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Bolognab: 2008-07-31 02:43:40 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

And also, is the orange zoomer/geemer seperate from the other crateria enemy sets? Whenever I add it to crateria rooms I get purple screen.
. . .
Quote from Deep_Space_Observer:
Edit: Does anyone know how to edit how far down/up elevators move?


This ones not to hard...  Your just going to need to move the PLM of the Elevator, the Enemy, and the Tile blocks up/down. But don't move them sideways, unless of course you know what your doing (with moving the elevator doors around and such) but I wouldn't if I were you!

-----
I just tried something new today!  I swapped PLM room pointers!  Now I can have more PLMs in rooms like Crocomires without all that Hex-editing...
I'm kind of suprised I didn't think of it before...
Kago's don't work in my room either.
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.

Maybe there's something with the upper-left door that causes that screen to act as red while playing? Have you tried entering from the gravity suit way without ever activating the Chozo statue? It could be something with the Chozo Statue AI. The things I'd try are turning the scrolls around that one green to see what effect that has, if that does nothing, you could try repointing the PLM pointer to free space, then creating two more PLMs that match the index of the PLMs you pass through when getting up there the normal way in Super Metroid. Then position those scroll PLMs so you have to pass through them while going through the upper-left door. If that doesn't work, I have no idea.

Quote from Bolognab:
And also, is the orange zoomer/geemer seperate from the other crateria enemy sets? Whenever I add it to crateria rooms I get purple screen.


I have no idea what's causing the problem with your enemies, unless you forgot to add them to the species allowed list, or you have conflicting enemies that can't (or shouldn't) go in the same room.


Are the elevator doors similar enough to normal doors that I can clone them and connect ones that weren't connected before?
Eschews avatars
You can change the connections between two elevator rooms, but don't try to connect a formerly normal door to an elevator. Be sure to manually write down the data for all four doors in total of the new elevator connection instead of just using clone door.
Edit history:
Bolognab: 2008-07-31 07:43:30 pm
Yes, I do everything and it still crashes. Exactly like the kungfu pirates in my speedbooster room I asked about a few pages ago. Can anyone tell me how to get a kago into the room imediately before the WS?
Quote from ducknerd:
You can change the connections between two elevator rooms, but don't try to connect a formerly normal door to an elevator. Be sure to manually write down the data for all four doors in total of the new elevator connection instead of just using clone door.


Wrote them all down manually, then tried clone door to see why not to use it. (I made backups, no worries) I see it gets you stuck and adds that unsightly door, so hopefully inserting the data manually will work better.



Edit:
Edit2: nvm first edit, was able to fix my problem.
Green-Kirby, ROAR!
Haha, When making doors that don't use hatch. You will have to press the image where morph ball enters door in the door editor. :P
OMG FLAN!!!!!!!
i found a bug in smile. when I move plms offscreen, i doesnt just move them offscreen, it completely deletes them. i dont want to add them back with the add plm thing so i just left the room alone. it doesnt delete enemies though. has that happened to anyone else?

plus would anyone be able to tell me how drewseph did the lost caverns in redesign? im pretty sure i wont actually get an answer for that, but i thought id ask anyway. right now ive just got 8 rooms exactly the same, with only one of four doors leading to the next room, but its very buggy since i have loops in the same room. plus it wastes a lot of rooms.

i tried opening redesign in smile, but jathys mustve done something to stop it being opened.
Quote from Sadiztik Fish:
i found a bug in smile. when I move plms offscreen, i doesnt just move them offscreen, it completely deletes them. i dont want to add them back with the add plm thing so i just left the room alone. it doesnt delete enemies though. has that happened to anyone else?

plus would anyone be able to tell me how drewseph did the lost caverns in redesign? im pretty sure i wont actually get an answer for that, but i thought id ask anyway. right now ive just got 8 rooms exactly the same, with only one of four doors leading to the next room, but its very buggy since i have loops in the same room. plus it wastes a lot of rooms.

i tried opening redesign in smile, but jathys mustve done something to stop it being opened.


The bug you said isn't really a bug, because it does not delete the PLM. I just tried it, and you can still get them back by using Help->Offscreen PLMs to 0, 0

Drewseph did the lost caverns as one giant room (there's a picture in the Redesign thread), but he used custom teleportation PLM's that are not possible through SMILE, you'll need ASM. There is an easier way to do what you're trying to do anyway.

Use one large room that has a lot of doors. Then use the door clone option, along with red scroll blocks to make your "rooms."

