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What are the "save hits" of PLMs? They don't seem to have any bearing on the game's behavior, but I would assume they do something.

Also, how do you make grey doors trigger on a specific event (eg, an item being picked up, or another colored door being destroyed, or a boss being defeated) without needing an entire new room-state? I know this is possible (it's done in Legacy), but I can't for the life of me figure out how.
Save hits as much as I know so far is for the pink n green door shells of how many shots they take.  Not a clue about the grey door thing, I've tried taking another grey and changing its index to the same 40 for Kraid's energy tank but that didn't work.  No idea for that part sorry.

I got's a question of my own, how to work layer 2 fully?  I add one and edit it, and it wont show ingame.
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Layer 2 is annoying, and can be really sketchy at times. Take a look at Pointers and make sure you have no background (0000). Also, make sure your "background" tile in the main layer is completely transparent. Finally, keep in mind that not all rooms really take to Layer 2, although I've never personally had it simply not show for me.
Yeah I've tried that way but nothing.  It'll be ok I guess, can edit the ones that already have one atleast =]
Green-Kirby, ROAR!
Quote from ducknerd:
Also, how do you make grey doors trigger on a specific event (eg, an item being picked up, or another colored door being destroyed, or a boss being defeated) without needing an entire new room-state? I know this is possible (it's done in Legacy), but I can't for the life of me figure out how.

Not sure about the event. How ever. If it have the same value as a item it will disappear when you pick it up. Same for destroying a door.
Also press the [?] Button in the PML window. You should have done it first since it gives you this info and more. <_<
Wow Im enjoying the heck outta SMILE. There is 1 thing I really wanted 2 know. How do you make the room larger?  IF a room has no species in it what so ever is there a way to put enemies,items,ect. in it anyways? Thanks  :P
For room size, Edit -> Room Properties, and change the width and height to what you want.  Enemies are Edit -> Special -> Enemy/PLM (+/-) and double clicking the hex of the creature in the list to add it to the allowed list.
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Keep in mine that both those functions, sadly, can be dangerous. I REALLY recommend never changing the number of enemies/PLMs in a room; it permanently corrupts a bunch of other rooms (I did it once while really far into a hack, and very nearly ruined the whole thing). Also, try not to expand room sizes to more than the total number of map blocks they are initially; too large a room will "eat up" subsequent rooms.
Technically you can expand most rooms out very far with the Room Properties. It's the scrolls and the tile data that you need to watch out for. Adding too many new scrolls WILL eat rooms after your current one. However, the game takes "no scroll area" for any particular block as a "green" scroll area. So you can still use them. Now if you expand a room and get some green/red scrolls that come along in the expanded portion of the room it's most likely best to not change them, as they may be data from other rooms interpreted by SMILE as scroll data. You can always make a backup, change them and see if the next room gets eaten. A sort of trial and error process. This allows you to get the most physical ingame space out of the default rom size. Be sure you know what you're doing before doing anything this experimental though. I've done it a lot in GD though.

The tile data limit (your second problem) is up in the upper lefthand corner after you save a room in X/Y. As long as the room doesn't save with X larger than Y, you should be fine. There are some rooms that are exceptions because of errors in SMILE though, but they usually have Y set as some unbelievable number, like 100,000.

Oh and then there are the rooms with no scroll data (you wont see any blue/red/green scroll boxes in them.) You can expand them insanely and the only limit is the tiledata. But because you have no scrolls to work with in order to make red scrolls, doors have to be on the edges of the room.
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Hmm, I stand corrected. Another quick question: how do you edit the FX1 of the Maridian transport tube? It's yellow, and none of the changes I make show up in gameplay. I know it's changeable, though, because it's done in Limit. I just can't figure out how! Yes, I did try copying the exact FX1 settings over, but that didn't have any effect, either. Am I going to have to do this in ASM?
Try this: take the FX1 pointer from Edit=>pointers for a room you're not using or one that already has the settings you need and go to Edit=>pointers of the maridian tube and put that in for the FX1. Oh but be careful and backup your stuff. Because I'm not sure if maybe its the FX1 that controls the insane physics for that room. That could be why its yellowed out. Its not likely but its possible.

This technique can also be used to get animated spikes in rooms that usually cant have them animated because of red FX1.
Thanks for the help. Gonna do a lil experiment with SMILE and see what its capable of. Okay, I have 1 more question, lets say if your making a slope, in the backround its all black where the slope is. How do you make it so you see the backround? (COuldn't word it properly Lmao)
If you're speaking of what I think you are (i.e. the half of the tile thats a slope doesnt blend with the rest of the rooms background) that'd be because you're using the wrong one of two types of slope tiles. Look for the one that lets you see the background through the half that isn't rock. If that isnt what you mean then perhaps a screenshot will clarify.
The backgrounds aren't used until the game's fired up, like the rocks in Crateria, hot wavy bubble things in Norfair, those are changed with pointers so you can't really edit'em or see with the editor.  That might be what your talking about but if not, maybe your talking about layers?  F1 to disable layer 1 to see behind it.  That is, if the room has a layer 2.

Oh right the 2 similar looking tiles, yeah use the one 9 tiles to the left of that one, it has no blending.
OK, i got it. Slowly starting to learn the basics of SMILE >_>. Thanks again for the help.
Every Bit Counts
How do you know which room is wich in SMILE?
I like Big Butts and I can not lie
The list of rooms in the top right corner
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!


Yhea...im at teh landing zone,and i c a spot where i should be able 2 wall jump,but i cant reach it Exclamation  Evil or Very Mad  I tried running at it but that didnt work. Plz help meh!
I like Big Butts and I can not lie
Quote from Vejimoto:
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!


Yeah. I'm at the landing zone, and I see a spot where I should be able to wall jump; but I cant reach it!  Evil or Very Mad  I had tried running at it but that didnt work. Please help me

Ignore that hack. He just wanted me to try and fix his glitches. He never meant for it to be played
k,thanx.
I am also having trouble with teh SMILE Level editor. All it shows meh is a picture of Samus-on larry king live. :-s
I like Big Butts and I can not lie
You see that drop list at the top-right corner. That's all your room numbers. Click on one of them and you'll go to that room
... *Opens up SMILE and uses drop down menu* ...Doh! Thanx p.jman.
Jc, is there a way to change like for example, what a torizo will shoot at you?
there is always a way to change everything.  so...

Short Answer:  Yes

Actual Answer:  Not without a bit of ASM code tweaking in the enemies AI