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Main - SMW Hacking - Map16 and BG question New thread | New reply


Phazorite
Posted on 06-22-07 07:34 AM Link | Quote | ID: 47770


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I've been making lots of progress on my hack (duh, the thread's hard to miss ) and I'm starting to get the hang of ExGFX and Map16 pages. Two things bug me though:

You know the way you make a Map16Page.bin and Map16PageG.bin file for actually converting ExGFX to an insertable form? I'm just wondering how LM "knows" what page of Map16 to load when you press F3. Do you have to make a new pair of Map16pages for each set of ExGFX you use, or do they automatically pick up whatever file you used in Super GFX Bypass?

I'd like to know, cause I'm a little scared to experiment myself should I screw up and delete/corrupt something critical or lose a whole day's tiling work.

Also...One of my levels uses FG-style ground for the BG. Did I do something wrong? (I didn't use ExGFX--I copied and pasted the tiles I wanted to Map16 page 13, and set the BG page to 13. Then I built the BG myself.) The problem is...how do I change the palette so it doesn't look like part of the FG? The ground uses the same swatches, no matter where it is, so what the hell!? I tried using Dark BG level header, but the whole level went black in the ROM. Doh!

(I'm trying to make it look something like the BG in Cliffside Plateaus, from FirePhoenix0's hack "Super Mario Eternity".) Uh, I guess imitation is the sincerest form of flattery

(FP, if you're reading this, congrats on the smexiest Level 105 edit evar!!!)


Higsby
Posted on 06-22-07 08:00 AM (rev. 2 of 06-22-07 08:00 AM) Link | Quote | ID: 47802


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When I first found out how to insert ExGFX I just used a SMW ROM that wasn't modified to experiment with. Then once you get the hang of it you can try it in your hack. As for the Map16Page.bin question, everytime I insert new ExGFX I get rid of the old Map16Page files.


Also...One of my levels uses FG-style ground for the BG. Did I do something wrong? (I didn't use ExGFX--I copied and pasted the tiles I wanted to Map16 page 13, and set the BG page to 13. Then I built the BG myself.) The problem is...how do I change the palette so it doesn't look like part of the FG? The ground uses the same swatches, no matter where it is, so what the hell!? I tried using Dark BG level header, but the whole level went black in the ROM. Doh!


I'm probably just tired but I don't really understand what you're trying to say. If you want to change the background palette all you have to do is click the star on the menu bar and change the BG palette from the drop down menu titled "BG Palette X (X = a number from 0-7).

I hope that helps.

Phazorite
Posted on 06-22-07 08:08 AM (rev. 3 of 06-23-07 04:07 AM) Link | Quote | ID: 47811


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Posted by Higsby
When I first found out how to insert ExGFX I just used a SMW ROM that wasn't modified to experiment with. Then once you get the hang of it you can try it in your hack. As for the Map16Page.bin question, everytime I insert new ExGFX I get rid of the old Map16Page files.

That's what I thought Thanks--now all I have to do is unzip another copy of some older ExGFX to get them to show up in the level I salvaged from a broken copy of my hack.


Also...One of my levels uses FG-style ground for the BG. Did I do something wrong? (I didn't use ExGFX--I copied and pasted the tiles I wanted to Map16 page 13, and set the BG page to 13. Then I built the BG myself.) The problem is...how do I change the palette so it doesn't look like part of the FG? The ground uses the same swatches, no matter where it is, so what the hell!? I tried using Dark BG level header, but the whole level went black in the ROM. Doh!


I'm probably just tired but I don't really understand what you're trying to say. If you want to change the background palette all you have to do is click the star on the menu bar and change the BG palette from the drop down menu titled "BG Palette X (X = a number from 0-7).

I hope that helps.


I tried changing the BG Palette dropdown number, but nothing happened, since the tiles I'm using came from a Map16 page for FG tiles. I put them on a Map16 page meant for BG data and set the BG to use that page. I can't change their palette without also changing the FG's palette cause technically they ARE the same tile.

Do I have to use ExGFX to get it to work like it does in FP's hack, or...ah...can I just edit which palette the tiles use separately in the 16x16 editor? If you excuse me, I'll try that right now


EDIT: NVM I've got it Now all I have to do is perfect the perspective with the palettes. I'm going for the same overall color scheme in the BG, just a bit darker (browner or greener) so it looks like it's behind the FG. For some reason, the peachish color doesn't look right when transferred from my laptop to my CRT computer (the only one with Internet access...! *gives USB drive a cookie *)



Any suggestions? (about the palette please, if you wanna whine about my 10-month-honed level design go post in my hack's thread.

