If you haven't already, export GFX and ExGFX

. Save your foregrounds to a .bin file and make sure it is 4KB. If it is larger, like 8KB, you should copy existing GFX/ExGFX which is 4GB, delete everything in the .bin with yy-chr, copy your foregrounds to it, and press save. Name the file you saved ExGFX<insert any hex number from 80-FFF without the brackets>.bin. Put the file you saved in the ExGraphics folder in the same folder of your ROM. Go back into Lunar Magic and press

and re-open the ROM in Lunar Magic. In every level you want to use it in, press

and check "Enable bypass of standard FG/BG/SP GFX" if you haven't already. Change any of the boxes in the "GFX files to load for FG/BG" section into the number you put after ExGFX in your file name, without the file extension (.bin). If one glitches the graphics of a level, use a different box. Note that this should use the same box in every level. When you are done, press OK. Your graphics you made in yy-chr should now be in the 8x8 Graphics Editor

. If they are there, save your level

. If not, try a different box. Go to the 16x16 Tile Map Editor

and go to an empty page. Enter 8x8 editing mode

and open the 8x8 tile selector

. Look for your graphics, assemble them in the 16x16 Tile Map Editor, select the right palette for the foreground, and save the Map16 data

.