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I have a new problem.



This is the old Zebes Escape Shaft.  Notice the graphics are all screwy...but the background is fine.  This is because I used graphic set 7 to go for a blue brinstar look, but when i did that, this happened:



I keep clicking edit>special>remove layer 2, but its not doing anything. The screwy background persists and I can not remove it.  Can anyone help me on this?
red chamber dream
Quote from ducknerd:
If you're talking to ICAG, the key words of his were:

Quote:
However, my knowledge with SMILE is pretty limited, and the so called "Hack Help" topic seems to be for gameplay queries, so I think there should be a topic for the actual hacking itself.

I read that; all I meant was, rather than making the name of this thread "Shouldn't there be a topic specifically for SMILE?" he should have just called it "The SMILE topic". >_>
Shifty Leader
That M2k2 guy
Perhaps he felt that he shouldn't be the one to start The SMILE Topic since he's not an expert on SMILE. Doesn't this sort of (minor) naming issue come up from fresh joiners fairly often?

But yeah, if there really isn't a SMILE help thread already, I have no problem if someone changes the title, but I'm not bothered by it enough to do it myself. :^P

...seriously? There isn't another SMILE topic? I thought I found one before, but never opened it. >_>
I wouldn't really consider myself a freshie, i've been here for a while but was too lazy to make an account.

If there was a smile topic, why doesn't someone revive it?  I didn't see any.
Shifty Leader
That M2k2 guy
Because I only assumed there had been one, but  haven't actually found one. >_>

EDIT: Hahaha, gogo gadget SEARCH!
YAY TEXT
ive  cloned some of the enemies in the game (so that they are in smiles list twice, with different DNA but the same enemy), one problem i'm having with these is that they always have the same pallette! when i edit one it changes the other, when i change the pallette pointer for one but not the other it makes no difference! whats wrong?

ive noticed that changing the moving speed of the enemies (editing the last digit of the 'speed' variable) only works for certain enemies, how can i tell before i edit them which enemies this will work on? is there a rule or is it random? how can i use this to make metroids and some bosses faster or slower?

one more question, the blocks that are destroyed by enemies touching them, what decides which ones can destroy them? is it to do with the damage that an enemy does?
I like Big Butts and I can not lie
I'm gonna go ahead and paste the SMILE help files here

Load Help

Region is used to determine the region of a save/load point (duh). Each area is allowed eight (0-7) save/load points. Beyond that, the data format is the same, but the data is used for other things (elevators and such).

Index is used to determine which of the eight save/load points you are editing for a certain area. This matches the Index value you see on the save/load PLM when you look at its properties.

RoomID... The RoomID (look at the list of rooms, but remove the "7" from the start) of the room to start in *before* the load point is activated. If this is in Ceres, this RoomID is actually used. Otherwise...

RoomLoad... A pointer to a door that enters the room you wish to load. Don't ask me why it's set up like this. I didn't program the game . . . Find this value by opening the Door Editor to a door that leads into your save room. Double Click on the door in the list and the correct pointer will pop-up for you.

Unknown... For all load points, this is always 0000. Some of the other data structures use 0001. Not sure what, if any, effect this has.

Scroll X and Scroll Y are the co-ordinates the screen will load to. If you want load to the upper-left screen, you'd keep both of these at 0000. To load one screens to the right/down, you'd do 0100. Two screens? 0200. For simplicity, keep the last two spots as 00.

Samus Y and Samus X are the co-ordinates on the screen to which Samus will be loaded. Y is based upon the top of the screen (0010 would load you one tile below the top of the screen). X is based upon the middle of the screen (0038 would load you 3 1/2 tiles to the right of the middle of the screen... FFE0 would load you 2 tiles to the left)


Layer 2 Scroll Help

Layer2Scroll value is 2 seperate bytes.  Each byte is 2 nybbles.

The first nybble of each byte is the speed at which the background of a room scrolls.
A value of 0 makes it stay put.  You walk passed things in the background "as if they were standing still".
A value of F makes it scroll as fast as the foreground.  Front/background move together.
Other values change the speed accordingly.

The second nybble of each byte is the type of background you have in a room.
0 = layer 2 data is a hardcoded one, pointed to in the pointer editor
1 = layer 2 data is in the level data itself

Example:
01C1 (01 C1)
01 = vertically, doesn't scroll... uses a hardcoded background
C1 = horizontally, it scrolls... also uses the hardcoded background

#0#0 or #1#1 . . . The second nybble of each byte *must* be the same.


FX1 Help

1) Red textboxes mean you really shouldn't edit them, because the room has no FX1 for itself.  Yellow means it has some, but these aren't the value you want (implementing later).  White means you're good to go.
2) "Select" . . . 0000 = uses FX1 . . . FFFF = no FX1 for the room . . . Others = wrong values at the current time.
3) Changes to the FX1 pointer (upper-right) only take affect after saving the room.


