There's a file in the SMILE folder that explains how to do it... I'll do my best to try it myself. 1. Press d while your mouse is over the door, and select "Clone door" (or just press c over the door). Give the door whatever name is convenient for you. 2. Go find the room you want that door to connect to. Once you do, find the door you want to connect to the 1st room, and press d on it. Select Edit Door. 3. Press the "Transfer properties" button, then click "remember". Then, save the room from the file menu. Now, that door will lead to the door you cloned. 4. Now, do the same thing with the second door, to make that door lead back to the 1st room. You can press e on a door to easily go to the room that door leads to. 5. Make sure you have the two doors at the same vertical position in their scroll block for sideways doors, and the same horizontal position for floor/ceiling doors, or else it will mess up the transition, possibly closing a door in the wrong position or other weird stuff. ...I hope that made sense.
Your best bet with slopes, proper doors, etc. is to check the level design on SM and on Legacy and Limit (neither is locked) and copy them over. That'll save you a lot of questions.
Thanks, finally 95% done. I have a problem. When you get one of the items, an ugly door frame pops up from nowhere right next to it... How would I fix this? Maybe I changed a door's plm into the item.
Such a strange thing just happened, I'm working on my one room hack some more (yeah I can't stop..) and I've totally racked up on the avail space, I'm over 9000 now but that doesn't bother me as I don't care how messed up the other rooms are because they don't matter. But after working a bit more, I now have this error where there is no sound effects. You can hear the music, the item obtain sound effect, but nothing else.
Also, many of the tiles don't react as they should anymore. Sometimes a speedblock that doesnt respawn is skipped during a spark making you unable to fall back down. Many of the crumble blocks won't sustain a fast paced run. Many things are becomming wonky as I continue to edit. Perhaps this is a sign to just stop and let it be?
I wonder what could cause that. I've never heard of anyone adding as much to a room as you have so an answer might be hard to come by. The only thing I could think of, which seems highly unlikely, would be that the room has taken up so much data, you've overwritten the sound effects in the rom. But that doesn't sound possible to do by adding too much to a room.
I really don't know what could cause your problem...
I wonder what could cause that. I've never heard of anyone adding as much to a room as you have so an answer might be hard to come by. The only thing I could think of, which seems highly unlikely, would be that the room has taken up so much data, you've overwritten the sound effects in the rom. But that doesn't sound possible to do by adding too much to a room.
I really don't know what could cause your problem...
After some modification to some of the spawn tile sets, and making more air tiles as to avoid the spark ignoring speed blocks, I've also made alot of cut backs to reduce my room usage by at least 300. I still have the same issue, is there a tile set I can put over the air in the upper right empty spot that reduces the room usage? sky and mountain tiles add to the room so..
If you've already overwritten something, it won't help to reduce the size of the room now. Actually I highly doubt you've overwritten the sound effects, since most of the level data is stored in a different place than that. You'd probably have to ask someone who is more into SM on the coding level.
Such a strange thing just happened, I'm working on my one room hack some more (yeah I can't stop..) and I've totally racked up on the avail space, I'm over 9000 now but that doesn't bother me as I don't care how messed up the other rooms are because they don't matter. But after working a bit more, I now have this error where there is no sound effects. You can hear the music, the item obtain sound effect, but nothing else.
Also, many of the tiles don't react as they should anymore. Sometimes a speedblock that doesnt respawn is skipped during a spark making you unable to fall back down. Many of the crumble blocks won't sustain a fast paced run. Many things are becomming wonky as I continue to edit. Perhaps this is a sign to just stop and let it be?
What do you mean by available space? Did you set some pointer to 9000? Because that's not how pointers work... That pointer probably sets were the room data starts, not how big the room is.
I assume he's just saving over the max tiledata limit and letting the excess flow over into the adjacent rooms, wiping them out. But of course he doesn't need those rooms since its a oneroom hack.
I assume he's just saving over the max tiledata limit and letting the excess flow over into the adjacent rooms, wiping them out. But of course he doesn't need those rooms since its a oneroom hack.
