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 - Do you want a M16-7k Tutorial? | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Do you want a tutorial
Yes, I want
 
85.7%, 12 votes
No, not really
 
14.3%, 2 votes
Multi-voting is disabled.

User Post
ExKay
Somebody set up us the bomb!
Level: 50

Posts: 166/1114
EXP: 908268
For next: 39049

Since: 03-15-04
From: Hannover, Germany

Since last post: 14 hours
Last activity: 1 hour
Posted on 07-12-04 03:01 PM Link | Quote
I have decided to ask you guys, if you want a M16-7k tutorial, because I think that not many here can it right.
So vote for yes or no.


(edited by Hidden Mario on 07-12-04 06:01 AM)
JJ64

Boo
Level: 45

Posts: 693/919
EXP: 640956
For next: 19208

Since: 05-22-04
From: Green Bay, WI

Since last post: 441 days
Last activity: 269 days
Posted on 07-12-04 05:31 PM Link | Quote
Well, it couldn't hurt, could it? My problem is that my key combination brings up the object manual in hex rather than m16-7k...

*Reinstalls Lunar Magic*
knuck

Hinox
Banned until 19-58-5815: trolling, flaming, spamming, being a general fucktard...
Level: 62

Posts: 463/1818
EXP: 1894574
For next: 90112

Since: 03-15-04

Since last post: 14 hours
Last activity: 9 hours
Posted on 07-12-04 06:50 PM Link | Quote
I voted 'Yes' because i wanna a tutorial of how to use it, not how to enable it.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 1724/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 07-12-04 08:10 PM Link | Quote
No, not terribly. If I ever needed to know I'd just teach myself.
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 266/2273
EXP: 2647223
For next: 81577

Since: 03-15-04
From: Söderhamn, Sweden

Since last post: 10 hours
Last activity: 9 hours
Posted on 07-12-04 10:07 PM Link | Quote
Not really. What I would like to have is a good program that converts BMPs to GIFs so I can use this nice feature. Yes, yes, I can search for one on download.com or something, but I'm lazy.
knuck

Hinox
Banned until 19-58-5815: trolling, flaming, spamming, being a general fucktard...
Level: 62

Posts: 464/1818
EXP: 1894574
For next: 90112

Since: 03-15-04

Since last post: 14 hours
Last activity: 9 hours
Posted on 07-12-04 10:38 PM Link | Quote
Originally posted by Smallhacker
Not really. What I would like to have is a good program that converts BMPs to GIFs so I can use this nice feature. Yes, yes, I can search for one on download.com or something, but I'm lazy.
Spoiler:
PHOTOSHOP
Xkeeper
The required libraries have not been defined.
Level: NAN

Posts: -3513/-863
EXP: NAN
For next: 0

Since: 03-15-04

Since last post: 2 hours
Last activity: -753366 sec.
Posted on 07-13-04 02:07 AM Link | Quote
Why not.

And if the key combination brings up the Insert Manual, either you're not using the patch from whatshisname to make it that, or something's fucked up.

He put it as CTRL+INS and that's kinda stupid, seeing as how it's already taken by that Insert Manual... dialog. Sigh.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 1741/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 07-13-04 02:18 AM Link | Quote
It's not JUST Ctrl+Insert, it's Ctrl+Shift+Alt+F1+N+O+Insert :p
Keikonium
Banned
Level: NAN

Posts: 239/-2459
EXP: NAN
For next: 0

Since: 04-02-04

Since last post: 63 days
Last activity: 9 hours
Posted on 07-13-04 02:37 AM Link | Quote
Originally posted by Smallhacker
Not really. What I would like to have is a good program that converts BMPs to GIFs so I can use this nice feature. Yes, yes, I can search for one on download.com or something, but I'm lazy.


An awesome program that can convert pretty much anything to anything is Irfanview.

Then you need to download all the plugins.
KATW

King Yoshi
"If you stare at something long enough, it can be funny."
Level: 86

Posts: 1333/3959
EXP: 6087979
For next: 54128

Since: 03-15-04

Since last post: 7 hours
Last activity: 5 hours
Posted on 07-13-04 04:48 AM Link | Quote
*Chants*Make the guide, make the guide, etc...

Itll help me rip... er insert stuff faster. Plus, I have no clue what to do when I open the menu
asdf

Cukeman
Level: 28

Posts: 108/303
EXP: 128796
For next: 2542

Since: 03-16-04

Since last post: 5 hours
Last activity: 54 min.
Posted on 07-13-04 05:16 AM Link | Quote
Why not? It could be useful...
ExKay
Somebody set up us the bomb!
Level: 50

Posts: 167/1114
EXP: 908268
For next: 39049

Since: 03-15-04
From: Hannover, Germany

Since last post: 14 hours
Last activity: 1 hour
Posted on 07-13-04 02:15 PM Link | Quote
Download the tutorial here.
Edit: I hope you understand what I have wrote yesterday.