Enemy Quirks Help

Special: #A#B#C#D
#A: physical:
0 = invisible
2 = normal
6 = respawn
A = stand on top of
E = 6 + A

#B: physical2:
0=normal
4=background, but powerbomb kills
8=move while off screen
C = 4 + 8

#C: unused?
#D: travelling
0/2=go left/up
1/3=go right/down


Unknown02:#A#B#C#D... animation effects, plus speed & direction commands
#C at 2 will make a crawler only go part way up a slope, plus, it is a blue blob

Unknown01:??

Speed: #A#B#C#D
#D for speed of enemy
#CB?
#A seems to be a filter of some sort... 0, 1, 8 are good values (and others?)

Space Pirates:
Unknown01 = 0004
Unknown02 = distance to travel

Red Fireballs:
Unknown02 = speed
Speed = angle (0000 = none, 0060 = 45 degrees)

Metroids:
Unknown02 = 05?
must be first in allowed list?

Ostriches (E5FF):
Speed = 0000 means it's visible... 8000 means it'll be an echo

Reflec(E061):
Speed = angle (0-7)... 45 degree clockwise turn (starts facing left)

Dirt Digger (mechanical enemy):
There are 8 pieces, all the same species.
00 02 04 06 08 0A 0C
Hmmm... I thought there were 8?
Anyway, all pieces go where the 00 piece is.

Boyon (DDEB):
Speed = how fast to bounce (0-7)
Unknown2 = how close you get before it becomes active

Ebi (E63F):
Unknown2 = amount to go up/down
Speed = allow to be "possessed" by previous enemy in index if greater than 0000
Freeze/kill and Ebi and the next 2 enemies in the index are frozen/killed

Fireball (E67F):
To be shot from an Ebi or other enemy, you need to have its index be 2 greater than the enemy you've chosen to do the shooting.  For example, an Ebi with an index of 00 will shoot a fireball with the index of 02.
Uses bad graphics though for all but Ebi.

Spa[rk](EA3F):
Speed = type of spark (0000-000A)
Unknown2 = speed of spark

Stoke (E15D):
Speed = 0000 start facing left... 0001 start facing right
Unknown2 = velocity

Bang (DDA5):
Has 3 parts (all must be there):
1) red shootable [Speed = BB66]
2) blue bubble [Speed = BB4A]
3) static charge [Speed = BB2B]
Possess an enemy by making it part of the matrix instead.

Shitroid (the huge metroid):
$14EFC9 = FF 7F *9D *8C *0F (sets HP to 7FFF constantly)
$14EFFA = 00 (scroll on left)
$14F005 = 00 (scroll on right)
$14F00A-$14F00D = *22 *D7 *83 *84 (left solid wall)
$14F012-$14F015 = *22 *D7 *83 *84 (right solid wall)
$14F16F-$14F172 = *22 *D7 *83 *84 (left air wall)
$14F177-$14F17A = *22 *D7 *83 *84 (right air wall)
$14F032 = D0 01 (time until becomes active)
$14F0E0 = 40 01 (time sucking enemy)

*Set to EA


Door Help

1) Shift + Right Click will give you a new menu:
-Prepare Clone Door = create properties for an imaginary door entering room where you clicked... MUST be on edge of screen
-----typing "C" (for Clone) on the edge of the screen will do the same thing
-Jump to Room = opens the room a door leads to... must click on the door
-----typing "E" (for Enter) on a door will do the same thing
-Door Editor = opens the actual door editor... IF you click on a door, that specific door will be chosen for you... otherwise, the first door is

*Virtual PC users* - I've been told that you can't do Shift + Right Click, so you can now press "D" (for Door) to bring up the menu.

2) Right click on a door in the main editor (not the bubble part, but the actual door):
-in the caption of the program, you'll see a number... this number is the number of the door

3) In the Door Editor:
-PINK values are handled automatically in the picture/option box... what you type may get overwritten by SMILE
-yellow values are other values for the door
-hold mouse over a value to see what it is
-grey values are dummy door values
-Transfer Properties sends current dummy door values into "real" door
-*Remember --->* = remembers changes you've made to the current door... if you don't do this, then you won't see your changes
-this does *not* save the doors... save the room to save the doors... but you still need to remember them first
-Change directions, but also whether or not a bubble closes after you go through a door!... that's what the picture's for

4) Warnings:
-don't try editing elevators yet... too many unknowns
-doors must be on the edge of the screen AND must have a NO SCROLLING area behind them

-on any door (not the bubble, but the tile with DOOR as a property),
Ethan
I have a question leadilng to smile, i edited the samus sprite in a tile editor, i played the rom, i reliezed i needed too change the pallete of samus inside smile in order to get the colour changes that i needed.
However smiles "Beauty Salon" is very limited to what you can do with, you can't upload pallete files, and there is no number coding, all you can do is guess. Any help?
Quote from Terra1.6:
http://www.file-upload.net/download-258053/Metroid-invasion.smc.html

here is the version.. test and tell where is the wrong edit!
dude, your rom has some problems. When Im going down the old Tourian shaft  and go through the door, it freezes!
I like Big Butts and I can not lie
unless I have the wrong msort of ROM, your doors aren't even doors sprites, they're just solid blocks. and the background of the 1st room is screwed
Ugh, how do you get rid of all those bombs?

