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05-20-24 02:43 PM
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Acmlm's Board - I3 Archive - SMW Hacking - extracting LM 8x8 tile editor GFXs New poll | |
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xt5
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Since: 08-06-06

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Posted on 08-06-06 07:06 PM Link | Quote
hi,

very nice hacking board.

I need the SMW GFX for try to do a little game on Playstation 2.
I've succeful figured the format of LM level format, and how the 16x16 tiles are made

but now I need to figure how the 8x8 tiles (included animated ones) are made.

quoting from LM help "Making use of the extended animated tile area to change the game's original animations will require manually hacking the animated tile frame references in the ROM. An extensive explanation of this is beyond the scope of this help file, but to get started, you can find the table at 0x2BB99 in the ROM. Each animated tile uses 4 frames, and each frame reference takes up 2 bytes. These 2 bytes are actually the lower 16 bits of an SNES RAM location to get the source tile from. A 2 byte reference of 0xAD00 is the starting address of the extended animated tile area."

I looked at offset 0x2BB99 of SMW rom but not make sense to me (I have never playing with SNES stuff before)

If someone know how the 8x8 tiles are made please give me some clues

thanks
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

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Posted on 08-06-06 07:22 PM Link | Quote
Click on the red mushroom and RTFM.

EDIT: Sorry, I didn't read your post properly and underestimated your ambitions.


(edited by peter_ac on 08-06-06 06:37 PM)
xt5
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Since: 08-06-06

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Posted on 08-06-06 07:29 PM Link | Quote
that only extract raw GFX, I need know how the 8x8 tilemaps are made per each level, including animation data.
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

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Posted on 08-06-06 11:23 PM Link | Quote
FuSoYa's being very specific for the higher level hackers when he says all that. The extended animations for 8x8 tiles is just a feature that pulls graphics from an extra graphic file (the GFX file to extend tile area with), and it uses tiles that you can set in that file to overwrite the graphics on an existing 8x8 tile every frame. It may be helpful for you to know the easter egg that lets you view data beyond SP4, hold ctrl + shift, then press page down.

Every level can have a total of 9 graphic files loaded (apart from internal GFX, like text, normal animations, and Mario), and it's important to know what these files are. Notice the pattern: 2 Shared FG GFX files, 2 tileset specific FG/BG GFX files, 2 shared sprite GFX files, 2 shared tileset specific sprite GFX files, then the extended animation file.

1: FG1 - These graphics are used for the foreground, and are shared throughout the levels normally. (although you can have ExGFX if you want)
2: FG2 - Same as FG1, however they contain the "infamous bush graphics", that noone likes anyway.
3: BG1 - These graphics are the ones generally used the the background. Although it is not necessary to pull background graphics form this file, it's nice the SMW organizes it this way. This file is tileset specific, meaning that changing the FG/BG tileset will affect this file.
4: FG3 - These graphics are used for the tileset specific tiles, and are also dependant on the FG/BG tileset.
5: SP1 - These graphics are used for the game "label" thing right after you load the rom, and several commonly shared sprites.
6: SP2 - More commonly shared sprites, like koopas and goombas.
7: SP3 - Tileset specific sprites.
8: SP4 - Same as SP3.
9: Extended animations GFX file: Contains graphics to overwrite graphics data in any of the previous GFX files, just for this level only.

First off, there are different ways you can set up a file like this. My favorite methods are using 8x8 tiles: row, and four 8x8's: 16x16.

For example, here's the correct way to call the graphics from the extended animation GFX file.

This is what it will look like in the 8x8 tile editor, at the destination.

After properly arranging the 16x16 tiles in the map16 editor, the final product is this:

There can be a max of x1F animations per level, I won't really get into palette animations. Changing the modes to on/off activated, pow activated, etc. does just what the window says it does. Hope this helps!
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