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At first seeing Kraid's room I thought he just needed a reassemble which is no prob. at all, but there are so many rooms messed, even the first missile room.  I wasn't even able to get to him from the ship, sorry but too many things are in bad shape =/
i played around with it, couldn't get to kraid from the ship either, so i savestated my way into the room before Kraid, and edited some of Kraids values. Got the room to work, except you can't touch or shoot at kraid at all. After that, anything I tried made it worse. I suggest starting over, and not changing the # of PLMS/enemies
Every Bit Counts
Well I got rid of the pirates in Mini-Kraids rom. There are 4 unknown (knights) in the orignal, you just need to hit help-move offscreen enimes to 0,0. I never used a hex editor. Also, I just realised that the old MB room is glitched, and somehow all enemies got deleted! Just adds to my list of thing smile has done without me telling it to (I should really make a sig out of this). BTW, why does Kraid's room look so messed up? When I right click on a part of the wall and move it to the next room, it looks like parts of red brinstar. wtf?
Kraid's room has a really bad/weird graphic set, just like a couple of ceres's rooms. I think in the SMILE read me or known glitches file, it says to not edit those rooms. Also, because many rooms have different graphic sets, if you copy paste a block from another room, chances are it won't look like the one you're trying for unless both rooms share the same item set. For example: Pink, Green, and Blue Brinstar all share a tile/gfx set, while red brinstar Kraid's lair (not his room though) share a set. Kraid's room has its own gfx set, and it shouldn't be used really anywhere but Kraid's room.

On another note, how would I go about making from scratch a block that when you bomb it, it stays gone forever? I know that there are some available to copy, but not of the gfx that I want. There's got to be a way to turn the white border around a block blue. I have a feeling its a BTS thing, but I don't even know where to start.
Oh wow, there really are 4 knights normally rather than just 1 in Kraid's room. I've always neglected to move the first one out of the way when using the 0,0 function to alter his HP. Just altering the first one's HP in my hack was enough to increase his HP so I didn't bother to move that one to see the other 4. Anyway, I still assume it's the result of enemy/PLM +/-, its just whatever's causing the error doesn't seem to be showing up in SMILE, which makes even less sense than it first did. I'd say to compare the properties of those knights and Kraid's appendages to the normal Kraid in an unchanged version of the game to see if anythings changed there, but you probably already did that. Someone might be able to see the error by comparing all the code associated with Kraid's room normally to the code associated with it in the hack with a hex editor or somesuch, but that'd be rather like searching for a needle in a haystack to find the error unless the error is an obvious one.
Every Bit Counts
already tried/did it.
Even if Kraid and his room were to be fixed, many other rooms in your hack don't work properly, mainly the couple of rooms before Kraid. When I was working on Gravy, I had to scrap and start over about 7 times. But, each time was a learning process (read: after the 7th attempt, I got smart and stopped changing PLM numbers)
Well seeing how Kraid seems to be so sensitive to changes, I think I'll be really careful when I reach editing him.  Last thing I need is another game-killer crash...
Every Bit Counts
thing is I didn't even touch him, and he crashed.
But you mentioned that you did delete other enemies near him, which can cause bleed over, thus destroying Kraid. The best advice is just to never use the PLM/enemy +/- script unless you use pointers to move the enemies/plms for a room to a large chunk of free space in the rom.

Also, the obvious solution to "editting Kraid" (not that there's much about him that you CAN edit, besides the stuff in his DNA and his room) is just to make a backup before you do and then test to see if he works after you're done.
i have a question
i changed some rooms around in the game but when i start to play it and it loads it looks very corrupt
and i start somewhere else in the game?
what could be the cause of this?
Stuffs. Yar.
Hmm... Getting things to turn out corrupted is probably the easiest thing to do with SMILE. :P As for possible causes...

Editing one of the "uneditable" rooms (i.e. first/last of Ceres, Kraid's room, among others), modifying doors without updating pointers, and using the "enemy/PLM +/-" function  can cause corruption of data...

*waits for someone who knows more about SMILE to have a more helpful, and probably more correct, answer*
Every Bit Counts
Quote from Edward_Tohr:
*waits for someone who knows more about SMILE to have a more helpful, and probably more correct, answer*


cough cough Drewseph. anyways, is it possible to change the physics of this game through smile like its possible in Zero Mission with Zero Fission?
Quote from rolando:
i have a question
i changed some rooms around in the game but when i start to play it and it loads it looks very corrupt
and i start somewhere else in the game?
what could be the cause of this?

What do you mean by "moved some rooms around"?

If you mean change where the doors lead, then you probably didn't edit the pointer data correctly (don't ask me, I have no idea how to do it), If you mean that you just moved items around inside of one room, then Idk what's wrong. If you moved any items at all to Ceres, don't do that.


Also, I semi successfully edited Kraid's room. First I tried every block available in that graphic set, but not already in use, to see if any of them looked decent (answer=no). Then I played around with the bridge that crumbles when Kraid rises, and managed to change some of the ones that stuck around after the shakey shakey part. However, when I tried bomb/shot/crumble blocks that respawn, they respawn a jumble of pixels. I assume that without editing the gfx myself, I'll just have to deal with them.

