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Sheffy World 2 ON/OFF Graphics
Forum Index - SMW Hacking - SMW Hacking Help - Sheffy World 2 ON/OFF Graphics
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Hey there,
can someone give me a downloadlink to the on off block graphics from sheffy world 2?
regards

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I'm fairly certain sheffy world 2 uses multiple on/off graphics can you be more specific
I'm sure Ninja Boy got as mixed as I did, because that hack uses solely tiles 16C and 6C (palette 7) for the switch block equivalents, but they aren't the only ones. All it takes is to pull the switch effect off with ExAnimation and insert a custom block for such (I think you know that already).
Hey thanks for the answers. Yeah I know that the used graphics are 16C and 6C but when I try to "exanimate" them their graphics get broken somehow so i thought there are exGFX which look like them on SMWC... what exactly you meant with pulling the switch effect off and do sth. with the switch pack?

Regards

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Seems like you don't know how to use ExAnimation I would suggest taking a look at this tutorial first.
I know who to exanimate exgfx but i dont know how to exanimate the original blue switch block because when it goes to selecting the frame tiles the result is a broken block with false graphics. I read the tutorial but i think it didnt helped me with my problem...

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That's because you didn't read it close enough cause it you did you'd notice that ExAnimation uses a graphic file loaded in slot AN2 and you can't just use graphics from the standard FG/BG slots.
Yeah I know that since 6 hours but I also know that when I use ExGFX it works so I want to refer to my older reply on this thread: Is there an ExGFX for these graphics? Because I know it would work with them.

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You have to create them yourself which isn't difficult: It's just copying the graphics from GFX14 and arrange them in a ExAnimation compatible format i.e. inlined.

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Okay, my layout looks ugly.
Those are vanilla graphics and because they are vanilla they are not hosted here so you'll need to copy them from the GFX file they are found in and paste them into an ExGFX file
Alright, Thank you very much.

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Btw is it normal that I have to exanimate the switch blocks with every level I want them to be in so the ExAnimation is saved with the level and not with the whole rom?

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If you use local ExAnimations, yes. But global ExAnimations also is a thing with #lm{exang}.

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Okay, my layout looks ugly.
Ah okay and with the global ExAnimations the on off switch blocks will be in the hole rom?

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As long as you load up the graphics for every level, yes. If that gets too annoying: You might want to take a look at global ExAnimation graphics i.e. GFX60-63 instead.

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Okay, my layout looks ugly.
Hmm I tried that with the global ExAnimations and it's the same result as the local ExAnimation thing, it only works in that specific level, in other levels the exanimated on off blocks are missing in the 8x8 Editor as well as in the 16x16x Editor (just 2 blank, transparent blocks there)

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Did you read my post? Okay, to make it more comprehensible: AN2 are animated tiles for the current level only. On the other hand, you have to use ExGFX60-63 if you want global animated tiles.

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Okay, my layout looks ugly.
Haha sorry English is not my native language. You mean I should rename my ExGFX on off Blocks to ExGFX60-63? But why 60-63?

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ExGFX files 60-63 are special files used for what Lunar Magic calls "alternate ExGFX". These graphics files are stored uncompressed in the ROM, which means they can be used for ExAnimation at any time. They're typically used for global animations or animations that have a lot of frames. To use them, when setting up an animation, check the "use alternate ExGFX file for source" box:



As for the tile numbers, ExGFX60 uses tiles C00-FFF, ExGFX61 uses 1000-13FF, ExGFX62 uses 1400-17FF, and ExGFX63 uses 1800-1BFF. You can view them in the 8x8 editor at those places as well.
Also, note that you're not limited to 0x80 tiles (4kb) that normal ExGFX files are limited to. Alternate ExGFX files can actually be up to 0x400 tiles (32kb).

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