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Yes, and the BTS is 2.
How do you make it so that if you're entering part of a room that's in red scrolling that you dont drop into the floor?

(i had to hit an "s" circle plm to scroll into the red area, which had a door. Going into the door and coming back results in samus dropping through the floor and into an area underneath.)

This happens in the normal game and I didn't change anything but the door's destination, but for some reason this glitch happens now.
The only thing that I've dealt with that sounds similar was when I edited a room that had a door transition in the middle of it (first room of green brinstar for instance, the gray door to the animals).  I changed some scrolls and when samus approached, the screen would scroll past the door so I could see into the next room.  When I hit the door transition samus would appear roughly half a screen farther than she was supposed to.  To fix this all I had to do was to keep the screen from scrolling past the door.
Quote from Bolognab:
How do you make it so that if you're entering part of a room that's in red scrolling that you dont drop into the floor?

(i had to hit an "s" circle plm to scroll into the red area, which had a door. Going into the door and coming back results in samus dropping through the floor and into an area underneath.)

This happens in the normal game and I didn't change anything but the door's destination, but for some reason this glitch happens now.


When you changed the destination you most likely changed a scroll pointer that is embedded in the door's doorscrollpointer slot (since SMILE doesn't save this when you clone a door). Just go to the door that LEADS TO same place in the original game and look at the last box in the door editor and if you see anything but 0000 that's it. Mouseover the field to make sure. Obviously if you dont need that scroll to be red you can simply change it in the scroll editor to green.
I'm messing around with those enemy destructible tiles and it doesn't seem like all enemies remove them.  I had wanted a specific one to do it, but I suppose I'll have to change it.  Is there a way to tell what enemy can destroy them or does anyone have a list of them?
Thanks. And can I change the area on the map where the boss icon appears?
Not in SMILE. The only easy solution to stuff like that is just to remove those map icons (by editting them out in TileLayer Pro)
Embarrasing Fact: Power suit made by lowest bidder
Or you could use the documents I have online and a hex-editor.
http://drewseph.zophar.net/Kejardon/AutoMapIcons.txt
Does anyone know how FX1's Palette Blend works? I've found some good ones by experimentation, but I've noticed many look the same, too...
Thanks

And what's with the flashing water in some hacks? I accidentally implemented it when I changed the fx1 to water, but I don't actually want it.
Uncheck random FX1 options
Is the rising lava SB room's scrolling edittable? I can't edit the scrolling zones and I wish to move the far right door two screens to the left and change the screens behind that door to red. It isn't lettting me do anything. Should I change the scroll pointer or whatnot? And are the black 16x16 screens above/below the same lavarise room usable without scrolling issues?
I tend to just assume people know that if the room has a scroll pointer of 0000 it has no scrolls :P That room has no scrolls so you'd need to find adequate free space in the rom in the bank that contains scroll data - 8F - and repoint to that location and then create scrolls with the scroll editor.
Edit history:
Bolognab: 2008-07-03 08:33:59 pm
Alright, I knew 0000 meant no scrolling. Somehow I read FX1's pointer instead of the scroll pointer :|

Edit: So can I edit the black parts without changing the pointer?
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It works like any other scroll-less room. The screen scrolls until you hit the room boundaries. Up-doors work, down-doors don't. If you want to shorten the room, just change Room Properties; it shouldn't mess up the lavaquake at all.
Btw FP tested this for me some time ago and it seemed to work:

Scroll-less rooms - there are actually two types.

Scroll pointer 0000 = all scrolls are assumed to be blue

Scroll pointer 0001 = all scrolls are assumed to be green

This allows you to use floordoors in scroll-less rooms because you can set the scroll pointer to 0001. It's the fact that the floordoors are in bluescrolls that the game doesn't like. If they're in green they'll work.
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Wow! That's incredibly handy. I never knew that. Also, for those not aware, green scrolls scroll freely while blue scrolls do not scroll vertically to the top/bottom two tiles when on the top/bottom of the room.
I remember a long post by ducknerd explaining different perks that happen when editting Golden Torizo's room, but was it ever said what side effects occur when changing the location of GT's actual location? (as in where it is before falling and starting the battle) Also what determines when it falls, location-wise? I'm assuming directly beneath.
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Constant Sorrows
Quote from Bolognab:
I remember a long post by ducknerd explaining different perks that happen when editting Golden Torizo's room, but was it ever said what side effects occur when changing the location of GT's actual location? (as in where it is before falling and starting the battle) Also what determines when it falls, location-wise? I'm assuming directly beneath.


Try moving him, he doesn't care. He always lands in the same place.
Wait, so if I move him to the far left he will always fall to the far right?  :-s
Acclaimed Threshold
Constant Sorrows
Quote from Bolognab:
Wait, so if I move him to the far left he will always fall to the far right?  :-s


Actually, I think you can make a byte change to have him work normally... maybe. Check his info in SMILE's enemy editor and try it out. I've never got him to land anywhere else, though.
Ok

Where is the big red boss X in tlp? I deleted the boss icon and map station but I can't find this x.
I want to edit the acid height of the space-jump torizo room when it is entered from the bottom door, anyone know what I need to change the fx pointer to?  I tried changing it a little, but couldn't find what I wanted; I kept changing the height when entered from the top. 
. . .
Goto POINTERS
Add 10 bytes to the FX1 pointer, Save Pointers
Goto EDIT FX1
Change as you wish, save
go back to POINTERS
take back off the 10 bytes, Save Pointers

EDIT: thx for that scroll pointers lesson BT!  That just made my life ALOT easier!
Quote from Bolognab:
Ok

Where is the big red boss X in tlp? I deleted the boss icon and map station but I can't find this x.


It's near the other icons but the X is actually made up of only one tile - one corner of it, which the game flips 4 times to get the full X. Look for the "piece" of it around the other icons.

Quote from squishy_ichigo:
EDIT: thx for that scroll pointers lesson BT!  That just made my life ALOT easier!


You're welcome