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05-28-24 01:18 AM
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Acmlm's Board - I3 Archive - SMW Hacking - ExGFX insertion hiccups
  
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Luigi-San
Posts: 1599/1713
Did you do every step? (This document can help you check off what you've done[/url]
Phazorite
Posts: 28/33
Already done that. I know this because I don't get a warning saying my preset GFX would get garbled anymore. It recognizes the ExGFX in the poison mushroom menu. They just come out as garbage--scrambled beyond recognition.

I inserted, extracted and reinserted both BIN files. Still totally scrambled. Does this have anything to do with my reinserting of the preset GFX?? When I reinserted them, I got a warning that the ExGFX in the ROM (there were none at the time of course) would be garbled since they were in 3BPP format. No more warnings have come up. What's going on?
Juggling Joker
Posts: 220/225
Originally posted by Stephan Reiken
Also, if you inserted the ExGFX as 4bbp, the normal GFX need to be extracted and inserted as 4bbp
Stephan hit the nail on the head, I think. Before you can insert ExGFX, you must extract all of the original GFX and reinsert them. This will trigger an ASM hack through Lunar Magic that allows you to insert 4bpp GFX files (and I can guarantee all of the ExGFX available through released sets is in this format).
Stephan Reiken
Posts: 195/200
Could you show an example to show what you are talking about? Perhaps a screenshot or two?

Also, if you inserted the ExGFX as 4bbp, the normal GFX need to be extracted and inserted as 4bbp
Phazorite
Posts: 27/33
Yes. The graphics are clearly there (I see a bunch of numbers in the bypass menu). I assigned them Slot 0x80 (whatever it's called, the first ExGFX slot), and they're clearly there. They just come out garbled. And many of the objects in the Add Objects menu also get garbled. Should I use Direct Map16 instead?

I'm using the Castle Tileset with a standard palette. And I only used one .bin file (the archive contained two).

Do I have to do something in YY-CHR before I can use them?
Luigi-San
Posts: 1593/1713
Did you hit the green mushroom to insert the ExGFX into the rom?
Xkeeper
Posts: 5087/5653
Originally posted by Phazorite
I know this makes me sound like a total n00b but this is my first hack, and I'm too lazy to leaf through all the technical stuff and tutorials about inserting graphics. I may be a newcomer, but I'm determined to take my time on my first hack and make it a good one! It just sucks when you're new to all those special features and tools and such.

If you can't take the time to read through the manual no one will take the time to help you.
Phazorite
Posts: 26/33
I've been doing a lot of work on my hack, and finally I've been working on my ExGFX. For my Element Temples, I plan to use Ancient Castle ExGFX (an original set, courtesy of smwcentral.net. I saved the graphics as ExGFX80.bin and hit the red poison mushroom to use them...and they came out as a garbled mess! What's going on!?! I redownloaded the tileset and reinserted it with the same hex number...same thing happened!

BTW I extracted and reinserted my GFX first so they wouldn't get all garbled and got the warning that all existing ExGFX would be corrupted if they weren't extracted. I had no ExGFX in the ROM then, so it's not the problem. Or is it?

I know this makes me sound like a total n00b but this is my first hack, and I'm too lazy to leaf through all the technical stuff and tutorials about inserting graphics. I may be a newcomer, but I'm determined to take my time on my first hack and make it a good one! It just sucks when you're new to all those special features and tools and such.

One more thing: I've had to move my emulator-related files on my computer a few times to make them easier to organize, and I wonder if the location of the .bin files could be causing a problem. Thanks in advance...
Acmlm's Board - I3 Archive - SMW Hacking - ExGFX insertion hiccups


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