(edited by Hidden Mario on 07-13-04 05:18 AM)
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
Level: 55

Posts: 737/1371
EXP: 1240774
For next: 73415

Since: 03-15-04
From: Belgium

Since last post: 2 days
Last activity: 9 hours
Posted on 07-13-04 03:03 PM Link | Quote
Originally posted by Hidden Mario
Download the tutorial here.
Edit: I hope you understand what I have wrote yesterday.


God hates you for making it a doc when you can't even use the proper layouting ways of Word. God really hates you now.

Anyway,
*Coby installs patch and reads tutorial

EDIT: PCX format? Why? Isn't there another possible format? PSP 8 doesn't seem to support it. :o


(edited by Coby on 07-13-04 06:23 AM)
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

Posts: 297/2481
EXP: 3008456
For next: 7355

Since: 03-19-04
From: Catgirl Central

Since last post: 14 hours
Last activity: 13 hours
Posted on 07-13-04 05:20 PM Link | Quote
Originally posted by Coby

PCX format? Why? Isn't there another possible format? PSP 8 doesn't seem to support it. :o
Excuse me? Maybe you should take a closer look down the bottom of the filetype list: ZSoft Paintbrush (PCX) or something like that.
Keikonium
Banned
Level: NAN

Posts: 249/-2459
EXP: NAN
For next: 0

Since: 04-02-04

Since last post: 63 days
Last activity: 9 hours
Posted on 07-14-04 12:26 AM Link | Quote
pcx is Zsoft paintbrush, but gif files should work. IMO, they are better because with pcx files, I think you can only have 16 bit. I use a program called pic2snes and there are two different file formats, gif and pcx. With the gif you can have 16 and 256 bit, but with pcx you can only have a 16 bit VGA color. I have no idea what the VGA part is, thats why I use gif. Thanks for the guide!!!!
Chickenlump

Level: 41

Posts: 275/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 07-14-04 03:54 AM Link | Quote
My Word program can't load some kind of graphics filter, and no pictures show. Is there some kind of setting I need to enable? I can't seem to find any.... Perhaps you could make it in html format? Just a suggestion, if I could get the graphics filter thingy working, then just ignore the html suggestion.

Your tutorial is very precise, and very well written, and clear. The only thing I can think of to add to it, is links to where the software you mentioned can be obtained. Sure I could find them myself, but it would add just *that* much more to your already outstanding tutorial.

Thank you for releasing it!

---edit---
Now that I think about it, if this is going to be a complete M16-7k tutorial, perhaps you should add in the code for it (after the patch).

"Then enter the code for the M16-7k thingy."

Kind of looks out of place with everything else so well done...



(edited by Chickenlump on 07-13-04 07:04 PM)
Keikonium
Banned
Level: NAN

Posts: 255/-2459
EXP: NAN
For next: 0

Since: 04-02-04

Since last post: 63 days
Last activity: 9 hours
Posted on 07-14-04 05:18 AM Link | Quote
That guide is very good. The only problem I am having is that I don't have PSP. I had a demo but not anymore. So if someone wouldn't mind converting this picture to the second pcx version that would be great. My pic2snes always says that the file is not a 16bit VGA pcx file. It IS a pcx file but not the right type I guess. I used irfanview to convert it from a gif. That reminds me, can't pic2snes also handle gif files? A gif file is what I really need to use, but the gif exe that comes with it always says my pic is not a gif. So here is the picture:




(edited by Keikonium on 07-13-04 08:19 PM)
(edited by Keikonium on 07-13-04 08:20 PM)
FuSoYa
Defender of Relm
Level: 26

Posts: 91/255
EXP: 99529
For next: 2746

Since: 03-15-04
From: Moon

Since last post: 7 days
Last activity: 7 hours
Posted on 07-14-04 08:35 AM Link | Quote
Originally posted by Keikonium
pcx is Zsoft paintbrush, but gif files should work. IMO, they are better because with pcx files, I think you can only have 16 bit. I use a program called pic2snes and there are two different file formats, gif and pcx. With the gif you can have 16 and 256 bit, but with pcx you can only have a 16 bit VGA color. I have no idea what the VGA part is, thats why I use gif. Thanks for the guide!!!!


It sounds like you may be confusing the number of colors with bit depth... they are not the same thing. 4 bit is 16 colors, and 8 bit is 256 colors. 16 bit is 65K colors, and 256 bit would be a uselessly absurd level of precision that your display likely cannot handle.

IIRC, PCX can go up to 24 bit (16 million colors). GIF uses 24 bit color, but is restricted to a palette of 256 entries.

Although the GIF pic2snes conversion program accepts 16 or 256 color images for conversion (unlike the PCX program, which only accepts 16 color images), the documentation seems to indicate that the 256 color GIF conversion is for doing 256-color-per-tile images. SMW doesn't use that graphics format for levels, so I wouldn't recommend trying to use it for that.


