<- 1  -   of 222 ->
^^
vv
List results:
Search options:
Use \ before commas in usernames
How do you make an enemies HP and speed higher? I looked at the DNA, and all I saw was something like "03C0."
Hp is easy to change, but speed is a little bit harder. The 03C0 is a number in hex form. I'm pretty sure its 960, but i'm not positive. You just change those numbers to change the hp. hex is base 16, so it goes:0123456789ABCDEF, then you go to the next digit. Just as some nice even numbers:
500=01F4          3000=0BB8      10000=2710   
1000=03E8        4000=0FA0      15000=3A98
2000=07D0        5000=1388      20000=4E20
For speed, it depends on the kind of enemy it is. I have no idea how to change the speed of bosses, but for crawlers, the speed box only has one digit that isn't zero. You can change this to any 1 digit number, but anything more than 5 makes them act weird, I recommend 4 at the fastest because that should be slightly faster than samus. For rippers, they only have one digit too, but their speed shouldn't be greater than 4 or they'll get stuck in a wall. Other enemies are more complicated, if you have a specific enemy in mind, let me know and I'll see if I know how to edit it.
Edit history:
Bolognab: 2007-12-15 11:43:36 pm
Okay, thanks.

How do you know where you'll appear if you place varia suit in a certain room? (in some hacks, you appear on different parts of the room than where you got it.)

Or what would happen if I decided to get funky and put '60' in the "normal" section of vulnerability?

And why is this a glitchy mess...

Hmm... The best way to find out is to experiment. I want to say its the exact center of the scroll block that the suit is in, but I'm not positive.
Yeah sorry for all the questions, but my old "hard" boss rush hack isn't going very well. A bunch of stuff is looking glitchy and messed, like in the above screenshot.
Honestly, what the hell did you do to that room? I know the room has all those "air" boxes, but they don't do weird things by themselves.

I have no idea what would happen if you changed a vulnerability to 60. I know that 20-29 and 80-89 work, and that 2A-2F and 8A-8F might work, but other than that... Question Question
All I did was put in a chozo statue.
Well there's your problem! Did this chozo statue cover up any of those boxed in air tiles? If so, you may need to restart or not use that room anymore.
(user is banned)
Breathe in the Future, Breathe out the Past
Ahh, the craving to fill a hack with chozodian lore. The beautiful bird like gods that can give one deep thoughts simply by looking at such ancient momuments.
Eschews avatars
@DMantra: You'll definitely like a certain room of my hack, then.

@Bolognab: Getting a suit teleports you to the center of the screen as it is displayed. It doesn't look like this in the original game because both suits are in the very center of rooms that do not scroll. Also, the best way to convert decimal to hex and back (before you become ridiculous and can do it automatically) is to think of each digit in the hex number as an analogue to the decimal 10s place, 100s place, etc. A two-bit hex number has the 1s place (16^0), the 16s place (16^1), the 256s place (16^2), and the 4096s place (16^3). So, for example, if you're making an enemy do 89 damage, neither 4096 nor 256 go into 89 in decimal, but 16 goes in 5 times, with 9 left over. 1 goes into 9 nine times, giving you a two-bit hex number of 0059. Hope this explanation makes sense, I need sleep.
Quote from ducknerd:
(before you become ridiculous and can do it automatically)


  extra_smug
Embarrasing Fact: Power suit made by lowest bidder
Yay, I'm ridiculous. <_<
While all attacks use the damage multipliers the same way, the code that handles them is different. 00 - 0F and 80 - 8F will always work the same, I think. Charge beams treat 10-1F the same as 00 - 0F, IIRC, and other things will have other various caps (Bombs work all the way up to 7F for 63.5x normal damage, I think, but 80 does 0x damage).
The specific examples are all based on *old* memories, so don't trust them too much. Just test individual attacks and see where they end up capping, and keep in mind that different attacks will vary.
Quote from Kejardon:
Bombs work all the way up to 7F for 63.5x normal damage

Well holy shit.
Hmm. that reminds me. Can someone tell me the base/normal damage for all the attacks? I know that hyper beam is 1000 damage, and that charged ice/wave/plasma is 900, but I don't know any of the others.
Quote from Bolognab:

And why is this a glitchy mess...


