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having trouble using some graphics
Forum Index - SMW Hacking - SMW Hacking Help - having trouble using some graphics
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I'm having trouble inserting these mushroom house interior graphics into my level properly. The graphics files don't follow the usual naming conventions and its lefts me a little confused (I'm a bit new)

Any help would be great, I've read graphics insertion guides but if you have another guide that might help that'll be swell. Complete idiot step by step instructions would also be most welcome lol

the file I'm trying to use is below

Thank you!

https://www.smwcentral.net/?p=section&a=details&id=12213
If you want to use the FG/BG graphics, the .bin file with "BG1" in the name is probably what you want (since BG1 most likely refers to which graphic slot you'll have to insert it). So, rename that file to "ExGFX" followed by any number between 80 and FFF (making sure you don't have another exgfx file with the same name already inserted), then move it to the ExGraphics folder and insert it with the #lm{insexgfx} button. Then, open the GFX bypass window (#lm{sgfxby}), hit the "enable bypass" checkbox and write the exgfx number in the BG1 textbox.
Now, open the Map16 window (#lm{16x}) and import the two .map16 files with the #lm{impsel} button, then save Map16. Also, open the palette editor (#lm{pal}) and import the .pal file with the #lm{imppal} button.
Now, if you want to easily get the background, you can use the .mwl file to your advantage: go to an unused level in your rom, then in LM hit "Open level from file" and choose the .mwl file. Lunar Magic will probably complain because you don't have the GFX loaded in the correct slot, so the level will look garbled but you don't need to worry about that. Go to the other level, open the background editor #lm{bg} and hit the "Copy BG" button (#lm{bg} but with a slightly different color), put the level number where you saved the .mwl level in, and you'll have the BG in. (Note: to avoid this you can also just use the .mwl level directly, instead of having to copy the BG from it. Just remember to change the number in BG1 when importing it).
If you want to insert the layer 3 graphics, it's the same process but you use the #lm{l3gfxby} window: the "Tilemap" file should be inserted in the LT3 slot (you have to tick the "Bypass tilemap" checkbox), while the other one should be inserted in LG3. You can also see this if you open the .mwl file and go to that window.
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