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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 - What's the best tile editor? | |
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HarkenSlash

Red Goomba
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Since: 06-17-04
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Posted on 07-27-04 08:29 AM Link | Quote
Can someone tell me what tile editor they use or what's a good editor because some of them seem so confusing to me.
KATW

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Posted on 07-27-04 09:11 AM Link | Quote
I personally use YYCHR. Tile Layer Pro is way to confusing, and I cand never figure out all of the menus.

Plus, YYCHR uses the windows clipboard, so you can easily copy and paste segments from screenshots to the editor.
Juggling Joker

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Since: 03-15-04
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Posted on 07-27-04 10:42 AM Link | Quote
I usually just use the tile editor included in Lunar Magic, but otherwise I'll use YY-CHR or TLP. YY-CHR is more stable, but TLP can more easily copy tiles from one file to the next.
ExKay
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Since: 03-15-04
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Posted on 07-27-04 02:02 PM Link | Quote
I use Tile Layer Pro and hadn't any problems with it. it's a very good tile editor, you can import bmp's and can copy things fast from other files IMO.
Smallhacker

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Since: 03-15-04
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Posted on 07-27-04 04:21 PM Link | Quote
I use YYCHR and DirectEd. They're great!
d4s

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Posted on 07-27-04 07:14 PM Link | Quote
you might want to check out snesedit. ( www.snesedit.de.vu )
its a dos-based program but its feature list is pretty extensive (goes beyond all other tile editors ive used yet.) and its updated regulary.
also runs fine on windows xp.
F4 enters tile edit mode btw.

personally, i use tile editors very, very rarely.
i work in paint shop pro 7 and convert the graphics
afterwards with pcx2snes by neviksti and lunar compress to recompress them
into the rom.
that gives me better-looking results, ease-of-modification (i always set up batch files so the whole process of converting and inserting the graphics is basically reduced to one click)
and minimizes data loss because the rom cant be corrupted and i have all graphics stored in seperate files, not in the rom itself.
in most cases, i also expand the rom and move the graphics somewhere else
to safe myself some trouble when recompressed tiles are bigger in size than the
original ones.
this is how i proceeded with super mario kart, super mario rpg(german translation)
and zelda 3.(still working on the latter)
i havent touched mario world yet, i suppose i wouldnt use LC there cause LM already has these nice 3bpp->4bpp and automatic de/recompression features.



(edited by d4s on 07-27-04 10:15 AM)
(edited by d4s on 07-27-04 10:22 AM)
(edited by d4s on 07-27-04 10:26 AM)
(edited by d4s on 07-27-04 10:27 AM)
(edited by d4s on 07-27-04 10:28 AM)
Heian-794

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Since: 06-01-04
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Posted on 07-27-04 07:45 PM Link | Quote
I've never used YYCHR and thus can't comment, but Tile Layer Pro and DirectEd are both good. My only quibble with TLP is that it inexcusably assigns the same black color to two different values in the palette, forcing you to manually change one of them to another color every time you view a file.
HarkenSlash

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Posted on 07-28-04 05:32 AM Link | Quote
How do you use Tile Layer Pro? When I do some stuff it says access violation of something.
Nap

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Since: 07-22-04
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Posted on 07-28-04 06:09 AM Link | Quote
Eh, for some reason, no matter which editor i've tried opening SMW with, it looks like complete gibberish aside from parts of a FireFlower and parts of a koopa shell, on 4BPP...I know i edited more than this a few years ago.. WRF11oene
Kitten Yiffer

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Since: 03-15-04
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Posted on 07-28-04 06:18 AM Link | Quote
Originally posted by Nap
Eh, for some reason, no matter which editor i've tried opening SMW with, it looks like complete gibberish aside from parts of a FireFlower and parts of a koopa shell, on 4BPP...I know i edited more than this a few years ago.. WRF11oene
You have to export the graphics from LM. The LM help files tells you how.

And I use TLP, hadn't used anything else... but TLP is so buggy.
Nap

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Since: 07-22-04
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Posted on 07-29-04 04:36 AM Link | Quote
I extracted the level graphics as a .tpl , opened the ROM in tpl, imported the .tpl, both formats were SNES 4bpp with Entries on 256, and still gibberish..what's wrong?
FuSoYa
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Posted on 07-29-04 06:55 AM Link | Quote
.tpl is a TLP palette file, not actual graphics. Extract the graphics with LM to bin files, and open them up in TLP with the format set to SNES. Don't open the SMW ROM itself in TLP, the graphics are compressed.
Dylan
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Since: 06-19-04
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Posted on 07-30-04 06:35 AM Link | Quote
TLP has the nicest interface and has better features, but YYCHR is the most user friendly.
Aioria

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Posted on 07-30-04 06:44 AM Link | Quote
Although YY-Chr can screw up your graphics sometimes (both gfx and exgfx files, and that's already hapened to me ...fortunately I had a warm and sexy back-up ), it is still the best, imo.
Nap

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Since: 07-22-04
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Posted on 07-30-04 11:03 AM Link | Quote
Thanks Fusoya..I guess now I've to go through all these .bin files :|

I've been using YYCHR, although I don't understand all the differnet color schemes
blackhole89

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Since: 03-15-04
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Posted on 07-30-04 08:17 PM Link | Quote
I, personally, use YY-CHR for editing / making GFX myself and MrClick's TileEd for graphics import. That's the only one that works for me, as the only thing TLP does for me is displaying the "imported" graphics as w00t drag-and-droppable objects that neither fit in bit depht nor in scaling.
HarkenSlash

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Posted on 08-01-04 05:46 AM Link | Quote
I like YY-CHR better than tlp because to me tlp is very confusing.
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