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Tileset editor

Started by Mettyk25jigsaw, April 28, 2018, 01:00:33 PM

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Mettyk25jigsaw

The row of x's circled in green in image below in tileset editor, are these ok to overwrite? I know the row of x's below the green circle is NOT ok to use, but have an idea that the ones inside the green circle might be ok to overwrite?

https://drive.google.com/open?id=1yatVFtVfRPmRv8usPlTw3BOvnvSa0msd


Jordan5

#1
No, you need space for 8 tiles there for the Missile, super, PB and E-tank PLMs (2 frames each) unless you use the patch that causes them to load just like any other PLM.

Take note, however, by doing that I believe the graphics were moved from the CRE to free space just after the other PLM graphics, so if you have custom stuff there before applying the patch, it will be overwritten.

EDIT: The CRE patch is by Rakki and can be found on this page

Scyzer

Quote from: Jordan5 on April 28, 2018, 05:17:47 PM
No, you need space for 8 tiles there for the Missile, super, PB and E-tank PLMs (2 frames each) unless you use the patch that causes them to load just like any other PLM.

Take note, however, by doing that I believe the graphics were moved from the CRE to free space just after the other PLM graphics, so if you have custom stuff there before applying the patch, it will be overwritten.

EDIT: The CRE patch is by Rakki and can be found on this page

It's actually the other way around. That space is reserved for other PLMs whose GFX are stored uncompressed in ROM (beam upgrades, suits, etc). Missiles, Supers, Powerbombs and Energy Tanks are already in the CRE.

Mettyk25jigsaw

@Scyzer

If I repointed the item gfx to say from 48000---48FFF over to say 4E000 TO 4EFFF,  would this solve this issue?

Scyzer

Quote from: Mettyk25jigsaw on May 01, 2018, 03:02:02 AM
If I repointed the item gfx to say from 48000---48FFF over to say 4E000 TO 4EFFF,  would this solve this issue?

No, because the graphics still need to be transferred into the tilesheet to be used in a room.
PLMs use tiles from the tiletable as graphics. Item PLMs will load the graphics from the ROM and transfer them into the tilesheet and CRE tiletable (just above the locked door tiles). Unless you originally put ALL item graphics into the CRE to start with, you will need space for graphics to be stored, no matter where the GFX comes from.

dewhi100

So, is there a way to extend the tileset size available for CRE or SCE? Would SMILE be able to display that extra? Or is it better to just use a new tileset althgether, and the multi-CRE patch?

Smiley

No, it's not possible. You can build 16x16 CRE tiles with 8x8 tiles from the SCE though.

Kazuto

Quote from: Jordan5 on April 28, 2018, 05:17:47 PM
No, you need space for 8 tiles there for the Missile, super, PB and E-tank PLMs (2 frames each) unless you use the patch that causes them to load just like any other PLM.

Take note, however, by doing that I believe the graphics were moved from the CRE to free space just after the other PLM graphics, so if you have custom stuff there before applying the patch, it will be overwritten.

EDIT: The CRE patch is by Rakki and can be found on this page
Actually, that patch isn't gonna solve his problem. It frees space in VRAM, not in the CRE or tiletable. It lets you use 4 unique items per-room, as opposed to just 4 items, period, like vanilla.

Vanilla item PLMs will just load to the first four slots in the VRAM available, but with or without the patch, they'll still need that row of X's to load their graphics.

Mentlegen

Quote from: dewhi100 on May 02, 2018, 04:40:31 PM
So, is there a way to extend the tileset size available for CRE or SCE? Would SMILE be able to display that extra? Or is it better to just use a new tileset althgether, and the multi-CRE patch?

Actually, there IS a way to get more CRE space without using multiCRE. There is a patch on the collab hunt that replaces frames 2-4 of all door opening tiles with the blue door opening tiles, which frees up a large amount of tilespace.

nodever2

#9
Quote from: Mentlegen on May 03, 2018, 03:07:57 PM
Actually, there IS a way to get more CRE space without using multiCRE. There is a patch on the collab hunt that replaces frames 2-4 of all door opening tiles with the blue door opening tiles, which frees up a large amount of tilespace.
Right, I remember seeing that! In case anyone was curious about it, here's the post...
Surprised it hasn't made it to the main site, honestly. Maybe I'll PM Mettyk25jigsaw about uploading it there.

EDIT: Wow, that's ironic.. I just realized we've linked Metty his own resource to try to help him solve his problem. Something tells me he's probably already thought of that..
Regardless, the link I posted may be helpful to others browsing this later, so I guess I'll leave it.
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Mettyk25jigsaw

#10
That,s quite coincidental actually, that was done by me. On which I am currently using on my own hack already. And I still wish to have more space. I know when I patched the multi cre patch, even on a clean ROM. It had a major bug in it. When entering and exiting the map. The gfx would get permanently screwed. I messages scyzer the author of the patch and he said he might put a fix up on it. Has he managed to put a fixed patch up yet?

Edit... Oops, did not read the edited section of above post. Already noticed. I apologise.