Hidden Mario:
In the tutorial, you may want to explain the options in the dialog a bit for advanced users. Especially the original to mapped tiles, that can be very useful when you have more than 0x80 or 0x100 8x8 tiles. It lets you move the extra tiles around to fit them in, usually by replacing some tiles you don't use in the level.
ExKay
Somebody set up us the bomb!
Level: 50

Posts: 168/1114
EXP: 908268
For next: 39049

Since: 03-15-04
From: Hannover, Germany

Since last post: 14 hours
Last activity: 1 hour
Posted on 07-19-04 02:05 PM Link | Quote
Originally posted by FuSoYa
Originally posted by Keikonium
pcx is Zsoft paintbrush, but gif files should work. IMO, they are better because with pcx files, I think you can only have 16 bit. I use a program called pic2snes and there are two different file formats, gif and pcx. With the gif you can have 16 and 256 bit, but with pcx you can only have a 16 bit VGA color. I have no idea what the VGA part is, thats why I use gif. Thanks for the guide!!!!


It sounds like you may be confusing the number of colors with bit depth... they are not the same thing. 4 bit is 16 colors, and 8 bit is 256 colors. 16 bit is 65K colors, and 256 bit would be a uselessly absurd level of precision that your display likely cannot handle.

IIRC, PCX can go up to 24 bit (16 million colors). GIF uses 24 bit color, but is restricted to a palette of 256 entries.

Although the GIF pic2snes conversion program accepts 16 or 256 color images for conversion (unlike the PCX program, which only accepts 16 color images), the documentation seems to indicate that the 256 color GIF conversion is for doing 256-color-per-tile images. SMW doesn't use that graphics format for levels, so I wouldn't recommend trying to use it for that.


Hidden Mario:
In the tutorial, you may want to explain the options in the dialog a bit for advanced users. Especially the original to mapped tiles, that can be very useful when you have more than 0x80 or 0x100 8x8 tiles. It lets you move the extra tiles around to fit them in, usually by replacing some tiles you don't use in the level.

Then tell me how to do it, because I had only written what I know about the M16-7k thingy.
FuSoYa
Defender of Relm
Level: 26

Posts: 94/255
EXP: 99529
For next: 2746

Since: 03-15-04
From: Moon

Since last post: 7 days
Last activity: 7 hours
Posted on 07-20-04 03:36 AM Link | Quote
Alright, I'll run through the options quickly:

Add value: When pic2snes creates the tilemap, the graphics start at 8x8 tile 0. The value in this box is added to the 8x8 tile number of all the imported graphics, and LM automatically fixes the tile map to match. It's set to 100 by default, as that's the 8x8 tile number that SMW starts to store it's own BG graphics.

Subtract value: Same as add value, but subtracts. It's set to 0 by default, and I don't think anyone will find much use for it.

Import palette #: Palette number to import the 16 color palette created by pic2snes. IIRC, pic2snes enumerates palettes starting at 1, while LM starts at 0 (so 1=0 in LM, 2=1, etc). Don't use a sprite palette (8-F in LM).

8x8 color remap: You can apply a color remap (see the help file on the 8x8 editor) to all the tiles before they're imported. This is typically for when the image uses less than 16 colors, and you want to change which colors in the palette to use. It has no effect on the imported palette itself though, so you may need to change the palette colors around afterwards to match.

Optimize, etc: This removes all redundant 16x16s from the image, inserts them to the current page overwriting only blank 16x16 tiles, and pastes the image into the BG (if not on a BG Map16 page, the paste operation is skipped). If you don't use this option, the entire image is simply copied directly over the current Map16 page.

Original to Mapped filter : You can manually change where the 8x8 tiles are going to end up in the 8x8 editor, taking the Add and Sub values into account. For example, let's say I had an image that went through pic2snes which had only 2 tiles. After an add value of 100, the tiles are going to end up at 0x100 and 0x101 in the 8x8 tile editor. But if I select 100 in the left list and BE in the right, the tile that would have gone to 0x100 will now end up at 0xBE instead. The existing tile at 0x100 will not be affected, and the tile map is automatically updated during the import to match. Very useful for skipping over existing 8x8 tiles you have, or moving the destination of imported tiles around.


And if you don't like the results of the import, just reopen the ROM in LM without saving anything.

On a more technical note, I should mention that LM only imports the 8x8 graphics tiles that are actually used in the tile map. I originally had an eye towards importing tile maps directly from savestates, and this would have been necessary to reject all 8x8 tiles that weren't being used by the section of the tile map being imported. I never got around to the savestate idea since the results from bitmap conversion seemed good enough for what I needed, but it might come in handy if anyone wishes to make an external program at some point for extracting the necessary info from a savestate and feeding it into LM.


Edit: The board changes "filter :" (without the space) into "x:"...



(edited by FuSoYa on 07-19-04 07:24 PM)
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - Do you want a M16-7k Tutorial? | |


ABII


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



Page rendered in 0.020 seconds.