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Quote from Acheron86:
Have you tried double-clicking the numbers? :P

As for the map guide, I'll write it up after a little more testing, I just don't want to screw anything up.


I thought double clicking the numbers removed them!  ](*,)

Now i feel silly. Though in SMILE, if you hover over the numbers, it says "Double-click to remove from list," so I had a legit reason to wonder.
When editing the Scroll Y (haven't tried changing Scroll X) attribute in the Area Load settings, I seem to get this problem with the background. Doesn't affect anything physically and it disappears once it goes off screen.

Is this common, or just a simple mistake on my part?

That's the area with the ship by the way.

Acclaimed Threshold
Constant Sorrows
Quote from AeoniX:
When editing the Scroll Y (haven't tried changing Scroll X) attribute in the Area Load settings, I seem to get this problem with the background. Doesn't affect anything physically and it disappears once it goes off screen.

Is this common, or just a simple mistake on my part?

That's the area with the ship by the way.


I had the exact same problem when I moved the ship's location. I turned off scrolling sky to fix it. BT's guide to SMILE (linked to on the first page) explains how to turn off scrolling screen stuff.
How do I make respawning enemies not count toward the counter of opening a a grey door?
Acclaimed Threshold
Constant Sorrows
Quote from Bolognab:
How do I make respawning enemies not count toward the counter of opening a a grey door?


If you find this out you will be my hero. I don't think it could easily be done though. Would have to ask a SM hacking expert...
Quote from Bolognab:
How do I make respawning enemies not count toward the counter of opening a a grey door?


Make them invulnerable?
Edit history:
Bolognab: 2008-07-28 01:06:22 am
Oh my jesus...how many times will I have to count the expansions in my hack until I get them right!?
Green-Kirby, ROAR!
Quote from Bolognab:
Oh my jesus...how many times will I have to count the expansions in my hack until I get them right!?


Make a list in a .txt?

It would help to count them in hex to. And put up what room value it is in.
Back to the Torizo room after all this time, lol. Playing Cliffhanger has made me decide that even though it's simply a practice halfhack I really ought to up the fanciness. Torizo room is supposed to have horizontal spikes animated, but they aren't. Meanwhile, any vertical spikes work fine. Both boxes are checked, so I assume I will have to change the FX1 pointer. Now, is it safe to simply find a room that has working horizontal spikes and copy the FX1 over or can that have bad effects?

Edit: Spikes are working now.
Quote from Acheron86:
Quote from AeoniX:
When editing the Scroll Y (haven't tried changing Scroll X) attribute in the Area Load settings, I seem to get this problem with the background. Doesn't affect anything physically and it disappears once it goes off screen.

Is this common, or just a simple mistake on my part?

That's the area with the ship by the way.


I had the exact same problem when I moved the ship's location. I turned off scrolling sky to fix it. BT's guide to SMILE (linked to on the first page) explains how to turn off scrolling screen stuff.


I changed the pointers as it said in "Best possible workaround of the scrolling sky error in a new room", but it seemed to only change things for the worse.

the metroid is a lie !
next to the bts selector box there is a layer 2 scroll box click it select the previous valur delete it and then add 1010 in the box (it should work as long as fx2and bg pointers are 0000 and the layer 1_2 is 91D3)(you can only use up the top two screens for the back ground tho).

hope this helps.
Well, I just got done painstakingly going through all of the fx1 palette blends. I remember discussing them with someone (probably Dmantra) and we came to the conclusion that we needed to know what they all look like. In short, a large majority of them (they range from 00-FF) look like complete shit, gave me an instant headache, or were repeats of previous values.

However, 18 of them were easy on the eyes, and looked either good or decent. These 18, with a small description, are behind the spoiler tag. The descriptions are set up as follows:
XX = color of lava, what the part above the lava looks like

00 = transparent grey, regular background
02 = orange, regular background
03 = red, background is tinted blue
05 = dark red/blue mix, regular background
09 = green, background is tinted blue
22 = light grey, regular background
27 = pale blue, background is tinted green
2B = dark blue, regular background
3E = blue, regular background
42 = grey-blue, regular background
48 = green-blue, regular background
53 = purple, background is slightly tinted a pinkish color
54 = mostly clear, regular background
6B = purple, background is slightly lighter than usual
E4 = a darker mostly clear, regular background
E6 = perfectly clear, slightly lighter background
EE = lavender, regular background


Now then, you'll notice I said lava, and not fx. This is because:
A: I didn't try it on anything but water/lava/acid
B: Water is exactly the same as lava for palette purposes with one exception (see below)
C: For the first 20 or so values that I checked, acid stayed the same orange-yellow color it always is, so I assumed that for the most part, it doesn't change based on the palette blend value, but rather on some other fx1 option.

