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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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Rest in peace, Near.
Ok, i'm sorry. I guess i'll just find a new way instead. :(

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Currently working on:
Done:
Nitpicky Lulu
What file type should it be? i cant open any of the files in the zip files provided in the SMW Graphics section using paint or paintdotnet.

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Super Enderwither World
26 levels (maybe 27? :O)
coming tba
You're meant to open them with YY-CHR, not MS Paint or any image editing program, which is what the tutorial is hinting about when opening .jpg/.png files and converting them to the .bin file type.
Originally posted by DrSheriff
What file type should it be? i cant open any of the files in the zip files provided in the SMW Graphics section using paint or paintdotnet.

In case you're confused, this tutorial is about making your own ExGFX files from scratch. If you just want to insert ExGFX you downloaded from SMW Central, try this tutorial instead.

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Originally posted by Katerpie
You're meant to open them with YY-CHR, not MS Paint or any image editing program, which is what the tutorial is hinting about when opening .jpg/.png files and converting them to the .bin file type.

yeah, got confused because the tutorial said "ms paint will do"

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Super Enderwither World
26 levels (maybe 27? :O)
coming tba
Yeah, I was referring to image files, not .bin files from the site.

You've probably got it by now, but just to reiterate: this tutorial is about converting images into .bin files (i.e. one way of making your own graphics). If you want to download .bin files that others have made and insert them into your ROM, follow this instead.

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Whenever I try reloading the ExGFX some of the background graphics gets messed up and I don't know why? Here's a before and after of when I reload the ExGFX:

Before:


After:


Also in-game it looks like this:
The images don't seem to show up. Try uploading them to My Files and try again.




YY-CHR > Photoshop.
oops, here's the Before and After:

Before:

After:

Ingame:
Which slots are you setting the graphics to be in? Do those slots have ExGFX files loaded (i.e. are not set to 7F)?

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I'm using Slot 669 in BG1
Is ExGFX669 filled to the brim? It looks like the image you're ripping might be too large for just one ExGFX file to hold, and the tiles are spilling over into slots you're not expecting them to be in. (or something; it's harder to debug when you're not seeing all of the setup.) Try allocating more ExGFX files for it if you haven't already.

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