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09-24-24 05:26 AM
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Acmlm's Board - I3 Archive - SMW Hacking - The most annoying issue with inserting ExGFX!!
  
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BMF54123
Posts: 327/876
You can "fix" the problem by changing $2639 to 80; however, this will corrupt some of Mario's frames in the Bonus Game room...

Deleted User
Posts: 495/-7750
Originally posted by Alastor the Stylish
There's a sliding koopa graphic not on that GFX page. You need to make a copy of GFX00 and edit its sliding koopa graphic, save that as ExGFX, and use it.


I actually did that! believe it or not, and it's still not working, but I will definently try to insert everything again, I may have accidently forgot something, But I'll see if I used all ExGFX I was supposed to...
Alastor
Posts: 4670/8204
There's a sliding koopa graphic not on that GFX page. You need to make a copy of GFX00 and edit its sliding koopa graphic, save that as ExGFX, and use it.
Xeruss
Posts: 200/309
I think you have to edit the sliding koopa gfx, I'd check, but my hacking stuff is on my other comp...
EDIT: woot! 200th post!
Deleted User
Posts: 492/-7750
I'm trying to make girly koopas in one of my levels (thanks to Sgraff87). So I used ExGFX to do that right... and it worked, and I edited the "out of shell" koopa, and set that as ExGFX, and so now it was sucessful except one thing...

During the animation where the koopa is knocked out of his shell, it flashes girly koopa, and regular koopa "out of shell", but even though I've got it set on ExGFX, and it's edited to look the way I want, it still flashes between two different types of koopas, it's like it's not reading the new GFX I made, and yes, I did insert them by pushing the mushroom tabs.

Does it have something to do with "Use Joined GFX" option?
Acmlm's Board - I3 Archive - SMW Hacking - The most annoying issue with inserting ExGFX!!


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