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You'd have to reprogram how the elevators work in order to make them go both up or down. The direction elevators go when entering the room on one is determined by whether they go up or down. From the base, they go up when you ride them, and the game uses that to determine that upon entering the room on an elevator, you will go down.
Acclaimed Threshold
Constant Sorrows
Also on that note, I've tried to make elevators start and stop in the same room, or traverse multiple rooms, and was unable to achieve either goal. Not a big loss... just a reminder that, yeah, elevators suck.

Also, fun random tidbit (thanks to some dudes in #jzd for helping me pin this down): if you have a non-door PLM on the exact spot you would put a door PLM to cover a door bubble, the game will think it is, in fact, a door, and when you enter the room the game will try to "close" the PLM. This results in bizarre, game-breaking tileset nonsense, so I'd try to avoid it personally, but it was an amusing quirk of the engine.
Quote from Acheron86:
traverse multiple rooms


It's possible to do this going down, AngryFireChozo has one that goes through several... going up won't let you, so you have to connect the bottom to the top skipping all the middle rooms. I avoided that by making the elevator one-way.
OMG FLAN!!!!!!!
In Impulsion I've made an elevator that can go up or down. It's not actually the same elevator though. I made it so a different state will load when you complete a specific task in the game, which will then use the other elevator. It's not a permanent change though, so just by doing a simple thing you can change the dirention of the elevator as many times as you want.

It's actually secret though, and I highly doubt whether anyone would find it unless they looked in SMILE. If you do find it, may whatever lies down there have mercy on you...
I was going to post this as a comment/reply to Shadow34370s youtube vid about Liquid Editing, but I must've been imagining things.  aiwebs_016

Anyway...  Eh?

What about rooms that give a message...

Quote:
FFFF in "Door Select" is not usual FX1 data.
Use your own judgement in editing the FX1 of this room.


I did try to add water to one of these rooms, then went to test it, but I couldn't get into the game (it froze up / the screen stayed black).  Also, I noticed that in other rooms that number is 0000 and grayed out. 

Is it possible to add water to these rooms.

Like the Bomb Torizo room.
  Embarassed
...
I've been trying to add lava to Kraid's room, but it usually messes up certain graphics.  Is there a way to make it work in that room?
Merry Christmas
Quote from Acheron86:
Also on that note, I've tried to make elevators start and stop in the same room, or traverse multiple rooms, and was unable to achieve either goal. Not a big loss... just a reminder that, yeah, elevators suck.

Also, fun random tidbit (thanks to some dudes in #jzd for helping me pin this down): if you have a non-door PLM on the exact spot you would put a door PLM to cover a door bubble, the game will think it is, in fact, a door, and when you enter the room the game will try to "close" the PLM. This results in bizarre, game-breaking tileset nonsense, so I'd try to avoid it personally, but it was an amusing quirk of the engine.

I meant to put up a video and screen shots. I will make another thread with the screen shots and a video. I been working on Super Metroid: Hell for 3 months. It will come later today. Sorry about not posting it.
Gaius: the door select is FFFF because there's not enough room for a proper FX1 to go there. Repoint it to free space in its bank, then change the door select to 0000, and then mess with it as you wish.

As for Bomb Torizo and Phazar's question about Kraid, each of those bosses does their own thing to the layer3 in the room, for instance Bomb Torizo creates grey haze. Thus, anything you do get in there will not appear normal unless you go into the enemy coding and change things at that level.
Acclaimed Threshold
Constant Sorrows
Quote from Rydia3667:
Quote from Acheron86:
Also on that note, I've tried to make elevators start and stop in the same room, or traverse multiple rooms, and was unable to achieve either goal. Not a big loss... just a reminder that, yeah, elevators suck.

Also, fun random tidbit (thanks to some dudes in #jzd for helping me pin this down): if you have a non-door PLM on the exact spot you would put a door PLM to cover a door bubble, the game will think it is, in fact, a door, and when you enter the room the game will try to "close" the PLM. This results in bizarre, game-breaking tileset nonsense, so I'd try to avoid it personally, but it was an amusing quirk of the engine.

I meant to put up a video and screen shots. I will make another thread with the screen shots and a video. I been working on Super Metroid: Hell for 3 months. It will come later today. Sorry about not posting it.


