<- 1  -   of 222 ->
^^
vv
List results:
Search options:
Use \ before commas in usernames
Quote from Deep_Space_Observer:
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.


Change their BTS value to 3 and save the room.
Fear Me! (Or else...)
How do you adjust the number of missles/super missles/power bombs an item gives you?

Edit: Nvm, found it.
I'm having trouble getting SMILE to decompress graphics so TLP can read them while exporting them. All I see in TLP is the same I'd see if I opened straight from the rom, except that it's only in one color.
Fear Me! (Or else...)
Try changing the palette colors.
Hated by all
Set palette mode to SNES. SMILE's Graphics Editor can give you palette files (unless you care to use ZSNES savestates)
Fear Me! (Or else...)
Oh yeah... lol oops forgot that might be the problem lol.
Fear Me! (Or else...)
For some reason, SMILE won't save my file. It lets me play it, but the instant I close SMILE, it's gone.
do the yellowish kihunters only work in WS? I used one in norfair and it resulted in a freeze. I even changed the enemy set pointer to a WS one, but it still didn't work.

Also, if an enemy has the wrong information on something like speed/orientation/graphic unkown, will the entire room not work or just that one enemy?
Made my first test palette with a small change for the CRE GFX file, saved it as a .tpl file, but every time I try to load it in SMILE, the palette itself looks nothing like the saved file. (It's supposed to be yellows and browns, but instead I get a rainbow of blue green red.) Not only that, but nothing seems to change with the appearance of the tiles in SMILE, either. Is there a step I'm missing?
I haven't used TLP much, so here's a guess:
To make the palette changes you used the colors in TLP instead of the colors from the game.  TLP makes all of the colors different so you should make sure you find it's representation of brown and yellow and then construct your new tiles with those.
Quote from Bolognab:
do the yellowish kihunters only work in WS? I used one in norfair and it resulted in a freeze. I even changed the enemy set pointer to a WS one, but it still didn't work.


They've worked outside it for me...

Quote from Bolognab:
Also, if an enemy has the wrong information on something like speed/orientation/graphic unkown, will the entire room not work or just that one enemy?


Depends on how important it is to the enemy, but a lot of times it will cause a crash.

Quote from Deep_Space_Observer:
Made my first test palette with a small change for the CRE GFX file, saved it as a .tpl file, but every time I try to load it in SMILE, the palette itself looks nothing like the saved file. (It's supposed to be yellows and browns, but instead I get a rainbow of blue green red.) Not only that, but nothing seems to change with the appearance of the tiles in SMILE, either. Is there a step I'm missing?


You're not supposed to change palettes in TLP (or at least I don't). Use SMILE's palette editor.
Quote from Bolognab:
do the yellowish kihunters only work in WS? I used one in norfair and it resulted in a freeze. I even changed the enemy set pointer to a WS one, but it still didn't work.


I literally just finished a room using these in norfair and aside from one not wanting to attach to his wings right away everything is working.  I copied the enemy data from the green ones right before spore spawn. 
Fear Me! (Or else...)
I have another SMILE question: how do you make an energy tank give you more than one energy tank? I want one to give you a full load, for my training edit
Edit history:
aigamerDS: 2008-08-03 01:00:34 am
One question, how do I make a purple door that requires 25 missiles? I tried to edit the amount of missiles for door but the smile crashed every time.

Also, how do I edit the SM title or logo?
You have to make a plm and then make a doorcap sprite so that it is a pyurple variation. If the game crashes when you change the number of missiles to open a door, I assume it's like the number of missiles in each expansion problem, in which case you might need to change some values in a hex editor.
Hated by all
Title logo is somewhere in special GFX (not on-comp now, I forgot the number). On TLP or somesuch, it's SNES 4bpp mode (no palette file provided for it, so savestate on ZSNES.)
I've started making custom tiles in the CRE GFX, replacing the eyeball door thingy I decided I wouldn't be using anyway. However, even after importing and making everything look correct in SMILE, then saving the GFX file, why do the tiles still appear as the door eyeball monster instead of what I changed them into?
Quote from Bolognab:
You have to make a plm and then make a doorcap sprite so that it is a pyurple variation. If the game crashes when you change the number of missiles to open a door, I assume it's like the number of missiles in each expansion problem, in which case you might need to change some values in a hex editor.


