<- 1  -   of 222 ->
^^
vv
List results:
Search options:
Use \ before commas in usernames
Edit history:
Shadow34370: 2009-04-05 09:28:00 pm
Quote from UltimateAvenger:
I wonder...What program would I use if I wanted to change Samus' Animations...Does anyone know? Eh?


I believe you can change what she looks like and how she looks when she jumps, flips, etc... (edit: forgot this part of the sentence lol.)using TLP. To change how her tiles are animated, though, would probably take ASM.

Quote from tbolt76:
What I orginally wanted to do was take the rooms from tourian that were no longer being used  and use them in brinstar to recreate the old areas  im guessing that what caussed the runtime errors  if theres any way around this let me know


I would just use rooms that are in brinstar that you are not using and make them look the way you want. If you are using all the rooms in brinstar, and need more try moving rooms from others areas and changing there headers to the way you want. That  shouldn't cause any problems, but than again I haven't really done too much experimenting with that kind of stuff.  aiwebs_023
LOL
Quote from Shadow34370:
Quote from UltimateAvenger:
I wonder...What program would I use if I wanted to change Samus' Animations...Does anyone know? Eh?


I believe you can change what she looks like and how she looks when she jumps, flips, etc... To change how her tiles are animated, though, would probably take ASM.



grin new Thanks! But...I dont know any assembly so it may take a while...  Rolling Eyes


Quote:
I believe you can change what she looks like and how she looks when she jumps, flips, etc... (edit: forgot this part of the sentence lol.)using TLP


EDIT: Thank God! I know more about TLP.  Very Happy Glad you updated it.  laugh new
Well ill try that  but is there any way you can tell if data from another room is going to get overriden because i recieved no warnings that the rooms were too large 
When you save a room look at the top left corner. You should see a number like XXXX/YYYY. The number x is how much space you are using, and the number y is how much there is available. I thought, it gives you a warning if you are saving over the alloted space, but I could be wrong.
Quote from Shadow34370:
When you save a room look at the top left corner. You should see a number like XXXX/YYYY. The number x is how much space you are using, and the number y is how much there is available. I thought, it gives you a warning if you are saving over the alloted space, but I could be wrong.

Do keep in mind though that SMILE doesn't actually calculate anything (done this conversation before, so I won't do it again) and you can't always go by that.  SMILE can't warn you either, as it has absolutely no way of knowing where the next room's data begins (the list means nothing.... rooms can exist without being in the list).  Usually it's somewhat good enough for a guess though.

If you increased the size of the room though (ie- made the room wider or taller), then your scroll data is overwriting stuff regardless.  If your room was 2x2, for example, it had 4 screens and therefore 4 bytes of scroll data.  If you increase the width to 3, you now have 6 bytes of scroll data.  Those extra 2 bytes overwrite pre-existing data.
heres what i did  i took 2 rooms from tourian and reduced their size and made them into rooms from brinstar  then  i changed the room headers from tourian to brinstar  (I think that was a mistake). then i added a door in the brinstar shaft and connected the doors  like they were in brinstar  so in a nutshell  rooms were reduced in size  and doors were added.  and all the errors occured in the elevator room that goes to norfair/kraid 
OMG FLAN!!!!!!!
Quote from tbolt76:
heres what i did  i took 2 rooms from tourian and reduced their size and made them into rooms from brinstar  then  i changed the room headers from tourian to brinstar  (I think that was a mistake). then i added a door in the brinstar shaft and connected the doors  like they were in brinstar  so in a nutshell  rooms were reduced in size  and doors were added.  and all the errors occured in the elevator room that goes to norfair/kraid 


Then it wasn't from those rooms. Changing room locations or reducing size cannot possibly overwrite anything, as room area headers all take up the same space, and reducing the size of a room obviously can't make it larger.
Rooms in SMILE are not all in order though. The rooms order is determined by their Lavel_data Pointer. Most of the rooms in SMILE's room list are in order, but there are groups of rooms in the wrong place. Wrecked ship's rooms actually have their level_data pointer between Crateria and Brinstar, but the level_entries list shows them as they are in SMILE, which is why some rooms appears as having rediculous ammounts of space.
The point of me telling you this is that editing a room doesn't always affect the one STRAIGHT after it in the list. It can only affect the one which uses the next level_data pointer.

I don't know the level_entries off by heart (I made a fix for it though, so SMILE will show the correct data limit for each room/state here (clicky))
What'd you say?
I have another problem with background garbage.

Quote from Deep_Space_Observer:
Room 2:

Find a door that's already in the direction you want and then copy that. You'll notice it has different BTS tile values, which is why just flipping the door as you did doesn't work.

Room 1 is the scrolling sky error. PJBoy made a patch that fixes it, which I just attached to this post because I don't remember the link.


I tried using the patch but when i do it just crashes my game.

first room - this is the room I start it, I enter "glitched room"
glitched room - I get those same garbage blocks every time i enter that room from "first room"



Are you using a headered ROM? I think it's for unheadered.
I like Big Butts and I can not lie
Quote from Deep_Space_Observer:
a patch that fixes it, which I just attached to this post because I don't remember the link.

