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Hello.

Is it possible to have a suspended pool of water? Like say, in Criteria, if I have a floating island, could I put a pull of water in it? While still being able to run around normally under it?

Is it possible to have water that doesn't effect gravity? That samus can run through like normal, but it still slashes and makes water sounds? [with no suits on]

If I put solid blocks above the ship in criteria, will this effect the intro sequence in the beginning of the game?

Is there any way to make the tile palette [the box with all the tiles you select] bigger? I'm using 1900x1600 resolution and they are really tiny, I made the level blocks 5x bigger or so and that is fine.

I'll probably have fourtyleven more questions, I'm just doing basics right now though :P
1: Not at present, and if someone were to make it possible it would easily cause lag issues.

2. Check "BG warp-line shift" in the room FX and water won't affect movement.

3. You need to play more hacks if you have to ask this >_>

4: Not that I know of
Edit history:
sixofour: 2009-05-07 12:56:01 am
Ive updated to the latest SMILE, and now when I try to open my rom it says.

'Runtime Error '340''

'Control Array Element 'z' does not exist'.

Actually smile won't open any rom.
Samus...? Is that you?
Try redownloading SMILE
I had this problem myself and I think I might have a solution for ya.  what I do is count 6 tiles down from the top of the screen and set the top of the door in both rooms  as the 7th tile. and it really worked out well for me. beause some rooms are divided into sections so the top of the door should always start at the 7th tile from the top  of each section you want in both rooms and that should solve your problem
i wonder if you guys could help

in smile the background looks like this
[img]http://C:\Documents and Settings\Compaq_Owner\Desktop\ZSNES\Super_Metroid_(JU)_[!]\Copy (2) of Copy of Super Metroid (JU) [!]_791F8.bmp[/img]

but in game it looks different what would i have to do? and i unchecked the stay gray

[img]http://C:\Documents and Settings\Compaq_Owner\Desktop\snes9x-1.51-win32\Screenshots\quickmet000.png[/img]



Here's all the locations of the FX glow palettes, along with some instructions on editing them.

First of all, you must only have the one line of colors you're editing visible. There's generally two colors in-between each line in SABS. Here's a picture to show what I mean. (It's of Glow pink-purple in Brinstar)



Now, there's 8 colors for each bright to dark transition. However, as you'll see when you read the information, glow Pink Purple only affects 6 colors. That's what I mean when I say there's two colors between each line. You must have nothing but a single line visible, and by that I mean only the colors that the FX palette uses, and not the "In-between" ones. Like this.



Only the six colors, starting with the bright stuff that the glow uses. Unfortunately, there's not a good way to get around this limitation, as ignoring it will cause the game to crash and there's no other way unless you know how to convert the numbers into colors in your head and do it all with a hex editor (Would take longer that way anyway). I know it stinks because sometimes you forget if you want the row you're working on to be brighter or darker than the last one, especially since you can't really see the previous one to compare if it's even darker or not... but IMO the effort can be worth it, especially if you design a tileset and the glows to merge together.



Wrecked Ship: 1
Green Glow:

6EAE8-6EB24; I'm a genius offset
Affects colors 76-77. (Click on a color in the graphics editor and it'll say what number the color is in the upper left.)



Crateria: 8
Stay Grey part 1: Double Lightning Pulse:

6EB5C-6EBFC
Affects colors 84-91

Stay Grey part 2: One Flash:

6EC03-6EC4F, and 6EB45-6EB55 (Latter is the main color of the sky)
Affects colors 84-91



Pulse Red:

6FD03 - 6FDFB
Affects colors 65-71



Flash Yellow:

6FE07-6FF21
Affects colors 81-91



Glow Red/Blue:

6FA6F-6FBBB
Affects colors 81-94



Flash Yellow1:

6FBC7-6FC59
Afects colors 105-107



Flash Yellow2:

6FC65-6FCF7
Affects colors 85-87



First "?" (Wasn't documented)

6FF2D-6FFC3
Affects colors 87-91



Second "?" (Used for the orange glow in the statue hall)

6EFFD-6F088
Affects colors 113-116, 125



Brinstar: 3

Glow Blue

6ED9F-6EE27
Affects colors 113-115.



Glow Pink/Purple

6EEDD-6EFF1
Affects colors 101-102, 104-107



Glow Red/Orange:

Same thing as the last "?" in Crateria... hoped they would be at a different location so they can be used for different

things, but nope.



Norfair: 4 (Not including the heat bit which is already in SABS)

Glow1:

6F097-6F1C0
Affects colors 53-55, 60-61.



