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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 - Major Graphic Problems! | |
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infidelity

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Posted on 09-15-04 04:51 AM Link | Quote
I'm so confused.

I have two levels

1 level has smb1 backround items

The other level has smb2 backround levels

Now, for some reason, using the 16x16 tile editor, when I load up a map16 for my level, let's say smb2, it comes up. So, I press F9 to save. Then I go to work on my smb1 level. When I get there, all the backround items are screwed up!!! So I was like, ok I'll bring up the map16 files for that, maybe I did something wrong. So I opened the 16x16 tile editor, and placed them in there, and the graphics were fixed for that level. So I hit F9 again, and it saved. I go to my smb2 level, and the graphics are screwed up again. I'm so lost!!!! Please please help!! Obviously I'm missing a step :-( *sigh* Thanks for your help!! :-)
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.


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Posted on 09-15-04 04:55 AM Link | Quote
Problem is they're overwriting each other. You'll have to rearrange them, or put them on different pages.
infidelity

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Posted on 09-15-04 05:05 AM Link | Quote
I think they're overwriting eachother. Cause they use pages 3-4 cause of the 2 map16 files "map16" "map16g" I'll see if I can fix it. Also, how can you erase a map16 page?
Keikonium
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Posted on 09-15-04 05:40 AM Link | Quote
The way I overwrite a map16 page, to make it all the blue squares, is go to a page with all blue squars press F2, go to the page I want to erase and press F3. This saves alot of time especially if the page is full of stuff.
infidelity

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Posted on 09-15-04 05:46 AM Link | Quote
ok that erase tip worked. But I have encountered a huge problem. I had the 16x16 tile editor on page 3, and I was cycling through the level pages with pgup & pgdwn. I've noticed that certain levels share the same pages. The main prime example. My two levels 106-smb1 and l03-smb2 share page 3 on the 16x16 tile editor. I placed smb1 graphics on page 3, and smb2 graphics on page 4. Either level, will not show the correct graphics on page 4, it only lets page 3 work correctly. Am I missing someting here?
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.


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Posted on 09-15-04 06:01 AM Link | Quote
Assuming you're still talking about the background, you'll have to set one of them to use page four for the background instead of page 3. In the background editor, press the Page Up and Page Down keys to switch between the map16 pages it uses. You can't use more than one map16 page for the background, unfortunately.


(edited by Kratos Aurion on 09-14-04 09:02 PM)
(edited by Kratos Aurion on 09-14-04 09:03 PM)
infidelity

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Posted on 09-15-04 06:07 AM Link | Quote
so your saying I can only use one page per level? is that right? and I don't know how to assign pages to levels, cause both levels share page 3. How can I point my levels ot certain map16 pages? Thank you for your speedy replies!
Keikonium
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Posted on 09-15-04 07:53 AM Link | Quote
First off, dont use page 3 if you dont really have to. It has level specific graphics, meaning that if you have it in a ghost house (and you can see the graphics), the graphics wont show up in a castle tileset. Just try not to use page 3.

Now, take your SMB1 BG and save it to page 12. Now go to the level that you want the SMB2 BG on and save it to page 13. Make sure you hit F9 in both cases. Remember these are BG's so they shouldn't be saved in the FG pages (which are 0-F. Bg pages are 10-1F)

Go to the SMB1 level and use the ExGFX option (red poison mushroom) and set it to the correct file. Im sure you know how to do all that. Now clcik on the little button with a picture of the BG leaf. Press Page Down or Page Up untill you reach the correct page in the BG editor. It will say something like 12** in the bottom of the BG editor (if you saved the SMB1 set to page 12). Now just assemble it using the 16x16 editor, not the Map16 editor.

If you need any more help just ask. Hopefully that wasn't to confusing
infidelity

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Posted on 09-15-04 04:47 PM Link | Quote
Thank you for the helpful information!!

I've got another question. How do you create your own ExGFX files. I ask because I wan to draw my own shyguys, cherries, and other bad guys from smb2. I've been trying by using my original smb2world1.bin and making a copy of it, and calling it. ExGFX90.bin but they're appearing in the wrong places. Sometimes the items are glowing, or they're not even connected to eachother. I'm experienced with tile editors so that's not a problem. I hope you can answer that one for me too!! Oh, and would I have to create my own map16 for my custom ExGFX? and if so, how do I do that as well! I can't thank you enough for all your help. I've masterd block tool now, and my graphic problems are almost solved!! I'll be waiting for your reply! :-)
Keikonium
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Posted on 09-16-04 12:22 AM Link | Quote
First off, make sure that the ExGFX file is 4 KB and that the file it self only uses the top 4 16x16 blocks. Do you use YY-chr, because that is the only tile editor im experienced with, so I can answer any question related to that.

