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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Super Mario World hacking - I know I have asked this a million times but I need to make some ExGFX. | |
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Keikonium
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Posted on 07-07-04 04:54 AM Link | Quote
Okay I have asked in the ExGFX workshop thread, but I got no responses. Therefore, I am going to ask here. I have ripped images out of different games, and got them perfectly in a .bin file. Now all I need to do is actually get them into LM, to be used in my hack. I have tried to rename the file to ExGFX88.bin; no luck. I have tried making 2 more files (The map16 pages); no luck. I have no idea what Im doing wrong. I have been told to use the 8x8 editor in LM I have been told to use the 16x16 editor. I don't know what Im supposed to do, so if I could get a detailed explination or guide on how to do this that would be great. Thanks.

Edt: I also need to get the Map16page.bin and Map16pageG.bin to insert them. I know I get that with LM, but if my GFX arn't in there, how am I supposed to get them? Thanks again.


(edited by Keikonium on 07-06-04 07:56 PM)
cpubasic13
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Posted on 07-07-04 07:29 AM Link | Quote
You got them into a .bin file. It is a graphics file, right? The Map16Page.bin and Map16PageG.bin are not graphic files so don't insert them in as ExGFX.

But first for the obvious: Did you insert the ExGFX into your rom (yellow mushroom)?
Keikonium
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Posted on 07-07-04 07:37 AM Link | Quote
Cpubasic, I have NOT inserted the new ExGFX that I created into LM because I don't know how. When I click insert ExGFX (the new file [the ExGFX88.bin] is in the ExGFX folder) it inserts all ExGFX EXCEPT my file. I can't get them into LM. And yes it is a Gfaphics file. I DON'T KNOW HOW to get the Map16 files. I will submit my ExGFX to the workshop if I caould just get them in! Thanks for your help.:
Alastor the Stylish
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Posted on 07-07-04 08:06 AM Link | Quote
Uh huh. You put it in a folder marked ExGraphics, and the ExGraphics folder is in the folder with your ROM, and you named it ExGFXxx.bin where xx is a variable that can be anything from 80 to FFF, correct?
Keikonium
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Posted on 07-07-04 08:24 AM Link | Quote
YA sORRY ABOUT THAT cRAW, i SHOULD HAVE PUT GRAPHICS INSTEAD OF gfx (opps sorry for caps there. I look at the key board when I type) The folder is called ExGraphics. Its as if LM doesn't want to accept my graphics file. Because I follow steps I am given EXACTLY as they are given and it doesn't work. Do I need to go to the Map16 page I want the ExGFX to be on, save that empty page to get the 2 Map16 files and then try to insert the ExGFX? I really don't understand this stuff without any guidelines. I have read the help file, but its not that great for people whoi are new at inserting new ExGFX without the map16 pages. .
Alastor the Stylish
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Posted on 07-07-04 08:36 AM Link | Quote
Originally posted by Keikonium
YA sORRY ABOUT THAT cRAW, i SHOULD HAVE PUT GRAPHICS INSTEAD OF gfx (opps sorry for caps there. I look at the key board when I type) The folder is called ExGraphics. Its as if LM doesn't want to accept my graphics file. Because I follow steps I am given EXACTLY as they are given and it doesn't work. Do I need to go to the Map16 page I want the ExGFX to be on, save that empty page to get the 2 Map16 files and then try to insert the ExGFX? I really don't understand this stuff without any guidelines. I have read the help file, but its not that great for people whoi are new at inserting new ExGFX without the map16 pages. .


You don't need to use any Map16 if you align the ExGFX properly. Anyway, basically... You see the individual tiles in the 8x8 editor? Hover the mouse over one you want to use, in the bottom it shows what number it is. In the map16 editor, find an unused spot (it helps to go in order to prevent you overwriting things in other tilesets accidentally) in slot 200 or higher, click on it, hit "edit 16x16 attributes", and in there enter what tiles you want where. Select the palette, whether layer priority should be enabled or disabled (with most things it should be disabled), and what tile it should act like (it defaults at 130, the stone block), and then hit 'okay'. Click on the individual 8x8 tile in the tile preview area and then you can hit 'edit 8x8 attributes' to edit palette for the individual tile, and select how it should be flipped. When you get the 16x16 tile how you want it, right click where you want it, then hit F9 to save. Don't left click, that'll bring up whatever tile you clicked on.
Keikonium
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Posted on 07-07-04 08:44 AM Link | Quote
I know your really tring to help craw, but that would be perfect if I could get the tiles into Lm, the 8x8 editor, 16x16 editor etc etc. BUT the problem is:
1. I ripped these Gfx from other games.
2. I made a brand new file using YY-CHR.
3. I put these new Gfx into this new file.
4. I renamed this file to ExGFX88.bin.
5. I put this .bin file in the ExGraphics folder.
6. I open LM, hit inset ExGFX, NOTHING HAPPENS!