Another thing:
Quote from Cardweaver:
On another note, how would I go about making from scratch a block that when you bomb it, it stays gone forever? I know that there are some available to copy, but not of the gfx that I want. There's got to be a way to turn the white border around a block blue. I have a feeling its a BTS thing, but I don't even know where to start.

Still wondering here...

Oh, and thanks to simupost prevention....
Quote from Fano7:
cough cough Drewseph. anyways, is it possible to change the physics of this game through smile like its possible in Zero Mission with Zero Fission?


Yes somewhat. If you open up SMILE and go to Edit>Special>Game Behavior, It'll open up a window. In this window,It'll let you edit the starting energy, supers, and powers, edit whether or not Ceres will appear in your hack, edit the two self destruct timers, and edit the beginning ridley's hp. Click on the arrow at the bottom of the screen, and then you can edit stuff like gravity and bomb timers/amounts. Some of the other things on theat window arent very useful, but theres more options that I can't remember right now.
Eschews avatars
Odd, my hack currently in progress contains morphball in Ceres, and it works just fine except for messed-up graphics in the elevator room during the escape. Also, rolando, please be much more specific. There are a LOT of different types of "very corrupt"; maybe you could explain what you see?
I just said to not move items to Ceres, because unless you know how to edit pointers, theres a really good chance that the rom will be corrupt when you try to play it, porbably not in the room where you put the item, but somewhere else. This was Fano's problem. He changed enemy totals in one room, and another room broke.

I have another question, Is there a logical method to be seen in the way the rooms are ordered in SMILE? Its not left to right, top to bottom, right to left, bottom to top, or even sequential. Sometimes the rooms will be in order, but just looking down the list, there doesn't seem to be any semblence of organization other than the area titles (Crateria, Brinstar...)

Also, for anyone who didn't know, theres a much easier way to travel between rooms in SMILE. (man I wish I would've known this for Gravy) Just right click on the door tiles (not the door shield) and click enter room. Soooooo much faster than searching through the list.
Wanna know something even quicker?  Hold the mouse over the door(not the shell of course) and press the E key :P

Also, the method of the rooms isn't a labeling with SMILE, it's how they're ordered in the game itself if you look at it with a hex editor, the landing site is indeed first and so on n so forth.
(user is banned)
Breathe in the Future, Breathe out the Past
2 questions-

Can I have a gate where the switch and gate are in different locations? And can I have two gates in one room that don't interact with eachother?

Concerning backgrounds, they must work in layers. The glass tube room that connects the ship landing zone with the entrance to red brinstar room has the glass tube but also that layer behind it (the orange inner tube). How do I go about this? It could greatly change some aethetics for the better.
Edit history:
Gustaf: 2007-12-06 04:07:42 am
I'm not sure how the 'shot switch on the far left of the room opens the gate on the far right of the room' trick works I suppose you make a new PLM but yeah you can have more than 1 gate to not trigger with another just attach the top of each, oh so simple(I think that's what you meant by not interfering with another.  For types of gates they work by a multiple of 2..

Change the index of the gate top.
00-Standard Normal shot gate facing left
02-^ facing right
04-Missile gate facing left
06-^ facing right
08-Super Missile gate facing left
0A-^ facing right
0C-Power Bomb gate facing left
0E-^ facing right
Also, the shaft piece needs an index of 00 and unknown of 80.

About Layer 2, just find a room that has it and edit it that's all I can say as it's messed me up far more than enough.  O-well there you go, that's what I know atm =]
(user is banned)
Edit history:
DMantra: 2007-12-06 09:46:55 am
Breathe in the Future, Breathe out the Past
Thanks for the info on the gates.
As for the background layers, sad news...
About that background issue. It's probably part of a layer2 bg. There's a special option in SMILE to remove the layer2 bg, but you can also edit it by unchecking Layer1 in the View menu.
(user is banned)
Breathe in the Future, Breathe out the Past
I'm sure the switch and gate in different locations works, as I've seen it on redesign. mind, that hack had extensive coding. Hmm.
Embarrasing Fact: Power suit made by lowest bidder
That was custom coding I did.
In the original game, the gate switches check for a gate shutter at a specific spot. If the shutter is not there, the gate switch will intentionally go into an infinite loop to freeze the game, IIRC. There is absolutely NO support for remote shutter/switches in the original game.
(user is banned)
Breathe in the Future, Breathe out the Past
Quote from Kejardon:
That was custom coding I did.
In the original game, the gate switches check for a gate shutter at a specific spot. If the shutter is not there, the gate switch will intentionally go into an infinite loop to freeze the game, IIRC. There is absolutely NO support for remote shutter/switches in the original game.


Thanks for letting me know. Great coding on that hack btw.
(user is banned)
Breathe in the Future, Breathe out the Past
As for the blue doors. Thye work fine facing left, but when I try for a right blue door it opens as of left sided. This is probably an easy matter to overcome..