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Sadiztik Fish: 2009-04-29 04:52:55 am
OMG FLAN!!!!!!!
Quote from tyjet66:
Quote from Sadiztik Fish:
No damage would be impossible grin new


Aww...forced damage is no fun.


It's not technically forced damage at all. It's just insanely hard to dodge all of the attacks while in a small room. Plus the fact that...
Most of the floor is super heated so you can't even touch it. If you want to stand on a hot part, you need to freeze it first.

Don't worry, not all of the floor is heated.

And unless you're very good at dodging Phantoon's (now called Legna) revenge attack (when you attack him with a super missile), then you're going to get hurt.

EDIT: Turns out you can't have a spoiler within a spoiler...
Completely unrelated: OMFG NEW SIMPSONS OPENING TITLE!!!!


EDIT 2:
Hmmm. After some searching around the SMR rom, I have a suspicion that Phantoon's room only has one state, which may stop the palette change. (all the rooms I tested in had 2), so I'll try just having one state, and make it so the room is skipped when you go back, so you don't have to fight Legna again.
Super Secret Area - Dead Ahead!
Quote from Sadiztik Fish:
Completely unrelated: OMFG NEW SIMPSONS OPENING TITLE!!!!


I believe that's due to it now being broadcast in HD, and they thought it warranted a change.

Freezing the floor sounds pretty cool.  Is it just a redrawn enemy, or have you been tweaking other stuff?
Edit history:
Sadiztik Fish: 2009-04-29 05:11:02 am
OMG FLAN!!!!!!!
It's actually just a glowing enemy. I had to get it just the right height so that it still looks like part of the ground, but you'll still touch it. The only problem I've had is that you can't run from a frozen enemy over another frozen one. It's as if there's a bad slope in the way (like an angle slope with no square after it), but I think it's just something to do with frozen enemies becoming platforms.
Quote from Sadiztik Fish:
Make sure you haven't already got at least four DIFFERENT enemies in the room. The game can only have 4 different enemies in any room.

Or you could have changed the pointer for the enemy tiles (highly unlikely, but it would make some sense).

Well I searched the enemy gfx in TLP from what was given in SMILE and it is correct. It goest straight to my newly created tiles. I have 3 different enemies in the room now, so now it just appears garbled for about 2 seconds and then disappears. Before it looked like it was using some of Samus' tiles as well. Still looking into this.
OMG FLAN!!!!!!!
You might have some of the enemy data wrong. I believe for a GFX only skull you need Special A000, Speed/SP2 and Orientation 0000. Also make sure the Unknown 4 is 0000. It's out of the way and easy to forget since it's hardly ever used. I've missed it several times.

If it's not that, try a different room.
Quote from Sadiztik Fish:
You might have some of the enemy data wrong. I believe for a GFX only skull you need Special A000, Speed/SP2 and Orientation 0000. Also make sure the Unknown 4 is 0000. It's out of the way and easy to forget since it's hardly ever used. I've missed it several times.

If it's not that, try a different room.


Hmmm...it may just be a quirk with that specific enemy itself. It seems in another untouched room with that enemy amd they eyepiece, they share characteristics, because the eyepiece also has color changes made. The enemy I tried to alter can be made out from the garbled-ness in this room...I think it'll just be easier to try with another unused enemy...
how would i be able to add another state to a room that only has standard?
like the morph and missiles state?
What'd you say?
Quote from rolando:
how would i be able to add another state to a room that only has standard?
like the morph and missiles state?


That I have no clue about sorry.

How do I make crumble blocks that don't respawn?
Give them a BTS of 04.
Acclaimed Threshold
Constant Sorrows
Quote from rolando:
how would i be able to add another state to a room that only has standard?
like the morph and missiles state?


You'll need to do somewhat complicated hex editing. Look at Kejardon's documentation on room headers to get started.
Edit history:
Gaius_4: 2009-04-30 09:27:58 am
Edit: Parge Bark aiwebs_017

Quote from Deep_Space_Observer:
Give them a BTS of 04.


You may also want to note (the person that asked for help on this) blocks that just have a red outline around them do not respawn, those with a yellow outline inside a red outline DO respawn.  Look at the hex numbers in the BTS drop down box and you might figure it out.

-------

Okay.  This might be outside the capabilities of SMILE but...  Redesigns Lost Cavern maze...  how was that done? 

I'm not wanting to copy what he did exactly.  It's just that I can't see any other feasible way of making what I'm wanting.
OMG FLAN!!!!!!!
That room was done within one HUGE room. Drew used some custom PLMs sort of like the treadmills, but instead of being moved a pixel over, you were moved 3 or 4 screens. They had to be very strategically placed so that the transitions were seamless, and to avoid scrolling errors, I believe.

It is certainly not capable in SMILE.

Phantoons room... well I have no idea how that was done, cause I need to do the same thing (remove the palette change after his death. I PMed Kej, but all I can do is wait).
Merry Christmas
Question how do I change where the speed booster, when you running and turns blue press down and press whatever button. How can I make it not drain your energy?
Super Jump I meant
Merry Christmas
Dang it I quoted my post Embarassed Rolling Eyes
That would more than likely require ASM. Or you could always try basing your hack off a another hack (with that creator's permission of course  grin new) and you would have full use to all their hacks modifications. IIRC, I believe Redesign had that feature along with Continuous Shinesparking....but I may be wrong, it's been awhile since I've played it.

