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JSM and annoyances

Started by OneOf99, March 06, 2017, 08:32:11 PM

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OneOf99

Let me start out by saying that JSM has tons of flaws, and is hard to work with. However, I am okay with working with it as long as someone can explain to me one thing: how do I edit the raw gfx files that the program outputs? This is so annoying, I can't see why the program doesn't just convert the files into .png format. Makes everything too hard tbh...

squishy_ichigo

I've never actually used jSM (I had actually forgotten it was a thing, I should probably play around with that at some point in all honesty) but if its exporting a .gfx file, then.... you'd use any old standard normal tile editor..... like.... how new to this whole hacking thing are you....

I personally use a hacked version of Tile Layer Pro, (because lol it normally chops off the first $200 bytes because it assumes a header) that Jathys made: http://jathys.zophar.net/files/tlp_hack.zip but there are other editors out there, such as YY-Chr.

Snes uses 4bpp tile format, and you'd probably want to import a palette so you can more easily tell what you are editing. Looking at jSM, it can export a palette as a .bin or .tlp using the palette editor. Tile Layer Pro doesn't have .bin support, so if your using that one use the.... .tlp one....

Alternatively, now that I look.... there is an export as .png option RIGHT THERE, just click the dropdown for filetype when you are exporting and change it to that......

:>_>: :T_T: :mwa: :sadface: :confus: :smileyspam: :yum:

also: this should be in the engine works board....

OneOf99

I did notice that it can export to many different things.

HOWEVER- it can only import .gfx files. This is where I am stuck. I'm not "new to the hacking thing", I just don't understand how the heck I'm supposed to use this program when google won't answer any questions about .gfx files.

yy-chr seems to not like the gfx files from JSM, so I can't edit stuff like in SMW.

Raccoon Sam

There are other tile editors out there. I personally use (and love!) Tile Molester .19.
I've not used JSM too much either because it's tedious for other reasons – namely that you can only edit the placement and attributes of pre-existing tiles, not actually add any, and because editing certain things is such a chore.. also you can only edit whatever the author gave us in a dropdown menu, you can't insert your own offsets, even if it meant recalculating pointers by hand. This is not to say JSM is bad, there are simply more UX considerations to be made in the future.

squishy_ichigo

Ah, your original post made it sound like you had no idea what you were talking about, my bad. If you had given a bit more information in your first post, then I would have known what the problem was a bit better, and could have given you a better answer.

However, YY-Chr opens the .gfx just fine for me. Likewise, there is an import .png option in jSM that works just fine for me too... Check the dropdown menus more. ;^)

As for what .gfx files /are/ since you seem to be having difficulties finding information... as far as I know, they are just .bin (binary files) with a unique file extension so you can tell they are for .graphics, but maybe someone else has better information? Either way, you can just rename the file extension to .bin if that helps you any, it loads just fine for me when I did that too.

I'm not super familiar with SMW hacking, but if you've never heard of a .gfx file before you might be in for a bit of a learning curve with Super Metroid, lol.

OneOf99

Ah, figured it out with yy-chr. For some reason it didn't arrange the tiles correctly the first time I used it. Sorry if my rebuttal sounded too snarky, I was just frustrated with the whole situtation because the answer seemed obvious to me (and it was). I don't know why yy-chr didn't work the first time, guess some mysteries aren't meant to be solved  :T_T: