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(user is banned)
Breathe in the Future, Breathe out the Past
how come spikes react like solid blocks in post parts of WS?
IIRC it's hardcoded for spike blocks to not hurt you in the WS until Phantoon is defeated. Not sure if this includes the 16 damage variety...
Eschews avatars
Yeah, you could use those or airspikes (Air-Fool-Xray with BTS 2) if they don't work.
Airspikes are nice for making stuff easier as well since they do less damage.
post=after
¯\_(ツ)_/¯
Quote from Bolognab:
post=after
Post also equals typo of most... although a bit odd for one.
Edit history:
Tyjet66: 2008-06-20 07:03:08 pm
What'd you say?
Alright...another glitch i've come across (i stumble upon quite abit dont i?)

when i enter a room (only one specific room) i succesfully go throught the door animation but when i reach the other side all you can see is a black screen and then the game freezes (not music)

I think my problem here is the "Scroll" pointer which is 99EC (same as in the original game [i changed the tileset and the background])
so i think that may need to be changed to something else. Either that or could i be because i have a blue scroll area next to the door? (non-vertical door) I'm not sure...

(P.S. i inevitably changed FX1 in a room nearby when i switched it's tileset to a maridia one [this all takes place in crateria] so it may have caused a problem [ i really hope not, ive already restarted twice!] but i already removed all the FX1 changes in that room)




and is it just me (quite possibly) or do i use alot (a heck of alot) of parenthasies?(correct spelling?) (just wondering)
(user is banned)
Breathe in the Future, Breathe out the Past
could i repoint ridleys bg data without any issues?
Acclaimed Threshold
Constant Sorrows
Quote from tyjet66:
Alright...another glitch i've come across (i stumble upon quite abit dont i?)

when i enter a room (only one specific room) i succesfully go throught the door animation but when i reach the other side all you can see is a black screen and then the game freezes (not music)

I think my problem here is the "Scroll" pointer which is 99EC (same as in the original game [i changed the tileset and the background])
so i think that may need to be changed to something else. Either that or could i be because i have a blue scroll area next to the door? (non-vertical door) I'm not sure...

(P.S. i inevitably changed FX1 in a room nearby when i switched it's tileset to a maridia one [this all takes place in crateria] so it may have caused a problem [ i really hope not, ive already restarted twice!] but i already removed all the FX1 changes in that room)




and is it just me (quite possibly) or do i use alot (a heck of alot) of parenthasies?(correct spelling?) (just wondering)


As long as your scroll pointer is over 8000, I don't think it's possible for it to cause that bug. The worst it would do is funk up the camera. While I suppose it's certainly possible for anything to go wrong, AFAIK scroll data has never caused a game-crashing bug.

If the room looks normal in SMILE and crashes in-game, check to make sure your other pointers are correct. Specifically, PLM/enemy pointer problems can be crashy.

Quote from DMantra:
could i repoint ridleys bg data without any issues?


Ridley uses BG tiles for some of his animations I believe. That function's probably hard-coded too. I wouldn't change the BG in his room or overwrite the tiles that make up his sprites. If there's extra space you might be able to add new tiles in; if you wanted to use his BG somewhere else without overwriting his tiles that would probably work too. As always, trial and error is your best bet.
Quote from Acheron86:
Ridley uses BG tiles for some of his animations I believe.


Shocked
Edit history:
Tyjet66: 2008-06-21 01:15:54 pm
What'd you say?
Quote from Acheron86:
Quote from tyjet66:
Alright...another glitch i've come across (i stumble upon quite abit dont i?)

when i enter a room (only one specific room) i succesfully go throught the door animation but when i reach the other side all you can see is a black screen and then the game freezes (not music)

I think my problem here is the "Scroll" pointer which is 99EC (same as in the original game [i changed the tileset and the background])
so i think that may need to be changed to something else. Either that or could i be because i have a blue scroll area next to the door? (non-vertical door) I'm not sure...

(P.S. i inevitably changed FX1 in a room nearby when i switched it's tileset to a maridia one [this all takes place in crateria] so it may have caused a problem [ i really hope not, ive already restarted twice!] but i already removed all the FX1 changes in that room)




and is it just me (quite possibly) or do i use alot (a heck of alot) of parenthasies?(correct spelling?) (just wondering)


As long as your scroll pointer is over 8000, I don't think it's possible for it to cause that bug. The worst it would do is funk up the camera. While I suppose it's certainly possible for anything to go wrong, AFAIK scroll data has never caused a game-crashing bug.

If the room looks normal in SMILE and crashes in-game, check to make sure your other pointers are correct. Specifically, PLM/enemy pointer problems can be crashy.

Quote from DMantra:
could i repoint ridleys bg data without any issues?


Ridley uses BG tiles for some of his animations I believe. That function's probably hard-coded too. I wouldn't change the BG in his room or overwrite the tiles that make up his sprites. If there's extra space you might be able to add new tiles in; if you wanted to use his BG somewhere else without overwriting his tiles that would probably work too. As always, trial and error is your best bet.


