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OMG FLAN!!!!!!!
it was done in Redesign, and you needed to find the Beam Combiner item to put them all together, so you could look at Redesign's code for it in a hex editor, if you know where the code for beam pickups is and how it works. Kej's docs would help.

I don't think there's a patch for it on SM. I think Phazer released one for Fusion or ZM, but I might be wrong.
oh ok well i dont know much of hex editing and i dont know asm at all  --- but another question is  when i  have a door that was horizontal how do you make it vertical because  it wont take stuff like door animation position and samus position into consideration.  it like it has a scrolling problem and I have changed those values several times, but they just won't change. does eny one have any idea  - and  yes it  dead center as should be plus its touching the edge
Edit history:
Gaius_4: 2009-05-13 02:33:07 am
Quote from chozo_69:
oh ok well i dont know much of hex editing and i dont know asm at all  --- but another question is  when i  have a door that was horizontal how do you make it vertical because  it wont take stuff like door animation position and samus position into consideration.  it like it has a scrolling problem and I have changed those values several times, but they just won't change. does eny one have any idea  - and  yes it  dead center as should be plus its touching the edge


Edit: I re-read your post.  It would be easier to find another door that goes the same direction you're wanting to go and copy it.  If there are numbers on the white door squares - just change them with the BTS/Metroid thing by drag'n'drop'ing the number you need for said door.  Do this for one tile, then have your mouse arrow over the other white squares and press the '=' key to make them the same number (I think - sorry if that changes them to the same graphic tile  Embarassed ).  The rest is explained below.

The door will need to be on the edge of a red scroll box so that when you enter it -the screen doesn't scroll over/passed the door you're entering.  Also, if it's going down - it will need to be inside a green scroll box.

If you've done those things...  Then maybe...  Go to the room with the door (we'll call it door B) you want Door 'A' to lead to.  With the mouse arrow over any of the four white squares -Press C (I think -for Clone, type a door description, etc.), then go back to the room with the door you're having trouble with (where Door 'A' is located), with the mouse arrow over any of the door tiles press 'D' (for eDit), click on the transfer properties and make sure it's leading you into the next room the right way.  Like if it's going down - the animation for Samus would be falling, or leading to the right - Samus enters from the Left, etc.  Be sure to save the doors and room and all that stuff.

I think that's the way you do it, sorry if messed up some small detail.
OMG FLAN!!!!!!!
Actually you can easily change a door's direction in the door editor. There's a section with those white dots you can only click one of, and there's one each for left, down, right and up. You can click the picture of the bubble to tell the door whether to close after you as well (if you don't use actual door tiles for example).
well thx for the quick reply  but  also have one more ? if no one minds answering it ?  --- i seem to be  having  problems with conflicting  rooms 79ad9 and 79a90  the problem is the scrolling  like when i  put  out the room size and  and add sum green scrolls to  room 79a90 -79ad9 seem to shrink  as in it destroyed my entire room and put it in crateria  to wich its a brinstar room ? but yea thx for the help
OMG FLAN!!!!!!!
You put too many scroll blocks in. Each room can hold a set number of scroll blocks, and adding in too many will overwrite the next room's data. You can fix it with a hex editor and a clean rom, just go to the room's Scroll pointer address and copy the data from the clean rom. Then go to free space in Bank 8F (FF FF FF) and put the adress of the first free space into the pointer for the scrolls to repoint.
When I try to do the quick test thing (hit E when not on a door) it says "Run-time Error '76' Path Not Found." Anybody know whats causing this? The Rom works perfectly fine.
LOL
that usually means that you haven't set up your emulator yet. Set it up and see if your results change. (correct me if I'm wrong)  extra_smug
Nope, my emulator is set and it works fine. Wierd thing is that it just started happening today, and I haven't used SMILE in about a week, and it worked fine then.
What'd you say?
Did you change the location of the emulator?
Nope, but now, it works perfectly fine again. I guess it was just glitched for a sec or something. grin new
What'd you say?
Lol, Good job.  Wink
What'd you say?
Is there any way to edit elevator "doors" (moving what rooms they connect to?)
I'm making a room and having a bit of a problem with black tiles being drawn in front of Samus, even though the tiles that *should* be there are transparent air tiles, both in the foreground and in the background. They only appear in a select few locations (seemingly random but same every time). Tiles that are drawn in front of Samus work just fine, but if I use anything that would normally be drawn behind her I will get a black tile instead.