Arrange your doors so that they look like this:

D1            D2|D4        D6|D8        D(6 or 9)|D9      D(6 or 10)
                D3|D5        D7|D5        D(7 or 9)|D5      D(7 or 10)

D1 is where you come in.
D2 leads to D1 or D4/D5.
If D2 leads to D1, D3 leads to D4/D5.
If D2 leads to D4/D5, D3 leads to D1.
D4 leads to D6/D7
D5 leads to D6/D7
D6 leads to D4/D5 or D8
If D6 leads to D4/D5, D7 leads to D8.
If D6 leads to D8, D7 leads to D4/D5.
D8 leads to D6/D7
D9 leads to D10
D10 leads to the end.

That's just one variation/example involving 4 "different rooms." You a similar pattern and be concious of the map system when building the room. As for what room to use for this...
Brinstar mainstreet (room 79AD9 in SMILE) has 11 different doors (keep in mind some of these are elevator doors, and if you use this room, you'll have to manually copy the elevator door data to another room).

This can also be done using 2 different rooms to increase your door count.


As for not being able to open Redesign in SMILE... I'd say Drewseph did that on purpose to stop people from cheating while playing through the game.
Green-Kirby, ROAR!
I can't use the door editor. Worked fine a few mins ago.

Any info would be nice.

(see image)

attachment:
The only thing I can think of is that you changed a value of the door that makes SMILE think it isn't a door anymore, but then you wouldn't be able to clone the door either...

Could it be the gfx change? I've never had that issue before, and I just did a bunch of stuff in SMILE to mess with the door but couldn't get that to happen...

Oh, one other thing it could be: is the door's bts value on the list of doors?
Green-Kirby, ROAR!
Quote from Cardweaver:

Oh, one other thing it could be: is the door's bts value on the list of doors?

This is a edited room.

:E

I keep runing in weird problems today.

Good thing I got back ups.
Fear Me! (Or else...)
When I try to run the Redesign, it turns out really weird. I can't see any of the map. It just looks like this (in the attachment). Also, I know this isn't a SMILE problem, but I don't know where to put it. Oh, and I know the pic's quality is bad, but it's the best I can do with this. I had to shrink it down to fit.

Also, where do I go to edit an enemy's palette? I'd like to work on changing the color of the ship.
Edit: nvm about the ship's stuff, I found where it is. The problem now it it won't let me save it, for some reason...
Double-edit: Nvm, it saved.

Also, crabs don't work T_T.
Fear Me! (Or else...)
Crabs?
Fear Me! (Or else...)
I just found the address for the morphing ball in a tile editor. Also, can anybody tell me the address of the gravity suit tiles? I think I know how to make my earlier idea work. Not going to give a spoiler yet as to what that is though -) until I can find the address and try it out...
Hated by all
All the item PLMs are viewable straight in the ROM when viewed by TLP? Huh.

And, when the enemy palettes are edited, they edit all the rest of the species, or do I have to do all of them one-by-one?
Fear Me! (Or else...)
Not the morphing ball item, the pose when you go into the morphing ball. Also, look at what # palette an enemy is using. By modifying one of the ship palettes, since they're both going off the same palette #, you modify both parts' colors, but not any other enemy, since they use a different palette.
Just a note about something I found out with attaching elevators to each other. When changing the elevator door information, remember to not change the bitflag so your maps will still work properly.

Quote from playerman1230:
And, when the enemy palettes are edited, they edit all the rest of the species, or do I have to do all of them one-by-one?


A single enemy species all shares the same pallette. How it works is the PLM name for the species is simply instructions for the game to load the bytes from a certain position in the memory bank. That's why changing the vulnerability for one enemy changes it for the whole species, because they all load from the same bytes and you changed those bytes. Changing the pallette works the same way.
Fear Me! (Or else...)
Yeah. Also, back to my earlier post, anybody know y the redesign was looking so weird? It was on the page right before this.
You should ask in the Redesign topic not SMILE...and it might be your emulator. Redesign doesn't work with ZSNES v1.41-1.51.
Fear Me! (Or else...)
Didn't know that topic existed... And thanks.
I'm trying to change the "door tiles" used by the elevator, but when I put the new tiles in I can't seem to set them to the proper door setting. They always seem to want to stay door $00 when I need them as door $03.
Fear Me! (Or else...)
Oh, and I was trying to add the morphing ball item pickup to a room, but it won't let me. It says you picked it up, but then doesn't actually add it to your inventory. Any clue?

Edit: Nvm, fixed it.