Glow2:

6F1D7-6F2D3
Affects colors 65-67, 76-77.



Glow3:

6F2DF-6F3DB
Affects colors 81-83, 92-93.



Glow4:

6F3E7-6F4E3
Affects colors 97-99, 108-109.



Maridia: 3

Quicksand Illusion 1

6F4EF-6F53B
Affects colors 36-43



Quicksand Illusion 1? (Same name as earlier?)

6F547-6F573
Affects colors 40-43



Waterfall Illusion 2

6F57F-6F61B
Affects colors 52-59



Tourain: 6

Slow Pulse Red/Blue light

6F63C-6F62A
Affects colors 116-124



Fast Pulse Red/Blue light

Same location and destination as above, but pulses faster



Glow Shutter-Red

6F7AF-6F88B
Affects colors 153-158 (Last 6 colors of enemy palette 0001)



BG Glow-Red

6F897-6F93B
Colors: 56-59



FG Pulse-Red

6F94F-6FA63
Colors: 84-91



Lights Pulse-Red

6F94F-6FA63
Colors: 116-123
Wow... I never even thought about editing the glow effects. That's some great info you put up there. I've been wondering if there's any way to change what tiles the glow/effects will appear in, and how all of that works...
OMG FLAN!!!!!!!
:
Quote from SleepingSeaweed:
I've been wondering if there's any way to change what tiles the glow/effects will appear in, and how all of that works...

Anyway, shouldn't you use spoiler tags for a post like that (because of length)?


You can easily change what tiles glow if you change tiles to use a different palette.
DSO or Acheron please put that in Spoiler tags. It's a massive post. Though there'll probably be a page break soon so I guess it doesn't really matter.

Quote from rolando:
in smile the background looks like this
but in game it looks different what would i have to do? and i unchecked the stay gray


You have a lightning (yellow flash FX1) affecting the color of the BG. It happened to me while I was trying tomake lightning, but for me it kept going horrible purple/green colors, and it didn't match up at all. At least your sky went a pleasent color :laugh
Quote from Sadiztik Fish:
You can easily change what tiles glow if you change tiles to use a different palette.

Ok, from what I've seen it didn't seem like that, but I can't really say I've been testing it either. So then I guess it's pretty easy to get a glow on whatever tiles you want...
It can be easy to change the palette of a block to one that has a glow effect, but there's no real garuntee of good results. But now, you know what colors flash and can edit those to suit the tiles you want.
Quote from Sadiztik Fish:


Quote from rolando:
in smile the background looks like this
but in game it looks different what would i have to do? and i unchecked the stay gray


You have a lightning (yellow flash FX1) affecting the color of the BG. It happened to me while I was trying tomake lightning, but for me it kept going horrible purple/green colors, and it didn't match up at all. At least your sky went a pleasent color :laugh
how would i be able to fix it? i need it for my dark world
What'd you say?
Quote from rolando:
Quote from Sadiztik Fish:


Quote from rolando:
in smile the background looks like this
but in game it looks different what would i have to do? and i unchecked the stay gray


You have a lightning (yellow flash FX1) affecting the color of the BG. It happened to me while I was trying tomake lightning, but for me it kept going horrible purple/green colors, and it didn't match up at all. At least your sky went a pleasent color :laugh
how would i be able to fix it? i need it for my dark world


What I would suggest is remove all the FX1 that isn't necessary and make sure your using the correct tileset.
I know this question has been asked and answered before, but I can't seem to find it, and the search bar is useless. (Tells me nothing matches Crying or Very sad)

How do you change the color of haze? I imagine you probably need an address to put in "I'm A Genius", but don't know where/what it is.
Edit history:
uNsane: 2009-05-08 05:43:37 pm
¯\_(ツ)_/¯
Quote from Shadow34370:
I know this question has been asked and answered before, but I can't seem to find it, and the search bar is useless. (Tells me nothing matches Crying or Very sad)

How do you change the color of haze? I imagine you probably need an address to put in "I'm A Genius", but don't know where/what it is.
Do you mean the thing that DSO just typed a very extensive report on 7 posts above yours? ;)
That is on changing the glowing FX that you can enable in the FX1 settings. I don't see anything on haze though. aiwebs_027
I don't remember who first provided this info, it's probably somewhere in this thread or possibly in the hacks/fangames screenshots thread. But I'll just repost it since I saved it. You don't have to use I'm a Genius (don't think you could either), just change some values using a hex editor.