But as far as using somebody else's hack, make sure you ask first! I don't know how some people would act if you used all their existing modifications and just changed the level layout.
Edit history:
Gaius_4: 2009-04-30 09:42:31 am
Close examination of my avatar would give anyone a good idea of what I'm wanting to do.  The blue dot in the upper right corner is the starting point (which would be reached from another room)...  you'd need to find where the red dot is, but it's possible to go back to where you came from -from following only one path...  or something like that.  The red dot could be a way out or a boss or a vital upgrade...  Whatever.   There wouldn't be a map -in game- for it, of course.

Edit: I was thinking every blue square would be like a room, every gray - a door transition....  But giving it some more thought I figured continuous door/room scrolling would get annoying.  Not to mention - it would also be much slower.

So, a big room that can loop around from the sides and the top/bottom would be the best way to go.

One might go crazy trying to make a map for it.  Twisted Evil
The Lost Caverns was made by using PLMs that moved Samus a certain number of pixels in a direction to exactly match a certain amount of screens. The destination has to have the same level design as the start so the jump doesn't mess things up visually. Making air/fool xray blocks that accomplish this is easy, just tell me how many screens you want the player to be warped by for each direction and I'll PM you a code.
Quote from Deep_Space_Observer:
The Lost Caverns was made by using PLMs that moved Samus a certain number of pixels in a direction to exactly match a certain amount of screens. The destination has to have the same level design as the start so the jump doesn't mess things up visually. Making air/fool xray blocks that accomplish this is easy, just tell me how many screens you want the player to be warped by for each direction and I'll PM you a code.


I'm not sure how I can explain it. 

Let's say there is a large room (I'm thinking of making it for the Wrecked Ship)
There are 10 x 10 scroll boxes.
Refer to my Avatar.  Lets say you're in a (scroll box) where the light blue dot is.
You go over one scroll box to the right, then (lets say you wall jump) up one scroll box.
If you continue Right to the next scroll box -- you would then be all the way over to the left.
From there you can go right (a dead end) or down, etc.

All the other cut-off gray boxes (which were going to be doors - but I scrapped that idea) near the borders -represent transitions to the opposite side.


Eh-Hm.  So I guess to answer your question....  10 screens? 


And seriously.  If it's too much work - don't worry about it.

I've attached a screen shot from SMILE (1/2 sized).  It has 4 scroll boxes (red -I know).  Hopefully this will convey my idea a little better.

attachment:
would it require asm to make a long beam power up?  and to make the beam at the beginning of the games range shorter  so the power up would actually do something?
Embarrasing Fact: Power suit made by lowest bidder
You're limited to 50 screens maximum (RAM constraint, no way around it). You'd need around 12x12 (144 screens) to properly act as though it's a 10x10 room.

Quote from tbolt76:
would it require asm to make a long beam power up?  and to make the beam at the beginning of the games range shorter  so the power up would actually do something?

Yes.

Quote from Rydia3667:
Question how do I change where the speed booster, when you running and turns blue press down and press whatever button. How can I make it not drain your energy?
Super Jump I meant

Someone made a patch to do this somewhere. It's just a few NOPs at 3 locations (horizontal, diagonal, and vertical).
Edit history:
Gaius_4: 2009-04-30 02:25:32 pm
Quote from Kejardon:
You're limited to 50 screens maximum (RAM constraint, no way around it). You'd need around 12x12 (144 screens) to properly act as though it's a 10x10 room.


Darn and interesting info.  Maybe I could use 5x5, which would be 7x7 and that would be 49.  I hope I understand this correctly.

Wait...  I have a PM.

Thanks DSO.  I'll try to see what I can do with that.  Think
Edit history:
Kejardon: 2009-04-30 02:49:32 pm
Embarrasing Fact: Power suit made by lowest bidder
5x5 would have some problems, you can't easily warp an odd number of screens horizontally.
If you construct it carefully, a 6x6 grid would probably be doable with a 7x7 room... but there would probably be minor scrolling issues at the edges. Nothing would break, it would just be a bit evident where the edges of the room are.
Merry Christmas
Quote from TAxxOUTBR3AKxx:
That would more than likely require ASM. Or you could always try basing your hack off a another hack (with that creator's permission of course  grin new) and you would have full use to all their hacks modifications. IIRC, I believe Redesign had that feature along with Continuous Shinesparking....but I may be wrong, it's been awhile since I've played it.

But as far as using somebody else's hack, make sure you ask first! I don't know how some people would act if you used all their existing modifications and just changed the level layout.

What is ASM?
Merry Christmas
How do I get ASM
Quote from Kejardon:
5x5 would have some problems, you can't easily warp an odd number of screens horizontally.


Is this refering to getting background scrolling to synch up correctly? I generally use 0000 in rooms that have this kind of stuff, so I haven't run into any problems. If you do want a background that scrolls, I can see the issue coming up if you don't set up the scrolling just right.

Quote from Rydia3667:
How do I get ASM


ASM or Assembly is the programming language the SNES uses. To get it, you'd either have to hope some kind soul has the spare time and will to make something for you, or you can try to learn it yourself.