LM will not insert my file. I can't view any of my tiles in the 8x8 or 16x16 editor. The ***ONLY*** way I could possibly see my tiles is by opening up that .bin file in YY-CHR. So in order to follow what you said about the 8x8 and 16x16 edior in LM, I would need to see my tiles in LM.

This is irritating I know, but I am sure everyone will love this set I have ripped. Its the SMB3 Mushroom house will some extra gfx NOT from SMAS.
Alastor the Stylish
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Posted on 07-07-04 08:49 AM Link | Quote
That's cool. Not sure if I'll LOVE it, but it's cool. I think it may have been already done, but anyway, I think I see your problem. I think the file's either too small or too big. Just make sure it's got the same amount of space taken up as the other graphics files, minus GFX32 and GFX33.
Keikonium
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Posted on 07-07-04 08:52 AM Link | Quote
I guess love is a big word. Yes the set has been done, but not submitted to the workshop. I think you may have solved the problem. It is an entire YY-chr page, so It may be 2 big. Thanks
*goes to check*

Edit:


I couldn't find it for a minute! I was in the wrong folder ANyway, its 8kb EXACTLY. How much should it be? Like 4kb?


(edited by Keikonium on 07-07-04 12:00 AM)
(edited by Keikonium on 07-07-04 12:00 AM)
Alastor the Stylish
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Posted on 07-07-04 10:27 AM Link | Quote
It should be 4,096 bytes. As for how that translates to image size, it should be 16 8x8 tiles wide by 8 8x8 tiles tall (128x64 pixels overall).
Xkeeper
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Posted on 07-07-04 03:56 PM Link | Quote
So, basically, 4k. Now just split that BIN into 2 parts (4K each) and have fun.

Personally I like aligning the tiles so I don't have to use Map16, but...
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Posted on 07-07-04 04:15 PM Link | Quote
Erm. If that STILL doesn't work, Windows might be messing up your file extensions (the fact that LM wasn't accepting your file at all tipped me off). Right-click the .BIN file and check its "MS-DOS name." It should say EXGFX88.BIN. If it says something like EXGFX8~1.BIN (look for the ~ symbol), you've probably got "hide file extensions" turned on, and the file is actually named ExGFX88.bin.bin or something similar (the last extension might be different). If that's the case, try putting quotes around the whole filename when you save it in YY-CHR (ex: "ExGFX88.bin") and see if it works.
Keikonium
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Posted on 07-07-04 11:13 PM Link | Quote
YES!!!!!!!!! IT FINALLY WORKED!!!!

I had to cut the file size down which ment that I needed to sacrifice some GFX, but thats okay. I will do what xkeeper said. Thanks everyone!! Oh and I lost my mushroom house GFX (deleted accidentally I guess) anyway, I have a new cave tileset that fits my hack more. I can upload a screenshot in abit. The only problem is the file is 6kb now (better than 8) and the Bg for some reason acts like water. and the land tiles (the ones I should be able to step on) act like they arn't there. So I need to figure out whats going on. I know the level is not a water level, and the block acts like settings are correct. I think its because of the size of the file.

But thanks again to everyone who helped me out with this problem
Alastor the Stylish
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Posted on 07-07-04 11:51 PM Link | Quote
Graphical file size wouldn't do that v_v Tell me, what block number is the land set as?
Keikonium
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Posted on 07-08-04 03:30 AM Link | Quote
There are only 2 numbers I used. I used 25 (The blank tile used by the game to fill in areas) and 130 (The gray cement block) I know that the 130 tiles are directly below mario, so he can walk on them and the 25 tiles are right at his level so he can walk thru them. When I load up the level, it says that the graphics file is too large and may cause glitches during game play.
Alastor the Stylish
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Posted on 07-08-04 03:54 AM Link | Quote
Yeah, but the glitches it causes should be solely graphical.
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Posted on 07-08-04 03:55 AM Link | Quote
Originally posted by Keikonium
When I load up the level, it says that the graphics file is too large and may cause glitches during game play.
Well, uh, there ya go.

Reduce the filesize to 4,096 bytes and the problems might go away. Remember, the file needs to be 16 tiles wide x 8 tiles high.
Keikonium
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Posted on 07-08-04 04:02 AM Link | Quote
I know that but I really cant sacrifice any more tiles. Is there a way I could make 2 seperate ExGFX files and merge them into one, so that I only need to use FG3 instead of say FG3 and FG2? If so That would be perfect.
Alastor the Stylish
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Posted on 07-08-04 04:08 AM Link | Quote
Not without recoding quite a bit of it, unfortunately. However, if you're good at improvizing you can cut out a significant amount of the tiles by taking out tiles that look similiar to others and redoing the ones that go next to them so that they fit in with it.


(edited by Kyouji Craw on 07-07-04 07:09 PM)
Keikonium
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Posted on 07-08-04 04:15 AM Link | Quote
Yes I have done that, I guess I could use up every possible tile (I have tiles skipped because I like to line up my graphics. It makes it easier for me) I will go try and fix this up. Thanks everyone. Oh and let me know what you think of my new BG in the ExGFX workshop thread (its on page 22)
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