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Super Secret Area - Dead Ahead!
I've exported the palette from SMILE, and opened it in TLP.  I've been redrawing a number of things with no trouble, but the beams and the x-ray scope appear to use different palettes for the top-right corner / top row respectively, so how do I go about editing those too, as they appear oddly coloured to the rest in-game at the moment?
Quote from Quietus:
I've exported the palette from SMILE, and opened it in TLP.  I've been redrawing a number of things with no trouble, but the beams and the x-ray scope appear to use different palettes for the top-right corner / top row respectively, so how do I go about editing those too, as they appear oddly coloured to the rest in-game at the moment?


You realize that in SMILE you can edit the beam palettes under Tools>Beauty Salon? Scroll to the right for the Special GFX Palettes and in the drop down box is Beam Palettes. You can tell which beam is which by it's colors on the right. I believe the first row is Charge/Normal, 2nd row is Ice, 3rd is Wave, 4th Plasma, and 5th Spazer. Hope it helps.
Super Secret Area - Dead Ahead!
Sorry - perhaps I wasn't very clear.  I'm referring to the actual pickup for the beams.  They're made up of four smaller tiles, and the top right-hand corner of the four uses a different palette, I think.  That's what I was asking. (Same goes for the x-ray scope)
LOL
I have a question concerning the map editor...If you a move a room to a certain location on the map, does it automatically take care of the door properties also? Question (I don't mess with the map)  Embarassed
Edit history:
Jathys: 2009-05-26 08:41:23 pm
Quote from Zhs2:
Well, as we've requested, Metroid Buddy doesn't make SMILE blink you if it's hungry or anything (save for the 25 minute idle time warning Jathys included from the very beginning!) Jathys had WANTED to make it annoying, mind you, but we quickly strayed him off of that path! Razz

Not "annoying", but.... Anyway, there actually is no idle timer anymore.  I found that sometimes the buddy would wake up even if I hadn't been idle . . . Either it had a glitch or SMILE has become aware.

Yes, this is a *real* error in smile.  I wonder who'll be the first to actually have it happen?


Quote from UltimateAvenger:
I have a question concerning the map editor...If you a move a room to a certain location on the map, does it automatically take care of the door properties also? Question (I don't mess with the map)  Embarassed

Moving a room's position has no affect on doors whatsoever.  Doors are based on their relative position a the room, not to the area as a whole.  In other words, you should be good.
What Jathys sugested worked  the rooms are back to normal  now i need to know how to put new music into the game? anyboday know?
Quote from Quietus:
Sorry - perhaps I wasn't very clear.  I'm referring to the actual pickup for the beams.  They're made up of four smaller tiles, and the top right-hand corner of the four uses a different palette, I think.  That's what I was asking. (Same goes for the x-ray scope)


Oh, well you're on the right track....I edited my beam pickups and have the problem of it looking fine except the upper right tile, which always appears all gray for me. It's for all my beams and X-ray as well. It's just a minor problem I haven't gotten around to yet. I'll look into it this afternoon. (Overnight for all of you.)
I've tried this and can't get it to work (Remote gate switches).
http://forum.metroid2002.com/index.php/topic,5980.msg257424.html#msg257424

Can someone explain to me what to do?
Edit history:
Sadiztik Fish: 2009-05-27 07:22:01 am
OMG FLAN!!!!!!!
How do I edit what graphics an enemy uses? To be more specific, I need 2 enemies of the same type (AI), but to look completely different. There's a graphics pointer in the enemy editor, but I followed it, and couldn't make out anything that looks like a pointer to the enemy graphics in a hex editor or anything. Any help?

Never mind. I'm stupid. That is the direct pointer to the graphics, not another pointer.
Quote from Gaius_4:
I've tried this and can't get it to work (Remote gate switches).
http://forum.metroid2002.com/index.php/topic,5980.msg257424.html#msg257424

Can someone explain to me what to do?

Well my post was not quite correct. It was random that it worked.
Here's a better way but I'm not quite sure how the hor and ver tiles must be placed:
http://forum.metroid2002.com/index.php/topic,5980.msg257453.html#msg257453

After some testing:

^does work^ (but only over one screen)

^does not work^
I don't know what I did wrong... Confused



. . .
The BTS value needs to be how many tiles away that you want to copify.  The reason your first one was flawed was beause you used BTS 02.  If you would have used 01 it would have worked perfectly.  For that new one, you'd change the vertical BTS from 06 to 04, and then it would work.
Quote from squishy_ichigo:
The BTS value needs to be how many tiles away that you want to copify.  The reason your first one was flawed was beause you used BTS 02.  If you would have used 01 it would have worked perfectly.  For that new one, you'd change the vertical BTS from 06 to 04, and then it would work.


What type of block would the (fake) 'switch' need to be?  I've been using a solid block (which is probably stupid).  And perhaps I'm not understanding what you're saying about the BTS values.  A pic might help me.  Embarassed

Edit: I mean, I obviously don't understand since I tried what you suggested (to us), but it still didn't work. :-/
Edit history:
Black Falcon: 2009-05-29 07:36:13 am
I understand completely now extra_smug
here's a pic:

Now clear?

attachment:
It makes sense....  But is it always in a straight horizontal line?  Or can it be vertical too?

