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Frequently Asked Questions
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SMW Hacking General ROM Hacking SMW Central
Question:What is "GFX" and what is "ExGFX"?
Answer:"GFX" in the SMW Hacking scene is usually referred to as short for "Graphics", but GFX actually are the original 52 files of graphics from Super Mario World. ExGFX stands for Extended Graphics and are more graphics that can be added without overwriting the original graphics.
Question:How do I edit GFX and ExGFX?
Answer:Press #lm{extgfx} to extract Graphics (a folder called Graphics will be created in your ROM's directory). Press #lm{extexgfx} to extract Extended Graphics (a fresh ROM won't have any, obviously) and to create a folder called ExGraphics in your ROM's directory.

You can create ExGFX files by copying GFX files, pasting them into the ExGraphics folder, and naming them anywhere from "ExGFX80.bin" to "ExGFXFFF.bin". The numbers are in hex.

Once you've done those, use YY-CHR (tutorial), YY-CHR.net, or Graphic Editor to edit GFX and ExGFX files.
Question:How do I insert GFX and ExGFX into my ROM?
Answer:Once you have the Graphics and ExGraphics folders with all the relevant files, press #lm{insgfx} to insert GFX into your ROM, or press #lm{insexgfx} to insert ExGFX instead.
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:Now how do I actually have objects to display the graphics I just inserted?
Answer:You'll need to set up Map16 tiles to use your graphics for Layer 1 and 2 objects.
Question:How do I edit Layer 3 tilemaps?
Answer:As of Lunar Magic 2.30, you can edit Layer 3 tilemaps without using external tools. Just follow this tutorial.
Question:What exactly is in each GFX file?
Answer:Refer to this document.
Question:Is there any way to view all GFX files at once?
Answer:Yes. In Lunar Magic go to Options -> General Options -> ROM Editing Options and check "Use Joined GFX Files". Now extract GFX and a file named "AllGFX.bin" containing all GFX files will appear in your Graphics folder. If you keep the option checked, Lunar Magic will only extract and insert AllGFX.bin.
Question:What is the size limit of graphics files?
Answer:4KB for files intended to be used for Layer 1/2 and Sprites, 6KB for ExAnimation, 2KB for Layer 3 graphics, 8KB for Layer 3 tilemaps. GFX32 and 33 are for player graphics. GFX32 is 23.2KB, and GFX33 is 12KB.
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 can you view Mario's graphics, as well as the animated graphics, inside Lunar Magic?
Answer:Press CTRL+SHIFT+PageDown while in the 8x8 Tile Editor to activate Internal GFX viewing mode. You cannot edit these graphics from this interface, however.
Question:How do I make an ExAnimation?
Answer:First, make sure you have the tiles you intend to use for the animation inserted into your ROM. You can dedicate a whole file for ExAnimation for each level - just go to #lm{sgfxby} and change the AN2 slot to the file you wish to use. Have #lm{8x} opened as a guide to figure out what to enter for Destination and the animation frames for tile animations, and have #lm{pal} opened for palette animations. Refer to this tutorial to learn how to edit the ExAnimation frames in the #lm{exan} dialog (check the type of animation you desire to have in the tutorial's table of contents). Once you're done, the animation will be displayed in the Destination tile or palette you chose. Put your animated tiles for Layer 1/2 in Map16 and you're done.

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