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Tip: Layer 3 backgrounds and tides disappear when you hit a message box, so plan your level around that. For example, you can add a sublevel without layer 3 at the start/midpoint, and include your message there.
YY-CHR Help - Solved, but Still Open
Forum Index - SMW Hacking - General SMW Hacking Help - YY-CHR Help - Solved, but Still Open
Pages: « 1 2 »
I tried to open unjoined GFX files in YY-CHR, in all the BPP types (neither 3bpp nor 4bpp SNES worked...). What am I doing wrong? Does YY-CHR not work with these?
Last edited on 2012-03-21 08:30:31 AM by Roads1.
If you are trying to open GFX27.bin you need another tool to do it, YY-CHR just shows "glitched" graphics.
Last edited on 2012-02-26 02:47:07 PM by New Hacker.
Originally posted by New Hacker
If you are trying to open GFX27.bin you need another tool to do it, YY-CHR just shows "glitched" graphics.


Yes, here is the tool.

And... Everything's glithed? They actually work with 4BPP SNES (but some of them works with 2BPP).
GFX00-27 use 4bpp, GFX28-2B use 3bpp, and GFX2C-32 use 4bpp. Did you remember to also extract any ExGFX? LM can glitch up the original GFX if you don't.
Originally posted by Mini_Coin
GFX00-27 use 4bpp, GFX28-2B use 3bpp, and GFX2C-32 use 4bpp. Did you remember to also extract any ExGFX? LM can glitch up the original GFX if you don't.


No, that doesn't work. It's garbled whether or not I choose 3 or 4bpp. Yet oddly the garbling pattern is the same... I also haven't used any ExGFX since I'm still figuring it out.
Last edited on 2012-02-29 07:24:41 AM by Roads1.
GFX28-2B are 2bpp, not 3bpp. And what does your screen in YY-CHR look like?
This...



WHA...?
What the... Is it the latest verion of YY-CHR? If not, use this one instead. That might me the problem.
Last edited on 2012-03-01 11:05:28 AM by New Hacker.
I downloaded the older one, and it's working fine.
Something in Fomelogo's YY-CHR Tutorial troubles me. He said:

"The palettes in YY-CHR are only for visualization. This means you can’t change which palette a sprite uses (For that, you’ll have to get Sprite Paint also available at smwcentral)."

What is he talking about? Anybody know? (I'd ask him myself, but I noticed his last activity on SMW Central was over 8 months ago, so who knows when he would get back to me!?...)
It means that color changes you make in yy-chr won't affect the graphics when used in-game. You have to modify the palettes in Lunar Magic, instead.

You can however export yy-chr palettes and LM can open them.
Originally posted by Kaijyuu
[C]olor changes you make in yy-chr won't affect the graphics when used in-game.


Yeah, I learned that the hard way. I edited the graphics and palettes, saved them, and when I came back in the next day, I was really annoyed at myself because I was afraid that would happen...

But hey, it was annoying having to slide the hex value bar to the pixel-perfect location all the time...
"You can however export yy-chr palettes and LM can open them."

Is he talking about the Super GFX Bypass in LM?
Last edited on 2012-03-16 11:23:14 AM by MonkeyMan.
No, he's talking about the "Load Palette From File" function...
I'm still confused (since I haven't worked with any other graphic editing tool other than yy-chr yet).

I've already modified a Magikoopa (blue-robed-kamek) into a white-coated mad scientist guy using yy-chr, and the changes I've made did show up in my game when I tested the rom.

But what's the difference between using the "Load Palette From File" function and the "Super GFX Bypass" to put custom sprites and objects in a hack?

I'm troubled, because now I don't know if I've been properly using
yy-chr...
I still haven't quite figured out how to put in let alone make custom sprites. I only use YY-CHR for now.
Originally posted by MonkeyMan
I'm still confused (since I haven't worked with any other graphic editing tool other than yy-chr yet).

I've already modified a Magikoopa (blue-robed-kamek) into a white-coated mad scientist guy using yy-chr, and the changes I've made did show up in my game when I tested the rom.

But what's the difference between using the "Load Palette From File" function and the "Super GFX Bypass" to put custom sprites and objects in a hack?

I'm troubled, because now I don't know if I've been properly using
yy-chr...

Changing which palette a sprite uses (8-F) won't affect ingame. You need Tweaker for that.
Changing which palette object uses (0-7) won't work unless you change the Map16 to the same palette in YYCHR.
Changing the palette colors themselves won't work unless you export the palette (or at least the colors you change) into Lunar Magic.
Changing the graphics to use colors not used in the original graphics, or colors added or edited by the LM Palette Editor will work. However, the graphics will look different unless you work with the newly exported palette, not the smworig one or one exported before you changed the colors. Yes, you can change the colors in the .pal files if you want a better background color, but it won't affect the game.

THe load palette from file changes the colors that objects/sprites can pick from. Super GFX Bypass changes the colors and graphics the objects/sprites themselves use.
Last edited on 2012-03-17 09:53:49 AM by jimbo1qaz.
What tools should I work with (other than yy-chr) in LM to make custom sprites and objects?
Sorry if I'm misunderstanding, but if you want to make custom sprites/blocks you need to have ASM knowledge. If you want to draw custom sprite/block GFX, then use YY-CHR.
Okay. 2 more things:

Does ASM use the same .bin files as yy-chr?

And does anybody know about the Sprite Paint Tool? I couldn't find it in the SMW Central Tools section. Was the Sprite Paint Tool renamed something else?
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