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Acmlm's Board - I3 Archive - The Pit of Despair - Hey, is there any Faq and/or Tutorial on Exgfx Making? New poll | | Thread closed
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Falcon Mk-II

Goomba


 





Since: 03-03-06

Last post: 6379 days
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Posted on 03-04-06 02:01 PM Link
I am trying to hack Super Mario World(of course...) and I do not understand how to create my own FG ExGfx tiles for the game. Could you guys please help me? I looked at all of the floated threads, but could not find anything on making ExGfx. I understand editing the graphics in the game, so if that helps anything then all the better!
INSERT COIN

Double metal axe








Since: 11-18-05
From: wtf am i bored

Last post: 6294 days
Last view: 6294 days
Posted on 03-04-06 03:12 PM Link
Sgraff87 told me this:

"I use Tile Layer Pro and and use it's extract option to extract it to an bmp with all of the colors that I would be using. Make sure the dimensions are correct and just draw it.
Import it when finished."

Is that helping?
Falcon Mk-II

Goomba


 





Since: 03-03-06

Last post: 6379 days
Last view: 6379 days
Posted on 03-04-06 04:40 PM Link
Originally posted by INSERT COIN
Sgraff87 told me this:

"I use Tile Layer Pro and and use it's extract option to extract it to an bmp with all of the colors that I would be using. Make sure the dimensions are correct and just draw it.
Import it when finished."

Is that helping?

I do not understand exactly...sorry!....Anyway, what i need help with would be getting tiles from Megaman X2, and converting them for super mario world. I think X2 has compressed graphics, so i was wondering if i could convert and image of the tiles into the game. I also want to know how i get the whole thing into the right format for the game! I think you are telling me to extract the tiles to bmp then edit them, then to import them back. Am i correct?
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6292 days
Last view: 6292 days
Posted on 03-04-06 04:44 PM Link
Originally posted by Falcon Mk-II
I think X2 has compressed graphics

then just open a savestate in YY-chr, press - 13 time and you should see the graphic(they won't going to have the right pallete)just copy/paste them into a ExGFX


(edited by Bio on 03-04-06 03:44 PM)
Crysillion

Red Paragoomba


 





Since: 01-10-06

Last post: 6643 days
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Posted on 03-04-06 05:36 PM Link
Is it only possible to draw the riles in a program like Tile Layer Pro and YY-CHR? Or is it also possible to edit them in something like MSPaint, then import?

I find that using YY-CHR sucks. Editing a tile has the colors all wrong, and I have to guess which color is which. I don't even want to begin to know HOW you people do the shading with such little bit of colors at your disposal.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6292 days
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Posted on 03-04-06 05:42 PM Link
you can alway load the pallete from a savestate so the color will looking right
Crysillion

Red Paragoomba


 





Since: 01-10-06

Last post: 6643 days
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Posted on 03-04-06 05:43 PM Link
I know how to edit regular GFX, but.. I'm not even sure HOW to add EXGFX. Any tutorial on this anywhere? Maybe one thats not..hard to understand?
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6292 days
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Posted on 03-04-06 05:49 PM Link
just made a copy of a GFX file and call it ExGFXxxx where xxx is a hex number between 80-FFF, and put it in a folder called ExGraphics then click on the blue mushroom to insert them in your rom


(edited by Bio on 03-04-06 04:49 PM)
Crysillion

Red Paragoomba


 





Since: 01-10-06

Last post: 6643 days
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Posted on 03-04-06 06:34 PM Link
OK, cool. So, for 80, it'd be... ExGFX80.bin, or.. ExGFX080.bin?

Also, how do I alter what each tile does? How it acts?

And..when I edited the Koopa sprite with YY-CHR, it only edited one part of the Koopa. One part of the animation. How do I edit the other parts of the animation?


(edited by Crysillion on 03-04-06 05:36 PM)
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6293 days
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Posted on 03-04-06 06:37 PM Link
Originally posted by Crysillion
OK, cool. So, for 80, it'd be... ExGFX80.bin, or.. ExGFX080.bin?


The former. Which reminds me - I have to continue working on that ExGFX guide I was making.
Crysillion

Red Paragoomba


 





Since: 01-10-06

Last post: 6643 days
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Posted on 03-04-06 06:39 PM Link
Pfft. You answered the easiest question! ='(
Yoster

Red Koopa








Since: 02-03-06
From: Holland/The Netherlands

Last post: 6393 days
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Posted on 03-04-06 07:29 PM Link
Originally posted by Crysillion
Also, how do I alter what each tile does? How it acts?

You can change that in the map16 editor if you're using the ExGFX with that.


(edited by Yoster on 03-04-06 06:30 PM)
Falcon Mk-II

Goomba


 





Since: 03-03-06

Last post: 6379 days
Last view: 6379 days
Posted on 03-04-06 08:35 PM Link
So i just use yy-chr to make the file? and how do i make the map16 file? And how would i make the tiles assigned to certain objects? And how would i build the exgfx file itself???? Sorry for all the noobish questions, i just want to make a good hack!


(edited by Falcon Mk-II on 03-04-06 07:37 PM)
(edited by Falcon Mk-II on 03-04-06 08:44 PM)
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