I took a look into the rom with SMILE and the crateria mainstreet room is absolutely destroyed so he's not worrying about other rooms. I wouldn't either if I was doing a one room hack.
Well yeah, It really has messed up the other rooms, but I'm going to take a long shot and speculate that if you edit too much of any room, it can start affecting the room itself, regardless of using other rooms for space, because that seems to be whats going on. By reducing speed blocks where unnecessary, and making square slopes to compensate for an overuse of speedblocks I've managed to take the size down, yet the audio is still messed up. I beleive it occured during making two more doors. Both green, a left and a right. Could this problem have something to do with the PLM index I've given some? The only unknown values I have are for gates, the rest are just random index values, which have worked fine till now. I'm currently at 9251/5165, a major improvement from being 9431, yet this doesn't seem to be the case. Perhaps I do need advice from a member more educated with the coding of SM. Sorry if my SMILE questions are out of the ordinary, I seem to attract bugs.
I just thought of something. I wonder if the cause of part of the 'wonkyness' the room seems to be displaying could be due to the fact that you have "too many" BTS formations used in one room. You mentioned an error with speed booster blocks earlier, which may be one of the results of this. Single rooms have limits for how many BTS formations can be placed I them I believe. I assume the number is rather high, but because you're squeezing so much into one room, it may be hitting this limit.
I just thought of something. I wonder if the cause of part of the 'wonkyness' the room seems to be displaying could be due to the fact that you have "too many" BTS formations used in one room. You mentioned an error with speed booster blocks earlier, which may be one of the results of this. Single rooms have limits for how many BTS formations can be placed I them I believe. I assume the number is rather high, but because you're squeezing so much into one room, it may be hitting this limit.
If you're right about that, then smoothness has it's set backs. :|
Edit: I discovered what the problem was, I had ONE too many PLMs in the room. Therefore I removed the wave beam and gave an alternate route to opening the gate that allows for the speedball path to the powerbombs. I didn't like the wave beam anyways because it revealed all my secrets. Problem solved! :D
Thanks, finally 95% done. I have a problem. When you get one of the items, an ugly door frame pops up from nowhere right next to it... How would I fix this? Maybe I changed a door's plm into the item.
That's right. I quoted myself. Final: how many items can be in one room without them looking like a different item?
Thanks, finally 95% done. I have a problem. When you get one of the items, an ugly door frame pops up from nowhere right next to it... How would I fix this? Maybe I changed a door's plm into the item.
That's right. I quoted myself. Final: how many items can be in one room without them looking like a different item?
I'm not sure, but it can even depend on the item itself. I've come to accept that my hack will have items that look wrong. If you want the most out of your one room hack, I suggest just dealing with the minor setback. You can do much more in one room with more items. :)
About the doorcap appearing when you collect an item; the only thing I can think of is that maybe you forgot to change the unknown to 00. Thats about all I can think of that could be doing it. Never had it happen myself.
Kind of an odd question, is there a way to insert your own midi file into the music banks? I know SM music is what adds the authenticity, but there's this one song that is SO chozo it's not even funny.
Dmanta: Yes, when you make a screenshot of the level just hide 'show BTS' by hitting F3. Also, about BG pointer 0000, for landing site, you still get the sky because the sky is loaded into FX2, IMO you should change FX2 to 0000, BG to 0000, layer 1/2 to something used in another room, and the scroller in the third tab of smile to something used by other rooms, it can vary
Turns out I was using SMILE 0.3, Just got 1.0 and am impressed so far. I tried what you suggested, word for word, and got this..
Perhaps I've done something wrong.
Additional: -smacks head for not using SMILE1.0 sooner-
Edit: Come to think of it, I would really fancy fog and rain, but I can't seem to get them both going at the same time, even with all the additional options in the newer version of smile.
Kind of an odd question, is there a way to insert your own midi file into the music banks? I know SM music is what adds the authenticity, but there's this one song that is SO chozo it's not even funny.
Wouldn't work. It'd have to be in SPC format, and even then, different games have different SPC interpreters already programmed in, so it'd have to be an SPC from a game with a similar/identical SPC interpreter. This is what I've gleaned from SM music discussion elsewhere.