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Frequently Asked Questions
Please contact a staff member if you have any suggestions for the F.A.Q..
SMW Hacking General ROM Hacking SMW Central
Question:How do I edit the graphics?
Answer:Press #lm{extgfx} to extract the graphics into a folder called Graphics. Download YY-CHR and open a GFX##.bin file. Set it to 4bpp SNES. Edit it on the right side, selecting a color from the palette below the image. Save, then press #lm{insgfx} to insert the GFX.
Question:Why are the colors messed up in YY-CHR?
Answer:Palettes aren't saved with the graphics. Go to Palette, and choose to open a .pal file exported from Lunar Magic. Or, press F12 to load a palette from a ZSNES savestate. Click the [PAL] button to fix the color selection.
Question:How do I edit colors in YY-CHR?
Answer:Right-click the color and use the RGB sliders. Go to Palette -> Save Palette (.pal) to export the edited palette to a file.
Question:How do I make good graphics?
Answer:What's good is subjective. SMW graphics can be described as "pixel art." Search "pixel art tutorial" on Google for some tips, but keep in mind that you are limited to fifteen colors plus transparency.
Question:How do I edit layer 3 graphics?
Answer:GFX28-GFX2B all use the 2bpp GB setting in YY-CHR, and have three colors plus transparency. Terra Stripe can edit stripe images in the game, such as the Layer 3 cave rocks or the overworld border. As of Lunar Magic 2.30, you can also edit Layer 3 tilemaps without using external tools:

In the Overworld Editor, go to File -> Layer 3 Level -> Load Layer 3 of Level (alternatively, press Alt+F11). The Layer 3 tilemap of the current level will be loaded. Edit it as you see fit. When you're done, save it to an unused ExGFX file. Go back to #lm{l3gfxby} on the level editor and set GFX Tilemap File to the ExGFX file you saved your tilemap as.
Question:What is the size limit of graphics?
Answer:4KB for both GFX and ExGFX files. The exceptions are GFX32, which is 23.2KB, and GFX33, which is 12KB. ExAnimation files are 6KB.
Question:What's the difference between GFX and ExGFX?
Answer:GFX are the original 52 files of graphics from Super Mario World. ExGFX are more graphics that can be added without overwriting the original graphics.
Question:How do I insert ExGFX?
Answer:Press #lm{extexgfx} to create an ExGraphics folder. Move the .bin files, named anywhere from "ExGFX80.bin" to "ExGFXFFF.bin", into the ExGraphics folder. Press #lm{insexgfx} to insert them.
Question:How do I change the graphics used in a level?
Answer:Go to #lm{sgfxby} and check the "enable bypass" box. Then, you can load different graphics files. Open #lm{8x} to view the graphics files that are loaded: FG1 is the first half of page 1, FG2 is the second half, BG1 is the first half of the second page, and so on. For Layer 3 ExGFX, go to #lm{l3gfxby} - everything else works the same.
Question:Some graphics I use have conflicting palettes. How do I fix this?
Answer:In #lm{pal}, CTRL+ALT+Left-click to copy the graphics' palette row, and import the other palette. CTRL+ALT+Right-click to paste the copied palette to the selected row. Then, edit the Map16 of one set of conflicting graphics to use the other palette row.
Question:How do I make an ExAnimation?
Answer:First, make and insert the tiles to use in the animation. Then, go to #lm{exan} and switch the animation type. Select the trigger. Set the number of frames to use for the animation on the right. Type a number next to that equal to the amount of frames you want to use for the animation. Use #lm{8x} as a guide to figure out what to enter for Destination and the animation frames. See the Map16 section for how to make the animation usable.
Question:How can you view Mario's graphics, as well as the animated graphics, inside Lunar Magic?
Answer:Press CTRL+SHIFT+PGDN while in the 8x8 Tile Editor to activate Internal GFX viewing mode. You cannot edit these graphics from this interface, however.

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