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Cardweaver: 2008-07-29 03:04:05 am
Quote from Bolognab:
If the two music box options don't do anything for ya then I doubt it. What did you have in mind anyways?


It wasn't for Cider; it was more along the lines of general ponderment (<-- not a real word unfortunately). I could make it say "The galaxy is at peace" after a room was cleared of hostile enemies. More for lolz than for a real idea.


edit: nevermind, I figured out my door problem.
O boy, o boy. I believe Again is going the path of the fullhack. I'm so excited about this now.
Tonight we edit in... Norfair! (Maybe I should rename Norfair into Sparta?)

Just got an idea as I was looking at TLP and something big hit me. I want it to be a surprise so for the moment I'll just say "NO MORE SCROLLING SKIES FOR ME GOGOGO". However, I want to add 100ish tiles to already existing tilesets without removing any tiles but the ones I won't use, and I don't how to use TLP to create a tileset. Could someone who knows more about this help me please?

And, even without creating custom door pointers, the clone door option gives me quite a lot of options. Using it, it would be pretty easy to link rooms that aren't usually linked together. I could just expand a single room to take the space of another, have the doors skip over the room whose "space" was taken up, then use that room however I want for a different area.

Summarization: Again will now be a fullhack!
Embarrasing Fact: Power suit made by lowest bidder
Quote from Cardweaver:
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?

Yep.

Quote from Deep_Space_Observer:
Is there a way I can change the respawn timer on crumbling grapple blocks?

Change a single byte in the PLM instruction list. Unfortunately I don't think I have it documented atm so you'd have to get a debugger out and find the byte yourself.
Errr.. Actually I do have it documented. How about that. It's at 84CD6A (or as a file offset, 24D6A headerless). It's currently F0 00 - 240 frames or 4 seconds. The timer for when it's gone, waiting to respawn, is the 06 00 shortly later.

Quote from Black Telomeres:
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? =/

If you have the beta I'll gladly debug it and tell you why there are 3 digits there. :)
Quote from Deep_Space_Observer:
O boy, o boy. I believe Again is going the path of the fullhack. I'm so excited about this now.
Tonight we edit in... Norfair! (Maybe I should rename Norfair into Sparta?)

Just got an idea as I was looking at TLP and something big hit me. I want it to be a surprise so for the moment I'll just say "NO MORE SCROLLING SKIES FOR ME GOGOGO". However, I want to add 100ish tiles to already existing tilesets without removing any tiles but the ones I won't use, and I don't how to use TLP to create a tileset.


Please don't tell me this has something to do with Graphic set 2, which has been done to death.

And I'm not even sure there are 100ish tiles already in the tile sheets, and they're already packed to the brim, so I don't know if you'd have much success here. Depends on which tileset you want to add to and how many existing tiles you can remove.

Quote from Kejardon:
If you have the beta I'll gladly debug it and tell you why there are 3 digits there. :)


No such luck =/ The only copy is probably at Nintendo HQ or whatever.
It has little to do with graphic set 2, and much more with graphic set 1.

Is it possible to change a door's destination by changing states?
Depends on which room
You would need the tile data for that state to be repointed to free space (so each state can have diff. tiledata) so that you could insert the tiles of a different #ed door in the same place that another numbered one was in.
Thanks BT. Now I can prevent people from entering a place they shouldn't be in yet, Super Mario 64 endless stairs style :P

Right now I'm currently playing with the palettes to see what effect they have with Fog. I'll post the results when I'm finished going through them all.
Green-Kirby, ROAR!
Quote from Deep_Space_Observer:
Right now I'm currently playing with the palettes to see what effect they have with Fog. I'll post the results when I'm finished going through them all.

I'm pretty sure you have to look at that in the "I am genius" Function in smile.
Since I am pretty sure it is not covered at any other point. Same for every thing at that layer though.
In the walking chozo statue room in WS, why is it that I can't scroll from the reserve tank scren to the screen below it if I enter from the uppermost left door in the same room, go to the far right and into the r-tank place and drop down towards the bottom? The screen below the rtank acts like a red scroll even though it isn't.

If this is too confusing, I'll post a pic.
I'm having trouble getting the scrolling for a 2x3 room to work right. The bottom three blocks are blue, and the top row red, because I don't want the screen scrolling up until the person finds the path to get to the top part. The first red scroll block works with the scroll PLM I have, but I can't figure out how to get the other scroll PLMs I have availible to make scrolling into the other two blocks possible. I have them placed correctly, just don't know how to set them to the different scrolls, as originally they were all set to the same red scroll I believe.

Visual aid (Imagine a map block for every arrow)
Original room state:
>>>
^<<

What I want the PLMs to do:
>>>
^<<

What I get:
>XX
^<<

Anyone know how to edit the scroll PLMs for this purpose? It would be very appreciated.

Edit: Another question. I am editing a room that uses layer2 for a background, but some of the tiles I want to use show up in front of Samus, which doesn't look right. How do I make the whole Layer2 behind Samus while using tiles I do not want to normally appear behind her?
Fear Me! (Or else...)
I have a question about SMILE too:
How do you change the beams and what a shot looks like?
Acclaimed Threshold
Constant Sorrows
¡Hola de Costa Rica!

Quote from Bioniclegenius:
I have a question about SMILE too:
How do you change the beams and what a shot looks like?


