted on 06-07-04 06:49 AM Link | Quote
I just used a very old shareware version of Paint Shop Pro I found somewhere (3.11).
Xkeeper 2.0

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Posted on 06-07-04 09:45 AM Link | Quote
Sometimes it rips WAY too many tiles (like M3 Bonus) and it's too GIF-like with palettes off... like this:
FuSoYa
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Posted on 06-07-04 10:42 AM Link | Quote
Use a separate program to reduce the number of colors (I used Ulead Gif Animator myself). I only used PSP to save in the required format.

Shift the image by a few pixels (up to 7 vertically or horizontally) to test for the best solution that gives you the least tiles. If it's a background from a tile based game, you can usually just determine the best position by looking at it. You want it to align on 8x8 boundaries to minimize the number of tiles.
BMF98567
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Posted on 06-07-04 12:36 PM Link | Quote
Originally posted by FuSoYa
Use a separate program to reduce the number of colors (I used Ulead Gif Animator myself).
YES. That program has the best color reduction algorithm by FAR, at least out of all the programs I have. I consistently get a full, well-balanced palette out of it, whereas PSP likes to throw away and modify colors, since the optimized palettes it creates are 15-bit (at least in version 4.12; maybe later versions fixed this).
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Posted on 06-11-04 12:38 PM Link | Quote
OK, I saved the image in 16-color PCX in PSP8, and it won't work. Any suggestions?
FuSoYa
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Posted on 06-12-04 05:40 AM Link | Quote
Try an older version.
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