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Help! (Editing Graphics in Super Mario World)

Recently I decided to start making my own SMW hack, and I started by making custom mario sprites. However, no matter HOW many times I tried, and no matter HOW many tutorials I used, I could NEVER get it to work! So I've given up trying to make the sprites myself, but I am determined to get he sprites into the rom NO MATTER WHAT. So I decided to ask all of you for help. If one of you could make my sprites into WORKING sprites in my rom, I would REALLY appriciate it! And I would also add the name of the user who does this for my into the credits of my hack too! So please help, and good luck! (P.S. I will probably have many more sprites that I'll need someone to remake, I just could NOT wait to get the mario sprites to work, so expect more sprites to be comming! And the luigi is just a recolor of the mario, but with green instead of red. The right side of the sprite sheet was suppost to be luigi but I never got around to doing the recoloring.)


I'm too lazy to put something here.
Just going to change the title to more accurately reflect the problem. I'm also going to quote most of what I said in the PM to you, as this could apply to all those who might run into this problem.

Super Mario World is not a game you can create and insert graphics to easily, not as easy as say SMBX or some other fan-game editor engine.

You can not insert graphics into a Super Mario World rom using PNG's or a sprite sheet. Secondly, I doubt that anybody will do this for you. Instead, I will tell you how to do this correctly.

1. Download YY-CHR to be able to edit the graphics in the rom. Remember to use #lm{extgfx} to extract the GFX.

2. Use #lm{pal} to extract a palette, and then open GFX32 in YY-CHR. You can also use this window to change Mario's colors to as you see fit, use in conjunction with #lm{8x} window for easy color studies.
To view Mario's tile map in Lunar Magic, simply press Shift+Ctrl+F8 and use the down arrow key to scroll down the 8x8 Editor window until you can see Mario's tile map.

3. Study the way Mario's tile map is laid out in the YY-CHR Program; then edit the PNG you provided me with an image editor to look near identical to what you see in the window. Placing your poses in the same positions basically.

To help with extracting the graphics into .bin files, you might want to use the ImageOptimizer
to turn your NEW png into a 16-bit PNG that's compatible with ripping programs built for Super Mario World.

Next you use this online tool to help you with ripping the graphics into .bin files compatible with SNES graphics. It might be a bit messy, but it's better than remaking all the frames from scratch.
The only jack in this deck of cards is that this ripping program might not output what you want into an organized manner.
Depending on how you lay out the 8x8 tiles, it might output something super organized and easy to insert, or it'll output all your tiles in a big mess.


After you successfully port your player graphics, remember to always use YY-CHR to make graphics for use in Super Mario World. Many will argue "Don't use this to make graphics" and what have you, but if you're looking for "Insert and Forget" methods, this is the best way to do it. When you get better familiar with how things work regarding graphics in Super Mario World, Lunar Magic and the other tools, you'll learn to combine image editing programs with the BG Ripper Tool to perhaps make something amazing. (Just keep in mind the pal limitations).
Go to your ROM in Lunar magic, and press #lm{extgfx}. Then get YY-CHR from the Tools section and open GFX32 (Mario GFX)(Tutorial to edit graphis is here). When you are done, press #lm{insgfx} and reload your ROM.

Or refer to this (similar) tutorial.

e: skewer u ninja
Hi, I'm a signature!
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Thanks! At least you two tried to help me. No one else would! So thanks! BTW. You both will be in my credits for helping
I'm too lazy to put something here.