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Yeah, if there's one thing about SMILE that's got problems, its the door editor. The cloning process can easily become tedious after awhile. Didn't Jathys mention he was going to restructure the door editor to improve it in a later version? I think I recall him saying something like that.
(user is banned)
Breathe in the Future, Breathe out the Past
Quote from MoogleEmperor:
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.


I'm taking a shot at cloning doors but I'm having a difficult time following these instructions. I can make the room I want it to lead to lead back to the first, but the first doesn't lead to the second room.
Repeat with the first door. (Clone second door and make door 1 lead to door 2)
(user is banned)
Breathe in the Future, Breathe out the Past
Quote from Bolognab:
Repeat with the first door. (Clone second door and make door 1 lead to door 2)


Ahh, now thats figured, I just have to redo the whole process cause the doors were 4 tiles off..
How do i get through the acid drain room in LN? I always die.
Quote from Bolognab:
How do i get through the acid drain room in LN? I always die.


Did you mean to post this in another thread? The answer regardless is probably a CF.

Also, how does one go about changing fx1 if they are in a yellow background? the changes I make don't actually change in the game.
You can't unless you go to the pointers list and make the FX1 for a certain room point to the FX1 for another room that does have the white bg that indicates that you can change it. Now the problem with that is that those two rooms would have to have the same FX1 config. Also, the 'yellow' or 'red' FX1 may control something that happens in that room and that may stop happening when you change the pointer. I haven't really fooled around with doing that too much so I'm not sure. Maybe not; you'll have to try it. You might also be able to create a new FX1 in some free space somewhere in the rom and then point to it so you can have a unique, changable FX1 for that room, but that's a rather expert move that requires experience with a hex editor and such to find said freespace. Knowledge of how big FX1 code for one room is and the structure in the code, etc.
Ah, I was just trying to change the fx1 of the golden chozo room. that acid is kind of annoying for some things i try to do. I guess changing what the golden chozo responds to(default space jump) would also be hex editing?
Yes. As far as I know, Smile can't do that
(user is banned)
Breathe in the Future, Breathe out the Past
Quick question. Given that I'll be going way beyond my rooms capacity (I have high standards for detail), if the rooms I choose to link together are far apart (different areas), will the screwed up rooms be close to that, or will they also affect my first room and so on regardless of how far apart they are. Thanks.
Really, theres no way to tell until you actually do it. I'd say that the farther the rooms are from each other in SMILE (as in top to bottom of room list) the better chance you have of the rooms not corrupting. However, because you're using the very first room, I don't know whether or not data would default from there and corrupt that room if you make another one too big. You're best bet is to create a couple of backups, then experiment and report you're findings.
(user is banned)
Breathe in the Future, Breathe out the Past
Quote from Cardweaver:
Really, theres no way to tell until you actually do it. I'd say that the farther the rooms are from each other in SMILE (as in top to bottom of room list) the better chance you have of the rooms not corrupting. However, because you're using the very first room, I don't know whether or not data would default from there and corrupt that room if you make another one too big. You're best bet is to create a couple of backups, then experiment and report you're findings.


I'll do that.
Every Bit Counts
A few pages back, I asked if it was possible to make collecting an item turn a grey door blue. Well, it's possible. To do it, the item's index needs to be 200 more than the door's. Example, item 200 will open door 0. But they can't be in the same room. Now, you can't make the index 200 can you? The unknown is actually what comes before the index number wise. Examle, if you wanted an index of 200, you would but 02 for unknown and 00 for index. 201 would be 02 for unknown and 01 for index. The pattern goes on. I did not find this myself. Kejardon said that the item's index needed to be 200 more than the door's, but PJBoy/PJMan said the part about the unknown. Just wanted to share this with the fourm.
Edit history:
P.JMan: 2007-12-15 10:59:31 am
I like Big Butts and I can not lie
In other words: To pickup an item and make a grey door open in a different room, you have to give them the same Index and set unkown to 02.
Every Bit Counts
umm... I wasn't talking about enemies, but that should work. and just do the same thing to PML's.
I like Big Butts and I can not lie
Items yeah, fixed
Every Bit Counts
umm... take a look. why is it doing this?

Hm, that happened to me once. It turned out the door was placing you in a part of the room that doesn't exist (like, say, the  screen X coordinate of 3 in a room that's only 2 screens by 2 screens.
Every Bit Counts
I never edited the door. Olny the room (which is a save room btw).
your layer 2 is messed up
YAY TEXT
Also, are you going to have ALL your save rooms in Tourians tile set? because if you haven't noticed, there are three types of save rooms: Ones with the door on the left, ones with the door on the right, and ones with two doors. If you edit a save room, it changes every save rooms of the same type, and if they're not all in Tourians tile set... oh boy...
Every Bit Counts
Really? Cause I just checked, and there is no difference in the other save rooms. Also, I got rid of layer 2. Is that the probablem?
of course it is.  all save rooms rely on having a BG, as shown by their layer 2.  you never want to remove that unless you're using a predesignated set, as seen in the BG pointer.  also, you will be changing any other save room because as said before there are 3 different types of level data for the save rooms, and they are reused.  you'll need to change the level data pointer t point to free space in your rom if you want the other rooms to be unaffected.
Ain't that the truth. The reason all the left sided save rooms are blocked off in Puddin (cept one)is because I changed the one in the etecoon shaft so you could get out if you went down there before grapple. Then when I went to move onto the next room, a couple rooms later, I saw that all the other left sided rooms had been changed. It was horrific.
So that explains why there weren't that many save rooms.  I thought you were just being sadistic or something. :P