I have never used hex editor or even know what it looks like. What is hex editor anyway?
A hex editor (short for hexidecimal) is a fantastic tool, as useful as SMILE itself (probably even more useful when you really know how to use one). It lets you see and edit the raw coding of the game. Using it, I've been able to expand rooms by repointing the data to free space so I don't overwrite and corrupt anything. I've also been able to copy enemy species, that way I can have two monsters that look the same but aren't bound to the same stats in the DNA as the other. (Useful if you want a certain enemy type to be extra tough, even bosslike, in certain rooms).

There's a whole ton of other stuff you can do. At first glance (Because it looks like a huge wall of numbers and letters that make no sense) I didn't feel like I'd be able to use it for anything, but I've been able to do some very important stuff for the hack I'm working on, all thanks to the people who do know how to use them and answer questions.


Just a random question here, but why does setting a monster's health too high result in it being one-shotted by some attacks?
Quote from Deep_Space_Observer:
[Hex editor is] ... probably even more useful when you really know how to use one.

Ummm...no. NOTHING AT ALL would be able to be hacked if it weren't for Jathys' SMILE. You wouldn't even be able to move enemies, let alone change them or duplicate them.
Quote from Black Telomeres:
Quote from Bolognab:
Also, if an enemy has the wrong information on something like speed/orientation/graphic unkown, will the entire room not work or just that one enemy?

Depends on how important it is to the enemy, but a lot of times it will cause a crash.

You shouldn't have to change the enemy set or anything correct? So why wouldn't an orange zoomer  or a kago work in the massive pre-WS room?

About the yellow kihunters: I already changed them back to pirates, and there were a LOT of pirates, so instead of going through all that trouble for nothing, I'm just going to ask. Would a kihunter crash the room if i forgot to take away its graphic unknown of 4?
Quote from Bolognab:
About the yellow kihunters: I already changed them back to pirates, and there were a LOT of pirates, so instead of going through all that trouble for nothing, I'm just going to ask. Would a kihunter crash the room if i forgot to take away its graphic unknown of 4?


I forget if Ki Hunters even need a gfx unknown of 0004. If they don't then it probably might crash the room. Sometimes it does and sometimes it doesnt, depending on the enemy. A more complex enemy like a Ki Hunter would tend to be more likely to.

Quote from Deep_Space_Observer:
A hex editor (short for hexidecimal) is a fantastic tool, as useful as SMILE itself (probably even more useful when you really know how to use one).


Not really. You have to think of them as different tools for different purposes. Without SMILE, SM editting just wouldn't be possible because it'd be too tedious to edit everything in a hex editor. The hex editor is primarily just to supplement SMILE as far as edits that SMILE can't do yet or won't ever be able to do.

Quote from Deep_Space_Observer:
Just a random question here, but why does setting a monster's health too high result in it being one-shotted by some attacks?


What kind of attacks? Just any ol' beam? or ...the screw attack/grapple still? Perhaps if the health is set too high, the counter gets too high and goes back around to next to nothing. Sort of like in FF6, if you get your magic high enough and boost it in other ways, then cast a high powered spell, you can get the damage to break the counter and go back down to like 300 instead of 9999. But since I've had bosses with an HP of FFFF, I don't think it'd be a problem with them. Maybe regular enemies though.
Quote:
But since I've had bosses with an HP of FFFF


Shocked
Ridley in GD has it, and he's rather a pushover =3
Hated by all
FFFF is lowest, that made feasible sense on why Ridley died by Hyper.

I wonder about the Mode 7 palettes, is it possible to change those?