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Need help with BG making and character designing plz

So, I don't know if my YYCHR program has worked yet on my PC, however I have some ideas on making SMW ROM hacks, but out of all of them I chose both background editing and character designing.

I'm mostly gonna stick with making the player's graphics because the BG making, mentioned in my other post (for those who have seen it) was a waste of time because I kept CTRL+C and V'ing the one blah Coca-cola image logo, but it keeps saying that there weren't any enough pixels to be added into the 16x16 Tile Editor. No matter how small or big the image is, the message just keeps popping up. Also whenever I set the BG1/2/and 3 settings to custom, I just fall in the first level for some reason. How can I fix all of these problems?

As for character designing, do you have to copy/paste the sprite in MS Paint, and add colors (from the saved SMW savestates) to them in YYCHR or do you have to use a Sprite Editing tool from this site? If so, then is there any link?

I'm not begging or anything, but I want to get these things fixed for a ROM I'm currently making. I focused on every direction but nothing's working.

Any help from you guys?
This should fix your original issue. However im not sure how changing the graphics for BG1/2/3 would make you fall through the world. A video or some screenshots would greatly help.

So assuming that you already followed the steps to enable the "bitmap to map16" feature, use super gfx bypass (#lm{sgfxby}) and replace AN2 with an unused ExGFX tileset.



Find a large open space in your map16 editor and select/hover over the tile you want your image to start at.



In the statusbar of the map16 window you should see a hex value for that tile. For example mine was D00. Keep this number in mind for later.



Now you're going to want to paste your image into map16 (Ctrl+V). After doing so you should change the colors that the image will use. You should probably copy the settings and what i do in this gif.



Now click the other options button and copy these settings, replace the circled region with your number from earlier followed by the blank map16 tile you want your image to stretch too. Just add 100 to your number and you should be fine.



Click "OK" and there shouldn't be any errors. If there are any the image you chose is probably too large.
Next you can save in your map16 window and place the image in the level.



After all of this be sure to export and import your ExGFX files.
(Press #lm{extexgfx} then #lm{insexgfx})
When I try going to another level and come back in lunar magic, the palletes change. How can I fix this?
Before you save and switch the level open up the palette menu (#lm{pal}) and save it there (#lm{save}).
You should also make sure that you're getting the right palette in game.
Originally posted by Hunter-
Before you save and switch the level open up the palette menu (#lm{pal}) and save it there (#lm{save}).
You should also make sure that you're getting the right palette in game.


Ahhh okay. That's what I keep forgetting. Thanks, man! :D