Juggling Joker
Posted on 06-26-07 05:42 AM Link | Quote | ID: 49647


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Posted by Phazorite
Any suggestions? (about the palette please, if you wanna whine about my 10-month-honed level design go post in my hack's thread.

Wash out the colors of the background, it's hard to tell what's going on between the foreground and background (though I realize of course the difference in scrolling rates can help make up for that). What I mean by "wash out" is to reduce the difference in shade between the dark colors and light colors. I always design my backgrounds with a full color range as if it were a foreground, then I up the brightness a notch and go from there.

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Phazorite
Posted on 06-26-07 06:07 AM (rev. 2 of 06-26-07 06:07 AM) Link | Quote | ID: 49661


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Phaz here! I've spent quite awhile tweaking the BG palettes from the original FG color (a very light red-orange actually--look at the fourth (?) swatch from the left in the third row), that color just doesn't look right when faded or grayed out. I tried putting a little green or blue in there to approximate the sky, but it either looks too dark, too blue, or too gray and dreary. I'm going for a light, slightly hazy but sunny, morning-like look for this level--the light green hills from the original BG worked really well. Bolder or darker stuff just...changes the whole mood, y'know?

In the end I settled for this one, tweaked the shape of the cliffs a bit, and darkened the sky just a hair. Any better now?



Personally, the BG looks a bit too "peachy" and the FG a bit orange. But still, any better? And I also faded the speckly stuff to reduce detail, so it looks farther away. Or does it look too flat now?

Juggling Joker
Posted on 06-26-07 06:17 AM Link | Quote | ID: 49666


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My advice if you're trying to give it an early morning feel: Add more red to all the palettes. Not a lot of red or it will look like you're on Mars, but subtle red gives the impression of the sun just peaking over the horizon. I used that effect to good results with my Winter set.

In regards to the background, the shadows beneath the ledges look ugly, and overall the background looks too pink. Try adding a bit more green, that might work. Reducing detail is an easy way to give the impression of distance, but don't overdo it either. Again I point to my suggestion of reducing the range of the palette rather than simplifying the graphics.

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Tyty
Posted on 06-26-07 08:15 PM Link | Quote | ID: 49826


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maybe you could add a little of the values of the BG color instead, give the BG land a slightly blueish faded hue

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icegoom
Posted on 06-26-07 08:45 PM Link | Quote | ID: 49836


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The black outlines in the background are making it difficult to distinguish them from the foreground. Replace them with a medium bluish grey, like so:



Also, turn the green shadow in the background into a purplish grey and lighten up the yellow orange spots.


Phazorite
Posted on 06-27-07 12:16 AM (rev. 5 of 06-27-07 12:21 AM) Link | Quote | ID: 49906


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How'd you make that image? Photoshop? Looks kinda like one I experiment with a few days ago. Since you're a graphical master, I'll follow your example Here's another update:



I toned down the spray-tan-orange buttes in the FG, nearly killed the shadowing around the BG edges, and overall tried to match Palette 0 for the original BG in this level (see Level 104 in a clean SMW ROM). I also tweaked the grass in both. Not perfect, a little blue maybe, but at least the distance looks right now:



EDIT: Dammit! It looks kinda bluish green on my other 'puter but a bit yellow on my internet-enabled one. However it looks to you, feel free to comment


And JJ, I think you've finally broken my hacker's block for the art style of Level 105 Something like "misty dawn over Spirit Isle" looks really cool as an intro level. Super-early screenie ahead!



I took this right out of LM cause I haven't even started to design the level itself. Anyways, everything you see there is BG. As for mist, it'll take some screwing around with ExGFX (base a file on the Ghost House tileset but put grassland GFX into it so it still thinks I've loaded tileset 5 or D).

As you can see I'm kinda going for a darkish, very early morning look, like the sun has just started to rise. Comments?

PS: If you wanna know what tomorrow is, look at my profile...

Sparx
Posted on 06-27-07 01:10 AM Link | Quote | ID: 49926


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The BG really doesn't match the FG. The grass looks dead, and the green doesn't match anything else. So... Is that how you said it looked on the other computer? Darken the FG a little, and make the BG a little like it, but then make it lighter. After that, just work from there until it gets the way you want it.

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Main - SMW Hacking - Map16 and BG question New thread | New reply

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