It's on my homepage linked on my profile, the code for it aswell ;-[

Quote from Sadiztik Fish:
I don't know why this actually happens (I'm not sure if anyone else does either)

Well I do... Kej, Rakki and BT do too. The BG_Data for scroling-sky rooms check which door you've come through and load a different section of the sky depending on the door. Rakki was the one that found out that it's the door's vertical position that directly affects what section of the background to load. Meaning that if you've added a new door or changed the vertical position of an original door, you'll end up with garbage. I simple made a patch that checks the height of the door directly so you won't have to change the data in the BG_Data manually. A different routine is called when loading though, and I've not encorporated that into the patch yet
Quote from tbolt76:
heres what i did  i took 2 rooms from tourian and reduced their size and made them into rooms from brinstar  then  i changed the room headers from tourian to brinstar  (I think that was a mistake). then i added a door in the brinstar shaft and connected the doors  like they were in brinstar  so in a nutshell  rooms were reduced in size  and doors were added.  and all the errors occured in the elevator room that goes to norfair/kraid 
Have you added doors before?  Are you sure you did it without overwriting anything?  Repointed them, I assume/hope?
what i did was added more doors using hex editor and repointed the new doors  and  i repointed and moved exsiting doors to connect corridoors  so the rooms are just like in metroid 1
Edit history:
FirePhoenix: 2009-04-07 03:23:18 am
I'm having an issue with some space pirates in a room.  I have two different types of pirates in the room and only the first ones in the counter list appear.  The others don't appear but can still damage me by running into where the center of them would be and cannot bekilled by anything other than screw attack.  Beams pass right through them as if they were air.  I'm guessing it's an issue relating to the pirates.  Hopefully there's a fix/workaround for this because i'd really like to have both colors of pirate in this room.

Edit: Correction, it doesn't matter the order of the pirates in the allowed list, the same pair are the only ones to appear regardless.
Quote from FirePhoenix0:
I'm having an issue with some space pirates in a room.  I have two different types of pirates in the room and only the first ones in the counter list appear.  The others don't appear but can still damage me by running into where the center of them would be and cannot bekilled by anything other than screw attack.  Beams pass right through them as if they were air.  I'm guessing it's an issue relating to the pirates.  Hopefully there's a fix/workaround for this because i'd really like to have both colors of pirate in this room.

Edit: Correction, it doesn't matter the order of the pirates in the allowed list, the same pair are the only ones to appear regardless.


Make sure that your second color space pirates are not checked to be invisible and/or non-responsive, and that they are using special GFX and not normal. Otherwise, I am not sure. Haven't played around with space pirates too much.
I just made a few more tests with them.  Turns out that the fact that there are two types of pirates has nothing to do with it!  I changed the other two into the same type as the ones that worked and they still refused to show up!  Looks like I've run into some strange random bug when dealing with pirates or something because all the pirate settings are correct.
That sounds like something that happened to me... I tried to have both Rios and Wavers in the same room, but the Wavers would behave just as you described (never tried screw attacking them though). Taking out the Rios fixed them though. I concluded that they might not be compatible with each other for whatever reason.
Is the second type of pirate still on the allowed list? If not try taking it out.
I just tried taking out the second pirate from the allowed list.  Still no difference unfortunately...
Go ahead. Stare.
Quote from FirePhoenix0:
I just tried taking out the second pirate from the allowed list.  Still no difference unfortunately...

I have no idea what is wrong, I've seen different Pirates in the same room before.
Quote from Kejardon:
Quote from rolando:
how would i be able to combine the enemies together by using TLP?
...
or a space pirate that can also shoot thorns like the plant enemys

I decided to make a quick demonstration movie showing exactly how to do just that!
http://video.google.com/videoplay?docid=-4383517066024690705
It should be self-explanatory how to use this to combine other things.
:3

I had this finished hours ago but STUPID YOUTUBE HAS BEEN IN MAINTENANCE MODE FOR THE LAST 3+ HOURS. :sigh:
hey kej i think youtube is working now so you could post that vid on there. i only say that because i add the vids to my favorites
Super Secret Area - Dead Ahead!
Couldn't you just have a browser bookmark / favourite stored? Eh?
Quote from Quietus:
Couldn't you just have a browser bookmark / favourite stored? Eh?
yes your right but i can't make the screen big to see exactly what to do.
Super Secret Area - Dead Ahead!
Well, I managed to, but it was so grainy, you couldn't read anything.
Embarrasing Fact: Power suit made by lowest bidder
Quote from rolando:
hey kej i think youtube is working now so you could post that vid on there. i only say that because i add the vids to my favorites


uh.
The whole point of the video is to show you that you're not supposed to do most of that in TLP. You're not supposed to actually replicate it. Also it only works for wall pirates that fire to the left, I sneakily avoided letting any shots aimed to the right be visible.
If you want to actually copy abilities you have to learn assembly, because no, nothing I did makes sense in TLP. I figured out how to edit it from a trace, then noted the addresses and copied the correct data in TLP.
Acclaimed Threshold
Constant Sorrows
What's this video about, again? I've missed a few things.
Super Secret Area - Dead Ahead!
rolando asked this.

Kejardon replied with a vid, which he says above wasn't meant to be followed, adding that it'd require asm to do properly.