I'm not sure why you quoted me here, since your post has nothing to do with the quote. I'm guessing this is a response to the locked topic. If I were you I would have PMed this information to me, not posted in the SMILE help thread.

Anyway, long as I'm here, yes, that's fine, please feel free to repost later. No need to apologize, just be sure you know the rules; they are the way they are for a reason. (Unless everyone wants to go back to the free-for-all style hacks forum?)

Edit: I had answered Gaius' problem here too, but while I was typing it, DSO beat me to posting. Bastard.
What'd you say?
I just downloaded V2.10 because I just found out that I had V1.32 and I got a question.

What the hell is up with "09"?!

attachment:
Quote from tyjet66:
I just downloaded V2.10 because I just found out that I had V1.32 and I got a question.

What the hell is up with "09"?!


I believe if there is number on the block that is the BTS value you are using. So, for some reason all of those blocks are using a BTS value of 09.
What'd you say?
Is there any quick way of removing all of them? Cuz I don't want to have to redo almost all the tiles in about 20 different rooms...
Select one of the tiles. Change its BTS value to 00. Copy that tile, and paste it over all the other tiles. Thats probably the quickest way. Brick wall
What'd you say?
Quote from Shadow34370:
Select one of the tiles. Change its BTS value to 00. Copy that tile, and paste it over all the other tiles. Thats probably the quickest way. Brick wall


Alright.  Crying or Very sad
i heard its possible to make an entirely brand new tileset by repointing data  how would one go about doing this?
What'd you say?
How do I use this function:
file -> preferences -> run settings -> test rom?

I've set an emulator and an srm location, set items. When ever I start it up it asks if I want to change the emulator.
Edit history:
Gaius_4: 2009-04-25 07:57:22 pm
Quote from tyjet66:
How do I use this function:
file -> preferences -> run settings -> test rom?

I've set an emulator and an srm location, set items. When ever I start it up it asks if I want to change the emulator.


Click on Yes.  Then I believe you'll need to navigate the folders on your computer to find the SNES Emulator that you want to use to test your rooms with.  Go ahead and do this, it won't hurt anything. Wink  Once that's set - while in SMILE you can place your mouse arrow where you want Samus to appear, then press the 'E' key ('E' just like when you want to Enter doors to different rooms).  That will open the Emulator you set to test your rooms with.
What'd you say?
Jathys has really out done himself with that! So helpful!
OMG FLAN!!!!!!!
Is it possible to make enemies affected by FX1? Pretty much all I want is for haze to be drawn OVER enemies, but for somereason it's drawn under them. I don't think the FX1 options changes the way it's drawn either. So is it possible to have haze over enemies?

Also if possible have enemies affected by water/lava (slowed down like samus), but I guess that's not gonna happen anytime soon.

I had another question but I forgot what it was...  Confused
Try changing the B section on last page of FX1 editing to change whether it's drawn over or under enemies.
OMG FLAN!!!!!!!
I've tried that, but nothing there seems to have any effect on haze. So i'm guessiong there's a byte I have to change somewhere in the haze code for it to work. But I don't think anyone knows how.
Is this Ceres haze you're talking about or regular fog? The B bit should handle that, unless there's something in the enemy coding itself. What enemies are you trying to use?
Alright, I've just about had it with FX1, for the past few hours I have been trying to find a combination that will allow the room to be darker and to have a light source or something of the sort. Could somebody help me out please? Worst comes to worst, I could always code in blocks that do that, but...changing the FX1 is a lot simpler.
Edit history:
Tyjet66: 2009-04-26 08:16:47 pm
What'd you say?
I have a problem with SMILE, I encountered this right after I changed the palette "4". It gives me extremely messed room sizes.

Here is two examples: (sorry for the bmp.)

Can someone give me any ideas on how to remove this? I really don't want to overwrite other rooms.

EDIT: Five people have downloaded it but I get no response? Is it a rare problem?

attachment:
Acclaimed Threshold
Constant Sorrows
Quote from tyjet66:
I have a problem with SMILE, I encountered this right after I changed the palette "4". It gives me extremely messed room sizes.

Here is two examples: (sorry for the bmp.)

Can someone give me any ideas on how to remove this? I really don't want to overwrite other rooms.


That error has nothing to do with palette changes. A couple rooms in the game have that happen regardless of what you do (I think there's one in WS and one in Maridia). Otherwise, you've been repointing rooms without updating SMILE's room index text file.