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05-10-24 09:36 AM
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Acmlm's Board - I3 Archive - The Pit of Despair - Blocktool Tileset Help New poll | | Thread closed
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Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6303 days
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Posted on 11-27-05 07:08 PM Link
In Blocktool, is there a way to get the tiles from different tilesets to appear normal?
Xeruss

Cukeman








Since: 11-18-05
From: Oregon

Last post: 6291 days
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Posted on 11-27-05 07:40 PM Link
So your asking if (e.g) you could make a block that you can only find in castles, appear the very same way in a "yoshis house" tileset level, then the answer is no, you need exgraphics or change the tileset.
If thats not what you meant, explain further.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6290 days
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Posted on 11-28-05 03:53 AM Link
The SNES doesn't have nearly enough VRAM to display more than one tileset in a single level.

I really don't see what this has to do with Blocktool...
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

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Posted on 11-29-05 08:42 PM Link
I mean in blocktool, in the castle tiles,or the ghost house tiles, or whatever, the tiles appear glitched as they would if you used them in the wrong tileset. Can I fix this?
Kailieann



 





Since: 11-18-05

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Posted on 11-29-05 09:47 PM Link
Okay...

Blocktool doesn't have tilesets. Blocktool barely has a GUI.
Blocks can't show up glitched in blocktool, because blocks don't show up in blocktool. Only descriptions of what they're supposed to do.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6291 days
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Posted on 11-29-05 10:03 PM Link
I think he means the Map16 editor. And to fix your tilesets, click the purple poisonous mushroom in the LM toolbar. You can choose what tilesets to use there.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6303 days
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Posted on 11-29-05 10:05 PM Link
OMFG. I am a stupid moron.I meant YY-CHR. OMFG.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6291 days
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Posted on 11-29-05 10:13 PM Link
Oh, in that case, you should probably want to change the rendering to SNES 4BPP. The graphics should appear correctly. If you want correct palettes, make a save state in the level you want YY-CHR to render the palettes of, then load that state in YY-CHR.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6303 days
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Posted on 11-29-05 10:36 PM Link
I mean the graphics are right, but they appear is if there in the wrong tileset. I.E. The flames from the forest tileset appear as ghosts, even in YY-CHR.
Kailieann



 





Since: 11-18-05

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Posted on 11-29-05 11:37 PM Link
Then you're looking in the wrong graphics file.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6303 days
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Posted on 12-01-05 09:00 PM Link
If I'm looking at a joined GFX file, would it show the wrong tileset? So if I load a single graphic file, it would appear normal?
Kailieann



 





Since: 11-18-05

Last post: 6290 days
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Posted on 12-01-05 09:30 PM Link
Graphic files don't have tilesets. They have raw image data. What you see is what you get.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6303 days
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Posted on 12-01-05 09:31 PM Link
Well, I fixed it, so...yeah.
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