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How To Rip FG/BG ExGFX

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I've seen alot of people on SMW ask how to mkae FG ExGFX ,so I'm going to show you two ways to make FG.

Table Of Contents

1. Getting Started

2. How To Rip FG

3. Using BG Edits Background Ripper To Rip FG

4. How to Rip BG's






Getting Started


You will need:
YY-CHR
Paint, or a program like it
Lunar Magic
Knowledge on how to insert ExGFX
FG you want to rip
and BG Edit's Background Ripper (Backup)







How To Rip FG



Okay, lets get started.
First open a .bin file in YY-CHR (Here's one you can use) and change the "Graphic format" to "4BPP SNES". Then the file you want to rip FG from. I'm going to use this:

Now go to paint or whatever your using and zoom in,but not too close. 400% is probably a good zoom in size.
Now select the tile like this:
PIC
And hit copy:
PIC
Now go into YY-CHR and hit paste:

Now make sure your you tile fits in a 16x16 tile by changing the zoom in YY-CHR to "x8".
If it doesn't fit you might have to resize the tile in paint.
Now check if any of the colors are 0 by right clicking the colors. If you click a color and it's zero like this:

change them to a color that is not in use
(you can see if a color is in use by right clicking the colors) like this:

Now do this to all the tiles you want to rip and save it.
Now insert the .bin file. After that open the "8x8 Graphics Editor" and "16x16 Tile Map Editor". Then hit the down arrow in the "8x8 Tile Editor" until you see your FG. Then in the "16x16 Tile Map Editor" hit the down arrow until you find a empty page. These next few steps might
seem a little confusing but if you pay attention it should not be. Okay in the "8x8 Tile Editor" drag your mouse over the top left corner one of your tiles and you should see numbers like this:
PIC
Remember those numbers. Now in the "16x16 Tile Map Editor" click some where and open the "Edit 16x16 Attributes". Now in the "Tile 1 (upper left)" change "4" to the number it said in the "8x8 Tile Editor". Mine was "180" so I changed "4" to "180":
PIC
Now add 1 to 180 (or whatever your number is) and put it in the "Tile 2 (upper right)":
PIC
Now add 10 to 180 add put it in the "Tile 3 (lower left)":
PIC
Now add 11 to 180 ,or 10 to 181, and put it in the Tile 2 (lower right)":
PIC
Good. Now choose what palette you want to use in the tab that says "Use palette 4" (I'm going to use palette 3) and whether you want "Layer Priority Disabled" or not. If you enable it Mario will go behind the object. And what you want it to act like. Then hit OK. Now on the "16x16 Tile Map Editor" right click somewhere on the page. And you should see your tile:
PIC
Good were almost done. Now you probably realized the colors aren't right. Well lets fix that. Open your .bin file in YY-CHR and the file where you rip the FG from. Now get closer in Paint. Now find any tile that you used and extract any of the colors in that tile.
PIC
Now go to Colors/Edit Colors in Paint then a window will open click Define Custom Colors and you should see numbers on the side like this:

Remember this and leave this window open.
Now go into YY-CHR and right click the spot where you extracted the color from in Paint.

The number at the bottom is where the color will go in Lunar Magic. Now go in Lunar Magic open the "Palette Editor" window and check the enable "custom palette for this level only" box. Then go to palette 3 (or whatever palette you chose earlier) and scroll over until you see 3,9 (3 being
the palette number and 9 being the color number in that palette) of course you would use your palette number and color. Then you click that color and a window will open up. Now go back to the "Define Custom Colors" in Paint. Then copy all the values here:

into Lunar Magics color window that opened up:
PIC
Now hit OK. Then MAKE SURE YOU HIT F9 IN THE "16x16 Tile Map Editor"!
If you don't your tile will be erased when you close Lunar Magic AND your tile wont be there when you play your game. Now repeat this with your other colors and your tile should have all the right colors now. Heres mine:
PIC
and heres what it looks like in the game:



you can also use this method to rip sprite GFX.




Using BG Edits Background Ripper To Rip FG



First get your file and organize the tiles like this:

Save it and put it somewhere where you can find it.
Then go to BG Edit's Background Ripper and follow the directions. Then just insert the ExGFX in FG3 and your done!

And there you go you now know how to rip FG.




How to Rip BG's



This is pretty easy. You can use the same method as above or you can use BG Edits BG ripper. I would recommend using Edits BG Ripper as it's way easier. First find a .png file or savestate that has the Background you want go to BG Edits Background Ripper and follow the instructions.




If you have questions or comments PM me or post them below.
Just a quick suggestion: click on "edit post" and check the "Disable layout" button for the op. It will make it much easier to read.

Good job on the tutorial though.
Currently working on a website that lists Minecraft Servers... if you have any suggestions for my Minecraft server list, let me know.
Finally.. it was about time we had a tutorial for this. I think you did a pretty good job on it (it will certainly help me a bit as my FG ripping is a pain for me). My only problem is how you've linked to the images rather than posting them directly - it just seems really annoying having to click each link. Not really a big issue though.
the only thing it's bad here is the title. it must be "how to rip FG ExGFX"

the rest is perfect

Thanks Ladida for this EPIC and Awesome layout!

Does it work on Sprite GFX, too?
for the BGRipper, how can you edit it so you don't have to use FG1, FG2, and FG3?
Well, not much to do with the topic, but what kind, I need help, I inserted a new BG in one of my BG levels and other levels were all wrong, my hack going down the drain in help PLEASE!
My channel on Youtube

Hell of Pain - My hack

Originally posted by gamingawesome
for the BGRipper, how can you edit it so you don't have to use FG1, FG2, and FG3?

By loading gfx in the BG1, BG2 and BG3 slots.
Originally posted by MAP16 Mess
Originally posted by gamingawesome
for the BGRipper, how can you edit it so you don't have to use FG1, FG2, and FG3?

By loading gfx in the BG1, BG2 and BG3 slots.


*frantically spits out coffee*
Originally posted by Death by ASM
Originally posted by FellipeUzumaki
Well, not much to do with the topic, but what kind, I need help, I inserted a new BG in one of my BG levels and other levels were all wrong, my hack going down the drain in help PLEASE!


Did you hit the Green mushroom than Red mushroom ,before inserting the ExGFX?


I'll talk about exactly how it happened:
I downloaded a file from here SMWC (I already had the folder Graphics ExGFX), named after the ExGFX to ExGFX 90, also put the file in the folder Pallete.Tpl MAP16 and the ROM, I opened that box and clicked LM interrogation 16x16, I went to page 12 I pressed F3, I clicked yes, I clicked YES F2, F9, I clicked YES, I went to the red poisonous mushroom and found the BG and found the ExGFX 90, then went on then went into "File - -> Palettes -> Import from File Level Palette ... "and selected Pallete.tpl and rode the BG, I SOQ after riding all other levels are left with BG and graphics wrong, now what?
My channel on Youtube

Hell of Pain - My hack


BG ripper Link is down!

Visit My Youtube Channel!
Shoutouts to wiiqwertyuiop


Just to assist, the backup can be found here.

wiiqwertyuiop, I suggest adding this link to the top for convenience.
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