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ExGFX Too Big?
Forum Index - SMW Hacking - SMW Hacking Help - ExGFX Too Big?
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I'm trying my hand at drawing, and using, my own ExGFX. However! I've hit a snag. My ROM has stopped registering any changes Lunar Magic makes to it (despite said changes being saved and visible in Lunar Magic itself). So I had to pretty much port everything over to a new ROM. That's not the problem. This is:

(My ExGFX83)

As I'm copying my Map16 tiles from one version to another, I get this message on both sides:


And, having finished enough of the Map16 to test my ExGFX...

... I'm treated to an underwater level, where walk-through tiles are solid, and doors do not work.

My question is, how do I fix this?
Currently balancing work and hobbies. Also I've got a job now.
Practice Makes Purrfect
Courrupted Rom Maybe?
I hope not. Anyway, that's not the title screen, but a test room for that ExGFX. Not sure how to check to see if it's courrupted or not #w{:<}
Currently balancing work and hobbies. Also I've got a job now.
Practice Makes Purrfect
Looks like you created an entirely new file in YY-CHR. Try using existing GFX files as a base.

--------------------


 
The size of your .bin file is more thank 4KB and that's the problem, not the ROM itself, that causes a bad read that changes the three first parts of the level into MAP16 0, so, copy any ExGFX you have with 4KB of size, rename it to whatever you want (ExGFXtest), copy the half part of the ExGFX83 (note: not all, if you copy all the screen it will change the size to 8KB), then paste the tiles over the others (paste them in the ExGFX you created), then delete ExGFX83 and rename the other you copied to ExGFX83, then insert the graphics, and if you did it right, the "size too big" message will not appear ever more.
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Thanks! That works! #w{:>}

Now I just have to rebuild the rest of that Map16 page, and then the other pages...
Currently balancing work and hobbies. Also I've got a job now.
Practice Makes Purrfect
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