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Umm... Would you be willing to divulge the offsets in SM where I could activate the "one beam at a time" function, change Ridley's and Kraid's HPs, and how to change the number of higher level weapons to open their respective doors? If any of these are already listed in your documentation of Super Metroid's workings, please feel free to tell me they are so (in case I missed something while reading it, heh...)
Thread title: 
Quote from Bloodsonic:
change Ridley's and Kraid's HPs,


Help>Offscreen enemies to 0,0 while in their rooms in SMILE, then they'll appear.

Quote from Bloodsonic:
and how to change the number of higher level weapons to open their respective doors?


If you mean require say 10 missiles to open red doors or something like that, then it's already in SMILE 1.32 on the doorcaps' PLM info under "door definition."
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Quote from Bloodsonic:
"one beam at a time" function


I'm guessing you mean that you can't equip more than one beam at once. I'm pretty sure spazer/plasma are the only weapons that are coded to de-equip one or the other. The only place I'd know where to look about that is here, from Kej's notes on PLM routines.

http://drewseph.zophar.net/Kejardon/PLM_Details.txt

This excerpt under PLM routines is probably the best place to start on writing the code you're talking about:
[quote author =Kejardon] 88B0 : Pick up a beam (including Charge Beam. No missiles, super missiles, etc.). Argument (2 bytes) tells which beam(s) to add. Noteworthy info: Calls 90:AC8D to change(reload?) the beam graphics and pallete (including the pallete of explosions), calls 82:E118, which restore previous music when the pickup music is finished, and calls 85:8080, which brings up the item-pickup box, with the aid of the 3rd byte of the argument (only 1 byte). Also contains code to disable plasma or spazer if the other is picked up.
[/quote]

AFAIK there's no alternative means, and no one else has written beam-exclusion code (or at least hasn't put it out for public use). I don't think it'd be too hard to simply break down the code that's called there, but you'll likely have to trace/disassemble it yourself. Then you could just make all beams call that code and add to it, but you'll likely have to move stuff around and adjust pointers. Probably not a novice job.
I like Big Butts and I can not lie
Changing the 1D at $135AE to a BD in a hex editor will switch off every item except the one you've activated.
I had a code kej wrote for me to allow only one beam at once, but its  not in my notes.... =(  sorry
Yo.
Eheh, I had the same problems with the door definitions too. I tried changing the value for a missile door to open with one of them, and SMILE still crashed on me. Any suggestions?
¯\_(ツ)_/¯
Quote from zhs2:
Eheh, I had the same problems with the door definitions too. I tried changing the value for a missile door to open with one of them, and SMILE still crashed on me. Any suggestions?
You may want to consider posting this in the SMILE help thread; you're more likely to get a good response there.

Also, welcome to the forum.
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Quote from zhs2:
Eheh, I had the same problems with the door definitions too. I tried changing the value for a missile door to open with one of them, and SMILE still crashed on me. Any suggestions?


Like above poster said, SMILE help thread is best, but I'll answer this one: get the new version of SMILE (1.32) as it fixes this bug.