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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 - Overworld ExGFX not working with events... | |
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TheCube

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Since: 04-29-04
From: Denver, Uganda

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Posted on 10-04-04 04:01 AM Link | Quote
Alright, so I added some ExGFX to the overworld, but if I use them in an event, they don't work right. As they fade in, they look like the old GFX that I replaced.

Is there any way to fix this without replacing the original GFX file?

Oh, and sorry if this has been posted/answered before, but I couldn't find anything about it here.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Since: 03-15-04
From: Blame my parents, Eddy

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Posted on 10-04-04 04:42 AM Link | Quote
Well, the only way to use ExGFX on the overworld is by using a star/pipe to lead from one world to another. That will load the graphics up in the game. If you make Mario use a path exit, it won't load the ExGFX up until you die in a level.

So in order to use ExGFX, use pipes and stars to use them.
BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 10-04-04 01:38 PM Link | Quote
No...even when you do use a star or pipe, the old graphics are still used when event tiles fade in. I encountered this problem in my hack as well. FuSoYa's code doesn't replace all instances of the old graphics in VRAM, apparently.
TheCube

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Since: 04-29-04
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Posted on 10-05-04 07:45 AM Link | Quote
Alright, thanks. I assumed by that sad face that you didn't find a way around it, so I replaced the original graphics, and that seems to work fine (although it still looks a bit strange. Hey, can't have everything, right?).
FuSoYa
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Posted on 10-05-04 11:05 AM Link | Quote
Originally posted by BMF54123
FuSoYa's code doesn't replace all instances of the old graphics in VRAM, apparently.


Or more accurately, Nintendo's code apparently doesn't use more than one list entry for which sprite GFX to load for the overworld. It's not like I inserted extra ASM code for setting different FG GFX per submap... I just added a setting to LM for a list that was already there.
Juggling Joker

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Since: 03-15-04
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Posted on 10-05-04 12:43 PM Link | Quote
It would be nice if there was a way around it besides clever use of pf ExGFX. A guy only has so much time, right, what with assigning page 3 of Map16 tiles in such a way that you can effectively add 16 or whatever pages to your global use, plus all the other fixes that take so much time. I'm just blowing steam, of course, I'll work with what I have, but a guy can dream.
BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 10-05-04 02:35 PM Link | Quote
Originally posted by FuSoYa
Or more accurately, Nintendo's code apparently doesn't use more than one list entry for which sprite GFX to load for the overworld. It's not like I inserted extra ASM code for setting different FG GFX per submap... I just added a setting to LM for a list that was already there.
Whoa...so the game already had the [limited] ability to use different graphics for each overworld map built-in? I can only imagine what they were planning...
Smallhacker

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Posted on 10-05-04 09:23 PM Link | Quote
Since we're talking about OW events and stuff here, I won't start a new thread for this question.

As you probably know, Forest of Illusion's events are a lot slower than other worlds' events. Have anyone found a way to speed it up to the normal speed?
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