The difference between water and lava (other than in-game effects of course) is that water sometimes gets a line of regular air between it and the area above it. This doesn't happen with lava. I recommend that you use only the blends with "regular background" in their description for water, because if there is no tint to the background, the line problem disappears.

Oh! You're welcome  Wink
For item pickup indexes, can I put in custom ones that aren't normally used by the game (Say, like E7) and thus have 256 different pickups from 00-FF, or would that overwrite other parts of the memory because it would take more space?

Also, is there a maximum number of missiles/super missiles you can have that you can go no higher or the game will not keep count accurately?
I think you can have 256 pickups if you really wanted to. And I assume the maximum of missies would be 999, since taht's where the counter can't go further.
Hated by all
Quote from Bolognab:
And I assume the maximum of missies would be 999, since taht's where the counter can't go further.


That would mean 199 missile pickups (unless the 200th gives you the last 4).
Embarrasing Fact: Power suit made by lowest bidder
You can actually have up to $200 unique items without overwriting any bits, just make the high index 01.
The game keeps track of missiles and super missiles correctly up to 65535, and power bombs up to 32767. The counters will only display 3/2/2 digits though.
Quote from Kejardon:
65535

Quote from Kejardon:
super missiles


If only I could fire them all at once.

So all I have to do is set high to 01, and then I can have more items? It's really that simple? No messy pointers? This is great news. It means that Cider's "100%" will actually be a set number, (and I can have more fun with expansion placement), not the randomness that was Soup.
Card, your sig... I was just asking DMantra about that, because his room wouldn't show fog. I'm pretty certain it's because the Torizo causes it's own FX1, namely, the room glows brighter while he's alive.

Btw, how do you lower the water level by one block?

And is it possible to have treadmills of opposite directions in the same room?
Quote from Deep_Space_Observer:
Card, your sig... I was just asking DMantra about that, because his room wouldn't show fog. I'm pretty certain it's because the Torizo causes it's own FX1, namely, the room glows brighter while he's alive.

Btw, how do you lower the water level by one block?

And is it possible to have treadmills of opposite directions in the same room?


To lower any level of liquid fx (water/lava/acid) go to the 4 digit number next to surface start. This number (in hex of course) measures how far away from the TOP of the room the liquid will be. An easy way to remember how it works is to know that the 2nd digit (0X00) is how many screens (scroll blocks) from the top of the room, the 3rd digit is how many tiles, and the 4th is how many pixels. there are 16 pixels in a tile, and 16 tiles in a scroll block.

023A would be 2 "screens, 3 tiles, and 10 pixels from the top of the room, which is about 35.6 tiles.

You can have treadmills that face different directions AFAIK as long as you aren't trying to do it in the WS.
Quote from Cardweaver:
You can have treadmills that face different directions AFAIK as long as you aren't trying to do it in the WS.


Besides the WS, the problem also applies to that pesky Torizo.

Is there a way I can change the respawn timer on crumbling grapple blocks?
Quote from Kejardon:
Surface level is calculated as pixels from the top of the room. So a value of 0001 is 1 pixel from the top of the room, 0010 is 1 block from the top of the room, 0100 is 1 screen from the top of the room, 02A0 would be roughly 2 1/2 screens down.

Edit: Curse you Cardweaver!

@DSO: I have different facing treadmills in the main wS room in my hack and it works fine. You can't change the timer without some hefty ASM knowledge. Why not just make it never respawn?
Quote from Bolognab:
Why not just make it never respawn?


The way I'm designing my hack allows for early upgrades if you complete Impossible-esque (Maybe even harder) feats, and for the puzzle I have in mind I want to have a specific timer on a grapple block.

Edit: I'm not making my hack into another Impossible, there are alternate locations you can obtain the item later if you go the "Normal" route.
Hm... Is there any way in SMILE to make the music of a room be different after an certain item is obtained within that room? What about different music if you clear the room of enemies?
If the two music box options don't do anything for ya then I doubt it. What did you have in mind anyways?
Quote from Kejardon:
The counters will only display 3/2/2 digits though.


Then how do you explain........THIS:

http://img233.imageshack.us/img233/648/metroid2cg8.jpg

Or did they remove the ability to display 3 digits for PBs after beta? =/