Green-Kirby, ROAR!
Quote from Rothlenar:
Ugh, how do you get rid of all those bombs?


haha
you did obviously use one of the "black" tiles on the CRE GFX and did think it was "blank" Well each off them is a item. To get "blank" Just copy a "blank" tile that is already placed in the room, or in another room.

To make sure you know.....That is not the way to place items!
Eschews avatars
Ahahaha that's exactly what I did the first time I used SMILE. "wtf why are there 80 morph balls?"

Also please don't be insulted by my saying this if you already know it, but right-clicking a block or group of blocks lets you lay down those exact blocks with those properties, which is how you should probably go about filling in an area with air. I only write this because it took me an HOUR to figure out what right-clicking did  Embarassed .
Green-Kirby, ROAR!
Quote from ducknerd:
Ahahaha that's exactly what I did the first time I used SMILE. "wtf why are there 80 morph balls?"

Also please don't be insulted by my saying this if you already know it, but right-clicking a block or group of blocks lets you lay down those exact blocks with those properties, which is how you should probably go about filling in an area with air. I only write this because it took me an HOUR to figure out what right-clicking did  Embarassed .


I did not try to insult any one if so I'm sorry.
The point is smile is not a simple tool what you really need is not a guide for it. Time and a strong will off keep going is all you need.
I know this from self experience. Though I happy to point out stuff that can be hard to find. For example how many people know where the music editor is?  Wink 

(It is easy to find)
Eschews avatars
Wait a minute, can you actually hack in music for the game or are you just talking about the little drop-down menu in the bottom right?

Oh, and I was actually talking to Rothlenar. Sorry, I guess that wasn't too clear.
Green-Kirby, ROAR!
The small music editor that lets you change for each room / event.
It do not implant new music for you! :P
Ethan
Post, any super metroid related map, im out of ideas and i need ideas!!
Eschews avatars
Don't worry, more ideas always come. I've been working on a full-game hack for a while now, and you tend to run into mental blocks here and there. In my experience, the best way to get inspired again is just to mess around with other people's hacks (note: this does NOT mean copying motifs from these hacks). Just give it time and you'll have an awesome idea. Then that'll corrupt the ROM, but then you'll get another one that works  laugh new

Also, not to minimod, but it's pretty bad forum etiquette to make a "HELP PLZ!!!" topic. This could have been politely worded and placed in SMILE help.
Ethan
sorry
Waaaaaaa i want insanity
Quote from SMF:
I have a question leadilng to smile, i edited the samus sprite in a tile editor, i played the rom, i reliezed i needed too change the pallete of samus inside smile in order to get the colour changes that i needed.
However smiles "Beauty Salon" is very limited to what you can do with, you can't upload pallete files, and there is no number coding, all you can do is guess. Any help?


Needing help here.

Is there anyway you can upload the pallete files?
Green-Kirby, ROAR!
Quote from Max:
Needing help here.
Is there anyway you can upload the pallete files?

Yes. Press the "save pallet to file" Button.


Then upload that one.


Edit: If you whant to add a pallet file press "save pallet file to rom"
Eschews avatars
Can you change a background which is automatically set a room (not just drawn in layer 2 like most of Maridia)? Specifically, I'm switching a room in Upper Norfair to Ceres Station, and the tileset change goes just fine but I can't get the background to switch (it just winds up looking super-glitchy). Layer 2 editing doesn't seem to do anything.
Green-Kirby, ROAR!
You need to change the back ground pointers. (in the pointer window)
:P
Eschews avatars
Has anyone ever gotten any trouble from changing which scroll areas (as in, editing in 8x8 mode and turning red squares green) are accessible in a room? Some parts of my hack have been getting very wonky very fast, and I am getting a bad feeling that messing with the scrolling might have done it. For the record, I haven't added or removed any PLMs (I learned THAT lesson fast when the landing site got corrupted in another project!), changed any room sizes, or done anything else beyond straight level and door editing. Are there any hard-and-fast rules for scroll editing that I don't yet know?
Green-Kirby, ROAR!
From what I know editing scroll areas should not add any errors.
On the other hand running into a scroller PML when the area have scroll might give some funky scrolling in that room.