--Lawrence of Arrakis--
This is sort of an announcement for all of those who are making a hack of Super Metroid, though of course anyone is free to read. It seems that Nintendo built 1/3 and 3/1 slopes into Super Metroid and never used them in the actual game. By 1/3, I mean the ratio of rise to run. You know, slope, the coefficient of x in all of those linear function graphs from high school algebra.
Anyway, there are no tilesets in the game that take this into account, and I didn't have enough time tonight to draw or rip any to pretty this up, so here's a demonstration (I made this before I was sure there was the inverse slope in there.)
There are also hump or spike shaped slopes that Nintendo built and never used.
Another less important thing to note: BTS values: "#04, #44, #84, and #B4" seem to act just like solid blocks. Though they may seem to have no more effect than a solid block, they are still different. (ie: somebody could take advantage of this when doing some coding. :D)
![](http://i45.photobucket.com/albums/f65/InsomniaDMX/BTS.png)
This is what the BTS sheet might look like in the next release of SMILE. I just figured I'd make this and show it to you guys, now you know about the flatter/steeper slopes if you are the type to make tilesets. I'm thinking of taking advantage of this in a Martian sort of desert I'm thinking of.
...on a related note, I'm working on a slippery ground ASM hack for public release. This will hopefully be done by the end of the week. After I finish that, I'm thinking of making add-on modules for the boostball hack, including things like a block breaking effect, a ramp that would allow Samus to catch lots of air, and some sort of implementation of a half-pipe system (which will likely turn out as hackish as crap). Aaaaafter that, I'll get back to work on my own hack.
PS: Midterms are imminent, that surprised the shit out of me.
Anyway, there are no tilesets in the game that take this into account, and I didn't have enough time tonight to draw or rip any to pretty this up, so here's a demonstration (I made this before I was sure there was the inverse slope in there.)
There are also hump or spike shaped slopes that Nintendo built and never used.
Another less important thing to note: BTS values: "#04, #44, #84, and #B4" seem to act just like solid blocks. Though they may seem to have no more effect than a solid block, they are still different. (ie: somebody could take advantage of this when doing some coding. :D)
![](http://i45.photobucket.com/albums/f65/InsomniaDMX/BTS.png)
This is what the BTS sheet might look like in the next release of SMILE. I just figured I'd make this and show it to you guys, now you know about the flatter/steeper slopes if you are the type to make tilesets. I'm thinking of taking advantage of this in a Martian sort of desert I'm thinking of.
...on a related note, I'm working on a slippery ground ASM hack for public release. This will hopefully be done by the end of the week. After I finish that, I'm thinking of making add-on modules for the boostball hack, including things like a block breaking effect, a ramp that would allow Samus to catch lots of air, and some sort of implementation of a half-pipe system (which will likely turn out as hackish as crap). Aaaaafter that, I'll get back to work on my own hack.
PS: Midterms are imminent, that surprised the shit out of me.
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