Now that you have a 4 KB .bin file, just create your own graphics in which ever way you chose (Paint, PSP, PS, in the tile editor) but make sure it only uses 16 colours or less. Now save that file as ExGFX**.bin in the Exgfx directory and import it using LM. You dont need any new map16 page that you create, just use the ones LM provides. Files you make are the exact same as ones you d/l except YOU need to assemble them yourself.

To do this, open up the 16x16 page you want the graphics to be on. Now open up the ExGFX bypass, and type in the ExGFX number. Open up the 8x8 editor and using page up and down, look for your graphics. You will see a number in the bottom left cornor of the 8x8 editor when holding your mouse over a tile. Now in the 16x16 editor, chose a tile and edit the 16x16 props. You will see 4 boxes with numbers in them (number 4 if its the blue squares). Typing in the number you saw in the 8x8 editor will make one cornor of the full 16x16 tile. Repeat this with the other tile numbers from the 8x8 editor. This is a bit confusing so if you need some pictures for help, just say so.
infidelity

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Posted on 09-16-04 03:45 AM Link | Quote
this is awesome information, I'll get to work on it. And since you asked, yes, I would appreciate pictures of what you described. And yes I've been using yy-chr.
Keikonium
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Posted on 09-16-04 06:30 AM Link | Quote
Okay, I hope this doesn't make this more confusing for you...

First off, here are the palettes:



For BGs, ALWAYS use palettes 0 and 1. If you really have to, you can use the other ones, but never use palette 7, thats mario's palette.

This will be a link because the pic is quite large...Click here

For this one, you will see that I have the 0x100 circled in the bottom left of the picture and an arrow leading to Tile 1 where there is also the number 100. This number refers to the first 8x8 tile that is also circled in the top left of picture. Now the tile I have circled in the top right is the full 16x16 tile. It is made up of 4 8x8 tiles; 100, 101, 110, 111. And as you can see I have it set to palette 0 (I know the colours are messed, Im in the process of assembling this BG). The 1A08 at the bottom is the Map16 page 1A and tile 08.

Now for assembling the BG:



Its not that hard to assemble the BG, just click on the tile you need in the 16x16 editor, and right click in the BG editor. Notice that I have 1A in the BG editor and 1A on the 16x16 editor. Both of these two numbers need to be the same to assemble your BG correctly.

What BG's are you doing right now? Like which ones from SMB1 and SMB2? And using YY-chr is the best.
infidelity

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Posted on 09-16-04 04:28 PM Link | Quote
Thank you for the pictures! They help out alot. But there's something wrong. My smb1 level, I have an ExGFX of backround objects, such as the bricks, coin blocks, coins, etc etc, installed in my level. Now I went to a blank page on my 16x16 tile editor, still in the same level I remind you, and tried to install the ExGFX## I created, "original smb1 bricks, coin blocks, goombas, mushrooms, etc etc. When I installed them on the blank page of the 16x16 tile editor, my level with all the smb1 graphics got all screwed up!! I can't figure this out. I'm doing everything everybody has been telling me step by step. Is there a certain thing I must select to have mutiple ExGFX files installed into 1 level, without it getting screwed up? And, I was on one of my custom levels, and I decided to wipe out page10 of the backround for that level, and create a whole new one. Now when I scroll through the levels of the game, a good portion of all the backrounds are all screwed up! Is that supposed to happen? Could you explain everything I described, as to what I'm doing wrong? Can't thank you guys enough!
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.


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Posted on 09-16-04 08:22 PM Link | Quote


You can't have multiple ExGFX for the same area in the same level area. As for the last thing you said, the background areas are constant throughout the levels. You can't remove a large portion of what's used for backgrounds and then expect it to be fine. Reason that same area looks like gibberish in other levels is because it isn't loading the same graphics files.
Keikonium
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Posted on 09-17-04 12:50 AM Link | Quote
This would be ALOT easier thru aim or MSN. So if you have either (I pefere AIM) we can talk on there later on. Mushroom12344 is my aim screen name.

Now, for your questions:

1. DONT ERASE PAGE 10-11, THE ONES WITH THE ORIGINAL BG'S!!!! That is unless you plan on NEVER using the BG's that come with the game....

2. You can have up to 4 FG/BG ExGFX files in the same level and up to 4 sprite ExGFX files in the same level.
infidelity

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Posted on 09-17-04 09:46 AM Link | Quote
my aim screen name is infidel81
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