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Ripping Graphics with Lunar Magic (Bitmap pasting)
Forum Index - SMW Hacking - SMW Hacking Help - Tutorials - Ripping Graphics with Lunar Magic (Bitmap pasting)
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This worked great for replacing the background in one of my levels. However, I'm now trying to insert a background in another level and I'm constantly getting the "not enough available 8x8 tiles" message, even with very simple backgrounds. This happens even when trying to start inserting at page 100 or lower. Is there something I'm doing wrong or a way to work around this, or is the insertion really limited to ~1 custom BG per rom?
Originally posted by JamesD28
is the insertion really limited to ~1 custom BG per rom?

Definitely not; it must be something you've overlooked.

One thing you should be doing is checking in the "Convert and Paste Bitmap" dialog for the number of tiles your image is using. Compare "optimized 8x8 tiles" (the size of what you're inserting) with "available 8x8 tiles" (the space you have) to see if you're just barely over the limit or if the values are looking implausible altogether.

Possible you're not setting up your GFX slots correctly? The slots you want your image to go in (probably BG1, BG2 and BG3, but your setup may vary) should have blank (or non-existant) ExGFX files assigned to them and look empty in the 8x8 editor. If you want to minimize the potential for mistakes, create blank ExGFX files by copying an existing file and erasing its contents in a tile editor, then use those.

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Originally posted by WhiteYoshiEgg
One thing you should be doing is checking in the "Convert and Paste Bitmap" dialog for the number of tiles your image is using. Compare "optimized 8x8 tiles" (the size of what you're inserting) with "available 8x8 tiles" (the space you have) to see if you're just barely over the limit or if the values are looking implausible altogether.

It seems I was just exceeding the tile limit. Seemed strange so I went back to the original images and there was a lot of weird pixel-level jaggedness. I guess that was forcing a lot of unique tiles even after optimization.

Out of curiosity, how many extra available tiles are usually gained by setting the insert start to page 100 compared to page 200? And are there any other ways at all to increase the available tile limit?
Originally posted by JamesD28
Out of curiosity, how many extra available tiles are usually gained by setting the insert start to page 100 compared to page 200?

Starting from tile 200 searches in BG2 and BG3, starting from tile 100 searches BG1, FG3, BG2 and BG3. That means technically you'll be taking into consideration twice as many tiles, but the FG3 slot will probably be used by the foreground so it'll be less than that. You can also try starting from tile 0 to search in all slots including FG1 and FG2 if you can make some room there.

(You can see a tile's number in the bottom left corner of the 8x8 editor by hovering over it. The 8x8 editor is a great help to visualize graphics space in general.)

Originally posted by JamesD28
And are there any other ways at all to increase the available tile limit?

Unless you get out really heavy machinery which might not even be compatible with newer LM versions (we had something years ago called the ExGFX Revolution patch which gave you 2 extra slots for some sacrifice elsewhere), those six slots are all you get. It's likely not worth the hassle trying to expand that - you'll probably have more success if you just optimize tiles and reduce colors manually before involving LM.

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Originally posted by WhiteYoshiEgg
Unless you get out really heavy machinery which might not even be compatible with newer LM versions (we had something years ago called the ExGFX Revolution patch which gave you 2 extra slots for some sacrifice elsewhere), those six slots are all you get. It's likely not worth the hassle trying to expand that - you'll probably have more success if you just optimize tiles and reduce colors manually before involving LM.

Yeah, for 2 slots it doesn't really seem worth it, I guess I'll just have to be more creative with constructing the backgrounds. Thanks!
This is really, really, really nice, thank you for sharing!!!

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I have a channel with some musical arrangements!

https://www.youtube.com/channel/UCg0nB_WOUPzNVHqLhyE_JNg
This tutorial dosen't work it keeps show me that stupid 8x8 error. I'm never gonna put custom backgrounds EVER AGAIN!

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Currently working on:
Done:
Nitpicky Lulu
Let's put this straight: It is not stupid but an actual limitation as the SNES can only show 1024 unique 8x8 tiles for a single background layer but realistically less (Lunar Magic allows 738 unique tiles, not counting global tiles i.e. page 0).
The only solution is to simplify the background instead of putting all the blame towards FuSoYa and Lunar Magic. This has been suggested towards you and, more importantly, it might put you into danger of getting a warning. Seriously, just follow WYE's advice and use a background from our graphics section, okay? In fact, inserting custom backgrounds is a pretty easy thing to do, it's the creation (which is what you're doing) which is difficult and thus requires some knowledge.

Last note as a moderator: Be wary of your words! Some mod has already noticed your tone and if you don't calm down, you might end up getting a warning!

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Okay, my layout looks ugly.
Ok, i'm sorry. I guess i'll just find a new way instead. :(

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Currently working on:
Done:
Nitpicky Lulu
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