The offsets are
45E11 (Pre boss death)
45E16 (Post boss death)

I don't remember the order, but everything that is a multiple of 20(hex) is a new color, these are "white", red, green, blue, cyan, magenta, yellow and "black". Every value in between colors are variations of that color (so there are 32 variations of every kind of haze).

4008C will also modify the haze color, I don't know the details but changing it from 33 to B3 will make it subtract the haze color instead of adding it. I was playing around with different values for this some time ago, they do different stuff, many do the same thing though.

And yeah, you can only have two haze colors in the whole game by default. But you probably knew that already.
Third time posting this...:

Haze colors are stored at 45E11 and 45E16. (Pre and post boss death, respectively). You don't use I'm a Genuis to edit them, that wouldn't work. You have to edit those bytes in a hex editor, as this doesn't go by the hexadecimal version of RGB but something else. The colors change in multiples of 20. 20 = red, 40 = green, 80 = blue. Adding any two of those together will combine them, so 60 = yellow, A0 = purple, C0=Turqouis, and F0 is white.

Edit: 4008C holds the value that is stored to the color math register, and it applies not only to haze but also certain other A/B bit combinations (Though there's ways around that). The way 4008C works is this: (From Anomie's register doc)

2131  wb+++- CGADSUB - Color math designation
        shbo4321

        s    = Add/subtract select
            0 => Add the colors
            1 => Subtract the colors

        h    = Half color math. When set, the result of the color math is
            divided by 2 (except when $2130 bit 1 is set and the fixed color is
            used, or when color is cliped).

        4/3/2/1/o/b = Enable color math on BG1/BG2/BG3/BG4/OBJ/Backdrop

33 in hex is 00110011 in Binary, or the haze works on background, objects(sprites), layer1, and layer2. Changing that to 83 simply sets the subtraction flag.
Edit history:
Sadiztik Fish: 2009-05-08 11:35:39 pm
OMG FLAN!!!!!!!
Quote from Deep_Space_Observer:
        4/3/2/1/o/b = Enable color math on BG1/BG2/BG3/BG4/OBJ/Backdrop

33 in hex is 00110011 in Binary, or the haze works on background, objects(sprites), layer1, and layer2.


So if I changed the B3 to something else like A0 (well not that, I'd have to figure it out) I'd be able to change the layers affected by haze?

EDIT:

1. How would I make this gate system work properly? It's like what Drew did in SMR. I've tried using Vertical/Horizontal values, but it didn't work.



2. How do I disable the check for Max missiles for a missile reload station. I've tried changing the values at 84AEC5-84AEC6 and 84B2EE-84B2EF to EA, but it didn't work. I've tried some other values, and some cause the game to crash, while others have no effect at all.

I want the station to reload stuff even if you have full missiles.


Squishy helped me fix this. There's another check for the left side that wasn't covered.

. . .
For quick refrences, I've already gone through and have all the possilbe combinations with the current haze knowledge.

4008C
Defualt 33 / subtract color - B3

TESTED
in mulitples of $4... How much Samus is affected by haze
00 - Samus only
01 - Foreground
02 - BG
03 - All
00 - 3F - Regular Haze effect
40 - 8F - Darkens rooms with A/B 02 same haze effect
90 - BF - Subtract color version of 00 - 3F
C0 - FF - Subtract color version of 40 - 8F

45E11 - Pre Boss
45E16 - Post Boss
Colors:
20 Red
40 Green
80 Blue
E0 White

B3 colors:
20 faint blue
40 Purple
80 Yellow
E0 Black


Although DSO posted HOW it works, this will help people without the knowledge to understand what he said.  No offense DSO, but it is kind of hard to understand all that for a beginner!:D
I Have a wierd bug with my hack...I set mocktroids to instant respawn and once I kill them and they're ready to spawn again, the screen turns black.
Is there anyway to edit the Ceres station elevator room? I know that Kraid's room was made edible in the recent update to SMILE, but the elevator room is still glitched looking.  Think
you can edit the BTS in the ceres shaft, but the look of it stays the same unless you can figure out the mode7 and rewrite that.
how do i use one beam at a time  (eg )you cant  use the  spazer an plazma  together    --- how do i get it so i can only  use the ice beam or the wave beam --- keep in mind  i want to be able to keep my charge beam  on like usual ------ like i  have no clue as in to where to start i think it maybe be hex editing but i could be wrong so if  sum one could give me a hand or  point me in the right direction it would be very appreciated  thx
Sadly, that is not going to be possible in SMILE. Your gonna have to do some ASM work to get that to effect. Someone might have created a patch for that already, though. Since its a pretty common idea. I think Question