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How to make good ExGFX
Forum Index - SMW Hacking - SMW Hacking Help - Tutorials - Old Tutorials - How to make good ExGFX
Pages: « 1 » Link
WHAT YOU WILL NEED:
YY-chr/Tyle Layer Pro (i'll be using yy-chr)
Lunar Magic
ZNES

TABLE OF CONTENTS:
Pallets first
the savestate of colors
The graphic maker is alive
It's time to draw
insert the graphics
Map them wisely
Remember to press F9!

Section one: Pallets first
This is optinal, but i recomend making the pallet first before you do anything else - it makes the graphics easier to draw and map the colors.



Once you've made the pallets, it's time to open up ZNES. go to the level, and save a state that holds the colors.

The savestate of colors

Open up the ROM in ZNES, and go to the level and press the asigned key to save the state.



After saving the state, open up the GFX editing program, and start drawing. (Make sure it's 4BPP SNES!)

The Graphic maker is alive

It's time to open up YY-CHR/Tyle layer pro. (as mentioned, i'll be using YY-CHR). Open up the savestate, and change it to 4BPP SNES.



once you have loaded the pallet, it's time to start drawing. (i recomend that you change the transparency color in yy-chr to somthing else).MAKE SURE YOU MAKE SOMTHING THAT FITS THE STYLE!!!


It's time to draw

Now that you have the pallet and the gfx editing syestem open, you are ready to draw. Try drawing somthing around the style to fit your hack.



After you're finished, save as ExGFXlll (let lll represent numbers 80 - FFF).

Insert the graphics

It is now time to insert. Click the yellow mushroom in lunar magic, then go back to the level (if not already there) and set it up their.



After you set it up to FG 1, 2, or 3/Bg 1, click "OK"

After that, the graphics normaly should look glitchy. keep in mind that they are supposed to look like that. after that, it's time to map them.

Map them wisely

To map them, go to the 8x8 tile editor, and do the following:

Find the tile and click it. their should be a number in the bottom left corner. After that, go to the 16.16 tile editor, and find a blank map 16 page. click on a blue tile, click edit 16x16 atributes, and you should see 4 4's in the boxes at the top.



Where the 4's are, you put in the tile number from the 8x8 tile editor, and go on from there. the top left box is the top left part of the tile, the top right box is the top right tile, the bottom left box is the bottom left tile, and the bottom right box is the bottom right tile. SET THE PALLET AND HOW THE TILE ACTS. after you're done mapping, press F9.



Remember to press F9!

This is probly one of the most common mistakes people forget to do when setting up is to press F9. It will save the map 16 data, and will remain there until you want to deelete it, once your done pressing F9, you are done, and able to test them out in a level!



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Thank you for viewing this, i hope it helped you a bit. ;)

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EDIT: i recomend you start off with a normal smw gfx file, then deelete everyhing, then make it from their. then save as exgfx.
It's a good tutorial. People can made ExGFX with this. And you may put how to make good ExAnimations too.

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Fierce Deity is cool.
Workin' in OW request...
Currently attendind Scape Santa, but I don't know what to do...
I'm glad you made this tutorial, because it's harder to find a good one about making ExGFX (most of them usually only cover ripping or inserting). This would have been helpful to me several years ago when I was first learning how. I'm glad new hackers will have a chance to benefit from this.

tatanga
You are missing a crucial step: not creating a new bin file, but editting an existing one. SMW's bin files are half the size of a standard bin file.

And of course, it's still up to the hacker to be skilled at pixel art...

World Community Grid: Thread | Team
 
Oh! i completly forgot about that, i'll add it now.
This is a very good tutorial. I'll get started now.

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Wow, I finally found an helpful tut about this, Thanks so much!
Pages: « 1 » Link
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