![]() If it doesn't use extra bit, then type 2 in the textbox.Ħ. If your sprite uses an extra bit, then type 3 in the corresponding textbox. In the "Sprite Command" textbox, type in the sprite number. Use the Super GFX Bypass dialog, to load the sprites in the corresponding slot.ĥ. Open the level you want to put the sprites into.Ģ. Now our sprites are set up correctly! But, how do we use them? Well, here is how:ġ. See another tutorial, if you don't know how to use ExGFX. The filename should tell you what slot to use. If there are no errors in the process, your sprites are semi-ready to use.Īlmost forgot about that! Go to the "tilemaps" folder, and copy the ExGFX file in your Rom's "ExGraphics" folder. Enter the Sprite List's filename (In my case, sprites.txt). If SpriteTool accepts the name, you can continue.ģ. Note 3: The sprites CANNOT have spaces in their names, so beware.Ģ. Generators can only use numbers between D0 and DF. If you're using a shooter, the its number must be between C0 and CF. ![]() Note 2: If you're using a sprite, then its number must be between 01 and BF. Sprites, that are shoooters go into the "shooters" folder and sprites, which are generators go into the "generators" folder. ![]() ![]() Note: Sprites that are normal go into the "sprites" folder. ![]()
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