The PLM/Enemy pointer, would that need to be changed if i switched what the enemies and PLMs are? (EX:missle tank -> energy tank, Space pirate -> ripper) And if that doesn't work, is there anything else that would cause a black screen glitch like that?

--------------------------
Pointers:
old/new
C3EE60/C3EE60 Level Data

81C2/80C0 FX1
8500/8500 Enemy Population
80C1/80C1 Enemy Set

99EC/99EC Scroll
0000/0000 Unknown1/RoomVar
0000/0000 FX2
844C/844C PLM
B956/0000 BG_Data
91D4/91D4 Layer1_2

99E4/99E4 Door Out


Other:
old/new
C101/0000 Layer 2 Scroll

Room = 799BD
----------------------

See anything wrong there? because i don't know what to do now.

EDIT: I tried changing the scroll box in front of the door from blue to green, no different...
Changing an already existing creature should'nt hurt anything as long as the graphic needed for'em is set to whatever it is needed(Still, that usually just ends up making them invisible) or the ones that need 'parts.'  Have you tried going to the help tab and setting offscreen enemies n plm's to 0,0?  That will toss everything up in the top left corner.  So maybe there's a buncha unknowns you don't know that's there.

Sorry if you know this already.  Goodluck to you.
What'd you say?
Thanks for the help, but that didn't do anything.
I recommend you don't try stuff beyond item changing/tile editting until you're very comfortable and know more about hacking and how stuff works. You will probably encounter a bunch of crashes and "glitches" during your first edits. So don't try anything extensive just yet ( I'm assuming you did something without really knowing how it works to cause the crash.)

Also, you mentioned that you changed the tileset to a maridia one? Make sure the room header is also changed to Maridia; if you have a tileset different from a room header, you'll encounter some issues. If nothing works, just scrap that room. It's just one room right?
Edit history:
Tyjet66: 2008-06-21 03:03:34 pm
What'd you say?
THANK YOU! It worked! i just made the room unavailable, and i will take your recommendation of not doing thing sim uncomfortable with.

Thanks again!
Edit history:
MoogleEmperor: 2008-06-21 04:58:06 pm
Quote from Bolognab:
Also, you mentioned that you changed the tileset to a maridia one? Make sure the room header is also changed to Maridia; if you have a tileset different from a room header, you'll encounter some issues. If nothing works, just scrap that room. It's just one room right?


Really? I gave Crateria rooms Norfair and Wrecked Ship tilesets without any problems...
(user is banned)
Breathe in the Future, Breathe out the Past
all that you really lose is some of the natural effects of the original area.
Some tilesets work and some don't. For example, when I used the sandy maridia tileset in the pre-ice beam norfair room, all the tiles were glitchy and when I entered the room I fell into a glitchy abyss of neverending vertical scrolling. Guess which hack it was in? Warfare!!!!!  :o
Quote:
I recommend you don't try stuff beyond item changing/tile editting until you're very comfortable and know more about hacking and how stuff works.


Addendum: Just be sure you keep learning along the way or else you'll end up making a crappy hack. Or better yet, put the hack on hold and begin fooling around in SMILE to learn what to expect from all its features, then go back to it with your newfound knowledge.
What'd you say?
Alright, heres a question im confused on (NO GLITCH!!)...

I am making a "hidden room" only accesable by using morphball and rolling into a hidden door (1X1 block, no door) and i was wondering, is there a way i can keep from a door from spawning every time i enter or exit these 2 rooms?

(if this is unclear just ask and ill try to clarify)
By my understanding you want something like the door transitions into the room one to the right of the landing site.  I'm pretty sure this option is in a list of choices in the lower left of door editing, one of the pairs of bytes for a door decides it and it has a corresponding picture.
Eschews avatars
When editing doors, you can mouse over each byte and SMILE will tell you what it is. One of the bytes is for the door's direction (forget the exact text but it should be recognizable). Mess with that value (between 00 and 07). The picture below of Samus exiting a door will change. Pick the direction you like without a door bubble behind her.
Edit history:
Tyjet66: 2008-06-23 03:39:03 pm
What'd you say?
ok, ducknerd, you explained what i need, but i have one more problem, when i delete the back of the door and create a different block there that has door properties it sets it as "DOOR $00" when i need it as "DOOR $06" any clue how i can stop this from happening or possibly change it?
Edit history:
Bolognab: 2008-06-24 11:16:12 am
I've encountered that when changing door destinations in my hack, but I never gave it much thought and it playtested just fine...so...idk  :o bts?
The door # that a door tile uses is equal to the tile's BTS value. Select the desired value from the BTS selector on the right, then drag the spot above it onto the door tile.
You don't need to mess with the byte itself to change the type of door transition. There's a spot to select the direction, and clicking on the picture switches between closing door and no closing door transitions.