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09-23-24 01:20 PM
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Acmlm's Board - I3 Archive - SMW Hacking - exgfx background problem...
  
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smwedit
Posts: 29/62
they do that because those BGs need to use some of the space used by them. Most DKC BGs use more space than normal BGs. A lot of other BGs also use more than one ExGFX file.
1180
Posts: 2/2
^heh...sorry about that ...
Originally posted by smwedit
Use pageup and pagedown on the keyboard in the BG-tilemap editor to change the page. Plus, you need to insert the sample level and save it to the level you want with file>save level to rom and changing the number there to the level you want if the level hasn't already been worked on.

i've never had to insert the sample level before...but that did the trick...thanks alot...



i also have one more question...it's not really important and might be stupid, but when i do import these backgrounds, certain tiles turn out to be garbage [such as vines and turn blocks]...is there any way to fix that? if not, oh well...

thanks for the help everyone...
Xeruss
Posts: 177/309
Well, first of all, you need to ensure it's using map16 page 18, if you did that, and the background still won't show up correctly, then paste the tiles to the background manually. (Select them from the map16 editor then right-click)
Oh, and finally for the future, import the pallete first please, it hurts the eyes to look at a solid green pallette.
smwedit
Posts: 27/62
Use pageup and pagedown on the keyboard in the BG-tilemap editor to change the page. Plus, you need to insert the sample level and save it to the level you want with file>save level to rom and changing the number there to the level you want if the level hasn't already been worked on.
Forte.EXE
Posts: 261/1503
Must be... I've had that same problem too. But what I did to prevent it from crapping up my hack was just create all of the BG tiles by hand instead of inserting one of those Map16BG files.
asdf
Posts: 1932/4077
Very bizarre. You can also see the default background "outlined" in both screenshots. Something must be overriding the custom background code Lunar Magic installs into hacks. It may be related to m16-7k, but I'm not sure. It's just a scapegoat with some truth to it due to it being notorious for causing bugs to be triggered. It could also be related to space in the ROM (long story short, you've probably run out of physical room in the ROM for backgrounds), but I'm just guessing there.

As for the animation problem, I could have animation in my backgrounds. I don't know why this is happening to you.
1180
Posts: 1/2
sorry if this has been asked already...

i know how to insert them and all that stuff...ive been doing it for a few days now...but now, it's gone weird...
i can't seem to add anymore backgrounds...i'm up to "page" 18...it looks normal in the 16x16 tile editor...but everytime i try to view it in the background tile map editor it turns to shit...

here's a screenshot of what i mean [ghostly grove-dk2 WITHOUT palette-dont worry about the colours]...


edit: another example:


what's happening? i've tried everything, and i can't work out what the problem is...

and i do know i can build the backgrounds myself if they're avaliable there...but some backgrounds have animation in them...i cant build backgrounds with animations in them...they just become still.

please help...thanks
Acmlm's Board - I3 Archive - SMW Hacking - exgfx background problem...


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