That actually looks like you left Kraid's room without the game 'resetting' his room graphics so they no longer overlay the CRE graphics (the first 'block' of graphics under the level data in the main segment of SMILE that contains doors/chozos/items/etc.) At least from what I've seen of the error, thats what it looks like. However, the only way I've seen to cause this is if you leave his room through another way without first going back through the eyedoor room (that room resets the CRE graphics so every CRE tile looks normal rather than the garbled graphics you'd get if you, say, connect the door that leads to the Varia in the reg. game to another hall and keep going from there without going back through the eyedoor room.)
I like Big Butts and I can not lie
Quote from Cardweaver:
Can someone tell me the base/normal damage for all the attacks? I know that hyper beam is 1000 damage, and that charged ice/wave/plasma is 900, but I don't know any of the others.

http://tasvideos.org/PJBoy/Dump.html#SuperMetroidWeaponStats
Stuffs. Yar.
Hello, all. Does anyone know how to get Bangs to work properly? They're in the allowed species list. Indeed, they are the only species on said list, as well as being the only enemy in the room. The door transition works properly, but the game freezes when it begins loading the enemy.

Also, I am having difficulty getting grey doors to open after picking up an item... They are in separate rooms, the door and item both have the same index (07, incidentally), and the door's unknown is 02.
I like Big Butts and I can not lie
And the item's unknown is 00?
Edit history:
Edward_Tohr: 2007-12-16 10:39:35 am
Stuffs. Yar.
Yep...

EDIT: And I got the Bang working-ish... just need to play around with it a little more.
Unfortunately, the whole item removes door trick doesn't work with SMILE. This was actually posted maybe here or in another thread before. In summary, it doesn't work because doors and items have different index collections. A door can remove another door, and an item can remove another item, but no mixing works without custom coding.
Edit history:
Bolognab: 2007-12-16 12:54:52 pm
Quote from Black Telomeres:
Quote from Bolognab:

And why is this a glitchy mess...


That actually looks like you left Kraid's room without the game 'resetting' his room graphics so they no longer overlay the CRE graphics (the first 'block' of graphics under the level data in the main segment of SMILE that contains doors/chozos/items/etc.) At least from what I've seen of the error, thats what it looks like. However, the only way I've seen to cause this is if you leave his room through another way without first going back through the eyedoor room (that room resets the CRE graphics so every CRE tile looks normal rather than the garbled graphics you'd get if you, say, connect the door that leads to the Varia in the reg. game to another hall and keep going from there without going back through the eyedoor room.)


Shit! That was EXACTLY right. I connected the said room right after Kraid, so I guess that's the reason.

Well, I've managed to work out about 75% of the kinks and such, so how do you cut a vulnerability to a weapon in half or something like that? Would I change 80 to 40  :o
Stuffs. Yar.
The tens digit is (I think) irrelevant to damage... 0X means that the beam will damage, but not freeze, the enemy, 8X means the beam will freeze and damage, and FF means it will freeze, but not damage, IIRC. If you want to halve damage, you'd change 82 to 81, or to 01. Mind you, this is just based off of my understanding of the Enemy Vulnerability Editor, so...
Eschews avatars
Close, but 0X does normal damage and 8X doesn't freeze. Also, be careful with the vulnerability editor, its properties tend to extend to other species. I had a nightmare with that earlier. Bosses are fine to edit, though. Also, remember that X2 is normal damage, not X1. And no, you can't do X.5 :P.
Every Bit Counts
Quote from Cardweaver:
Unfortunately, the whole item removes door trick doesn't work with SMILE. This was actually posted maybe here or in another thread before. In summary, it doesn't work because doors and items have different index collections. A door can remove another door, and an item can remove another item, but no mixing works without custom coding.


Wrong. Edward's problam is that the item's index needs to be 200 more than the door's. Change the item's unknown to 02, and the door's to 00. That should work. It did for me. Also, how did you get the Bang to work?
Stuffs. Yar.
Item's unknown should be 02, not the door's... *sigh* that's the kind of stupid mistake I'd make. :P

Anyway, to get the Bang to work properly, you must have three enemies assigned as a Bang. Then you must set the speed values of each... one should be BB66, the second should be BB4A and the third should be BB2B. Have the three enemies overlap and viola! A !. :P

If you wanna know how I found that out, this post explains things nicely.

And, for the lazy people, P.JMan explains what I just restated here... only in a more easily understood format.
Edit history:
Bolognab: 2007-12-16 07:25:12 pm
In my boss rush you are required to return to the first room after a certain boss. For some reason, when you return, the background is super screwed up. An upper part of the sky background is in funky triangles and glitchy squares. ( same as when you return from botwoon in my 1 room hack)

off-topic, but would gravity suit protect you from heat? I would think not, but just checking.

last but not least, how do you make spikes move o_o