Hi again. I would like to make a death block such as Moltovmarioworld's block but I am not exactly sure of what to do. Could I just use blocktool and use the one already implemented in it? If I do that, I wan't to change the graphics. Would the new block show up in the ALLGFX file?Why not go to my Youtube channel?
Yes, you could just use the "Instant Kill Blocks" from Blocktool. Inserting blocks won't do anything to the graphics though, so you'll still have to make your own.
okay thanks, but will that block show up in ALLGFX.bin if I load a new savestate on YYCHR?
for a block that kills you, you could use map16 editor and make a block of your choice act like lava. but if you want to use ExGFX than i'm not sure.
I'm trying to get the block from Blocktool and then get it into YYCHR to edit it, but I don't want to download Blocktool just to see that I can't edit the looks of the block. Will the insta-kill block show up in ALLGFX.bin?Why not go to my Youtube channel?
A block's graphics has absolutely nothing to do with what block it is. To assign graphics to a block, you'll have to use the Map16 editor (see the FAQ for more information).
And by the way, don't use Blocktool to insert blocks; BTSD is superior in every way.My YouTube channel
Get the official ASMT resource pack here!
Okay, thanks for that, but I want this block to have my own graphic. Is it possible to make new graphics in YYCHR without overwriting one that is already there?
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I got the ASM 'Hurt' block into my hack and right now it is in the form of a cloud. I want to make it look like something else without overwriting an already existing graphic. Any help?Why not go to my Youtube channel?
Originally posted by pkhaxor
act like lava.
Ever noticed how you can swim in the bottom of lava?
As for the actual problem, if you already have the block in Map16, edit the 16x16 Attributes, and put in the 8x8 tiles you want to use in the 16x16 block.
Techno, I would do that, but it I want to give the block my very own graphics. Is there any way to create custom tiles without overwriting any others?Why not go to my Youtube channel?
Making new graphics without overwriting the original graphics is actually very simple and I have a hard time believing I used to think it was complicated.
This tutorial only seems to show how to insert already created ExGFX into the ROM, not how to make it yourself without overwriting anything. Why not go to my Youtube channel?
You edit the files like you would in Lunar Magic, but instead of saving them in the 'Graphics' folder, you save them in the 'ExGraphics' folder under the name 'ExGFX##.bin' (## being any number 80 or up) Hope I helped!
Okay, so I edit the file in YYCHR? And then save it into ExGFX. Im sorta confuzzled , would it be possible to get some pictures? I've been trying to do this all day :/.Why not go to my Youtube channel?
Pictures would make things more complicated IMO. Though I could put it in simple steps.
BEGINNERS GUIDE TO EXGFX
Step 1: In the same folder as Lunar Magic, like there is a Graphics folder, there should be a folder named ExGraphics. If this does not yet exist, don't panic. Just create a new folder named "ExGraphics" (without the quotes). It MUST have that name, otherwise Lunar Magic won't accept it.
Step 2: Edit a GFX file as you normally would, but when you are about to save, stop, and click "Save As..." instead (Go to File - Save As...).
Now simply go to your ExGraphics folder and name it ExGFX##.bin (## is any number 80 or higher. Of course, there are limits, but you have alot of room, don't worry.)
Step 3: Go into Lunar Magic and click the Yellow Mushroom button to insert all the ExGFX in your 'ExGraphics' folder, just like you would with normal graphics.
Step 4: Okay, now you have inserted your ExGFX, but they aren't in your level. Now you go to 'Extended GFX Bypass', or simply click the Red Poison Mushroom button in Lunar Magic. You will open a window containing a single checkbox and some dropboxes. First of all, click the checkbox to enable the GFX Bybass, which let's you choose the GFX files used manually, and also let's you use ExGFX.
Step 5: This is the tricky part. Depending on what you are using, you'll need to use a different Dropbox depending on what Graphics your block is using. You can mess around with them for a bit if it's too confusing (recommended). For a block you only need the boxes labeled FG1, FG2, and FG3. All you do is click on one and select the ExGFX file's number that you want (the ## in ExGFX##).
I believe this is all you need to know. If you're still having trouble, let me know. (First tutorial type thing lol)
okay, when I tried to add the ExGFX, it says "structure too large, will be truncated" and then in the same box, it says "ExGFX structure 80".
Then I click ok and another box comes up saying "inserting the structure will increase ROM size." And in the same box it says "ExGFX structure 80" again.Why not go to my Youtube channel?
Oh sh-- forgot to mention a very important detail.
While ExGFX do allow you to have custom graphics for only certain levels, you'll still have to overwrite some tiles for your custom graphics, preferably unused ones. ie: If you aren't using any cement blocks, you should overwrite the tiles used by the cement blocks.
Yes, you must have used the blank area in YY-CHR. That area does not exist in-game, meaning that, even with ExGFX, you'll have to overwrite some tiles. Again, if there are unused tiles in your level, use those. Please see previous example.