I could use another room... just wondering if anyone knows what causes it. It has never happened to me before. The room I'm currently using is the long purple shaft in Crateria that connects to Brinstar and the guardian room.
Are you using a layer2 background? If you aren't you can't see the difference between blank tiles and solid black tiles. I know the tile at the lower right of the CRE is a blank tile, so try that one.
I have layer 2 in within the level data, it's all the same type of tile (black for now), I've overwritten those tiles several times both in the foreground and the background to make sure. I've tried using different pointers for FX1, enemies and PLMs, but that didn't make any difference. Also, a grey door tile from the CRE shows up on the bottom right of two screens in the editor (in game they are off screen though). I've seen CRE tiles randomly appear in levels before, and I have no idea what causes that either.
What'd you say?
Quote from tyjet66:
Is there any way to edit elevator "doors" (moving what rooms they connect to?)

Anyone?
Quote from tyjet66:
Quote from tyjet66:
Is there any way to edit elevator "doors" (moving what rooms they connect to?)

Anyone?

There are two door tiles for elevators... Go to the one that is on the edge of the screen (same as normal doors) and open up the door editor.  See the RoomID?  Change it.
Edit history:
Tyjet66: 2009-05-17 01:43:11 am
What'd you say?
Quote from Jathys:
There are two door tiles for elevators... Go to the one that is on the edge of the screen (same as normal doors) and open up the door editor.  See the RoomID?  Change it.

Alright, I did that and this is the result:

attachment: Door properties.


(Being processed right now.)

Any clue how to fix this?

attachment:
All I would think to do is click on the picture of the door bubble so the door goes away (meaning when you change rooms a door bubble will not appear).
What'd you say?
Alright, I tried that and all that happened was the door bubbles didn't spawn, I was still stuck like in the video though.
Devonodev: Other D
Is it possible to remove the first stage of motherbrain.
I want to enter the room and already find motherbrain on the ground.
I'm having a little bit of a problem in room 7C98E. When I come from the bottom door, the room scrolls perfectly fine, but if I come from the middle or top door, the screen won't scroll to the bottom door. I think it has to do with what the Golden Chozo Statue does with the spikes and all. Anybody know of any way to fix this?

attachment:
Edit history:
Jathys: 2009-05-17 07:15:02 pm
Quote from Project XVIII:
I'm having a little bit of a problem in room 7C98E. When I come from the bottom door, the room scrolls perfectly fine, but if I come from the middle or top door, the screen won't scroll to the bottom door. I think it has to do with what the Golden Chozo Statue does with the spikes and all. Anybody know of any way to fix this?

Most likely is the statue.  Either remove the statue OR . . . Go to the bottom door, since that is the one that actually works... Go into that door and to the room it leads to.  See the door that goes back into the chozo room?  Open up the door editor with that door.  In the values for that door, you'll see E229 as the door scrolling data (actually just a pointer to coding).  THAT is why that door overrides the statue.

The fix?  Go to the other doors that won't allow you to scroll down properly.  Put E229 in the appropriate spot for each of those doors (NOT the doors *in* the chozo room, but rather the doors on the other side of those doors (ie- the doors that lead *into* the chozo room)).

Quote from devonodev:
Is it possible to remove the first stage of motherbrain.
I want to enter the room and already find motherbrain on the ground.

ASM.
What'd you say?
Quote from tyjet66:
Quote from Jathys:
There are two door tiles for elevators... Go to the one that is on the edge of the screen (same as normal doors) and open up the door editor.  See the RoomID?  Change it.

Alright, I did that and this is the result:

attachment: Door properties.


(Being processed right now.)

Any clue how to fix this?

Quote from tyjet66:
Alright, I tried that and all that happened was the door bubbles didn't spawn, I was still stuck like in the video though.


I'm just going to bypass the elevator so it's not used.