Open up TLP, open up your ROM, find the beams and edit. No idea where beam display behavior (does it curve like wave, split like spazer, etc.) is stored. Beam palettes are mentioned somewhere in the last 30 pages of this thread, feel free to try to find where because I don´t have that information offhand.

Quote from Deep_Space_Observer:
I'm having trouble getting the scrolling for a 2x3 room to work right. The bottom three blocks are blue, and the top row red, because I don't want the screen scrolling up until the person finds the path to get to the top part. The first red scroll block works with the scroll PLM I have, but I can't figure out how to get the other scroll PLMs I have availible to make scrolling into the other two blocks possible. I have them placed correctly, just don't know how to set them to the different scrolls, as originally they were all set to the same red scroll I believe.

Visual aid (Imagine a map block for every arrow)
Original room state:
>>>
^<<

What I want the PLMs to do:
>>>
^<<

What I get:
>XX
^<<

Anyone know how to edit the scroll PLMs for this purpose? It would be very appreciated.

Edit: Another question. I am editing a room that uses layer2 for a background, but some of the tiles I want to use show up in front of Samus, which doesn't look right. How do I make the whole Layer2 behind Samus while using tiles I do not want to normally appear behind her?


There´s an "add scroll PLM" function in SMILE 1.32 which should do what you want. When you use it write down the pointer, then change the scroll PLMs´indexes to that pointer. It´s easier than it sounds and I´m sure one of these fine gentlemen can help you if you need it.

As for layer2 strangeness, open up the graphics editor and scroll to the offending tiles. If they have no little red boxes, click on the tile pieces to make the red boxes, then save that tile, rinse and repeat. The red boxes mean "behind Samus".
Fear Me! (Or else...)
Thanks!
Somewhere in the last 30 pages of this thread... Thanks... Really, thanks, but it would help more if you had a specific page number. Also, hi Acheron!
Acclaimed Threshold
Constant Sorrows
Quote from Bioniclegenius:
Thanks!
Somewhere in the last 30 pages of this thread... Thanks... Really, thanks, but it would help more if you had a specific page number. Also, hi Acheron!


Sorry dude, I have 2 minutes left on my internet before I have to pay mucho dolores. I think it´s around the 60´s maybe, and it's likely posted by uNsane I thiiiiink.
Stuff like the beam palettes and their offset really need to get put in a SMILE guide somewhere...
$843E1 /  4F
Fear Me! (Or else...)
I found that much, but where do you put that? THAT'S what I can't find. If I could just find the palettes, I'd be fine.
Oh, just go into SABS and there is a little slide bar.  You're looking for the 'I'm a genius' section.
Fear Me! (Or else...)
Sry, but SABS? I can't find what that is lol...
Tools->Beauty Salon->(slide the bar to the right)->pulldown tab that says "I'm a Genuis"->place numbers->colors on the right are self explanatory. 
Fear Me! (Or else...)
Ah, thank you BIG TIME!!!!

Um... It won't let me insert the dollar symbol. Should I just skip that, and enter the 5 digits?

Nvm. I got it now.
Edit history:
Bolognab: 2008-07-30 06:00:32 pm
Quote from Bolognab:
In the walking chozo statue room in WS, why is it that I can't scroll from the reserve tank scren to the screen below it if I enter from the uppermost left door in the same room, go to the far right and into the r-tank place and drop down towards the bottom? The screen below the rtank acts like a red scroll even though it isn't.

If this is too confusing, I'll post a pic.

This is critical to the completion of my hack.  :(

On second thought, where is the add scroll plm function? I can't find it
Quote from Bolognab:
On second thought, where is the add scroll plm function? I can't find it


Seconded, I can't find this either.

Edit: Another problem. I tried doing my endless loop by having a room's exit point to its entrance. It works, but the background is messed up and after going through the loop once animated tiles stop working.

On second thought, I'm going to try a two-room loop to see if that works any better and not worry about what problems a room leading to itself might cause.

Edit two: It seems that the problem was there before I linked it to any other rooms in the first place, and I have no idea why that is. I tried changing the BG pointer to another room but no success. I have also tried getting rid of the background and using a layer2 I added as a background, to no effect. Any suggestions?

attachment:
Quote from Bolognab:
On second thought, where is the add scroll plm function? I can't find it


I think they mean that plms can just be changed to the scroll type now, not that there is an add scroll plm feature (I could very well be wrong, but I can't find it and it seems like a feature like that would make plm data go ka-splooie)?

I'm wondering if anyone has the offset for beams in TLP, I've gone through the entire thing a few times and all I can find is grapple and something resembling ice beam trails.   
Quote from Xaggoth:
I think they mean that plms can just be changed to the scroll type now, not that there is an add scroll plm feature (I could very well be wrong, but I can't find it and it seems like a feature like that would make plm data go ka-splooie)?

I'm wondering if anyone has the offset for beams in TLP, I've gone through the entire thing a few times and all I can find is grapple and something resembling ice beam trails.   


I don't think he's refering to the fact that item PLMs can be turned into scroll PLMs. I mentioned I already had the PLMs there, just the were set to work on the wrong scroll block, and from Acheron said it sounds like you can create a scroll PLM and choose what block it affects.

I can't recognize what the beam tiles are either. I looked at the same location as the offset for their palette and didn't recognize anything in the vicinity.

Edit: Does anyone know how to edit how far down/up elevators move?