Or does it have to be an Odd number if (Vertical or Horizontal) and Even the other way?

I don't know why but I just can't get this to work.  I must be missing some small/obvious detail.
Edit history:
Black Falcon: 2009-05-28 04:46:46 am
Quote from Gaius_4:
It makes sense....  But is it always in a straight horizontal line?  Or can it be vertical too?

Or does it have to be an Odd number if (Vertical or Horizontal) and Even the other way?

I don't know why but I just can't get this to work.  I must be missing some small/obvious detail.

Yes you can make it vertical. Just count the hor until the next ver and then until hor and so on...
You might have started counting from 01 and not from 00.
Try it out! Wink
Screeny:


attachment:
The block you shoot, does that have to be anything specific?  I'm sure it can't be a 'shot block'.

Brick wall


Maybe there's something that prevents this from happening in the morph ball room.  This is where I'm testing this and not getting any results.
Edit history:
Black Falcon: 2009-05-28 08:14:58 am
Quote from Gaius_4:
The block you shoot, does that have to be anything specific?  I'm sure it can't be a 'shot block'.

Brick wall

Yes it's a horizontal block.
Quote from Black Falcon:
The number 1 is in hex the number 0

d'oh! Ummm..... The information you're telling him is correct and will fix his problem, but PLEASE don't teach hex to anyone laugh new

0 = 0
1 = 1
Lol...

In hex:

0=0
1=1

Edit: Damn it, Jathys beat me to it.... aiwebs_008
Edit history:
Gaius_4: 2009-05-27 09:18:55 pm
Quote from Black Falcon:
Quote from Gaius_4:
The block you shoot, does that have to be anything specific?  I'm sure it can't be a 'shot block'.

Brick wall

Yes it's a horizontal tile.


Did you say "Yes" to confirm my queary, as in to say it should be a shotblock?  That doesn't make any sense.  Because (depending on the BTS number) you'd need it to respawn.  I'm sure you didn't mean that...  "Horizontal Tile" doesn't compute (for me). Razz

I'll attach a pic.  And break down what I did so its absolutely clear.

I have the block that looks just like the C836 PLM (Gate trigger) as a Solid Block.  This is the object I want to shoot to - that will affect the each BTS number in turn to activate the REAL gate trigger.

I 'paint shopped' in some semi-transparent squares of different colors to show each BTS (block's) horizontal and vertical range.  Each reaches over to the next BTS (block).

Yet still it doesn't work when I shoot the (fake) gate trigger.

----------

Wait...  I tried it directly in Snes9x.  There's something else I have to change to get it hard coded...  i.e. force it to do what the f*** I want!  aiwebs_006

But why wouldn't it work when I test it in SMILE?  I clicked on the 'Save changes to objects PLM' thing... 

attachment:
. . .
everything is horizontal and vertical blocks.  This includes the block you want to be used as the 'shot block'.

In your example:
02 - horizontal
03 - vertical
06 - horizontal

edit: it would be better to get rid of the 02, move the 03 over to the right 2 more spaces, and change the 06 into an 08.  Less BTS.
Something obviously isn't working right.  I can even have a "shot block" or "solid block" (whatever I'm wanting for my "fake" gate trigger) with one empty space between it and the real gate trigger - horizontally to the left of the real gate trigger.  I set the BTS value as 02. 

00 is on the fake switch itself,
01 on the empty space between them,
and 02 is on the real gate trigger.

No I'm not numbering each and every space these BTS values.  They're just for reference.

I give up.
Go ahead. Stare.
The way of doing these things is actually simple once you know what to do.

1: Place the door/gate you want to be opened "remotely."
2: Place where you want the "trigger."
3: Make the trigger either a [glow=red,2,300]HORIZONTAL [/glow] or [glow=red,2,300]VERTICLE [/glow] block, depending on which one will not get in the main path.
4: Set the correct BTS value for where the path of the trigger block is going. (Left, right, up, or down.)
5: If needed add your verticle/horizontal block in to change from height to width to get the trigger set up right on the remote.
6: Test to make sure your BTS values are correct. This is what takes the longest at first and confused me a lot until I finally got it right and then things seemed to go smoothly afterwards.
7: Make sure you "trigger path" is not in the main path that Samus can travel. If you set the second block to get to your remote switch and put it in the main path it can be shot at that spot.
Edit history:
Gaius_4: 2009-05-28 09:26:30 pm
#3.  I was told, but it didn't click.  That was the key to what I was missing.  teach

#7.  I was thinking of going underneath...  I'll see what I can do.

Thank You MetroidMst.  Pray



attachment:
Ok this is wierd.  i just finished up an area in my game and retested areas i have already done before  and some of the doors are all screwed up  as if they have become linked with doors  i made in other areas  for example a door in kraids hideout goes to one area  and then a door in blue brinstar goes to that excat same room as if they were linked. i checked the soor out pointers and they are different  and if i change the room the door  goes to  the other door changes without me doing anything to it at all  whats the deal here?