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Ok, I did both things. I removed the Chozo, and changed to door scroll to E229. Now it has a new scrolling problem (attachments below). First picture is how it looks in SMILE and how it should be acting. Second picture is how it actually is acting.



Edit history:
Jathys: 2009-05-17 08:23:17 pm
Quote from Project XVIII:
Ok, I did both things. I removed the Chozo, and changed to door scroll to E229. Now it has a new scrolling problem (attachments below). First picture is how it looks in SMILE and how it should be acting. Second picture is how it actually is acting.


Bahh... Forgot the other issue... I'm apparently a douche and somehow forgot the way that room scrolls normally.  EACH of those 3 doors has its own door scroll pointer (this is rare, as you'll usually see 0000 for that pointer).  The statue shouldn't have been causing any issue at all (sorry for the bad info, but I had been offline and away from all things hacking for about a month).

The door scroll pointer for each of the 3 doors leading into the room . . . Make sure they are all at 0000.  This will have it so the doors don't change the scroll values of the room.  Now, the room should scroll the way it appears in smile.
[glow=red,2,300]SMILE crashes when opening my room.[/glow]
First, stop being such a cry baby laugh new
Second, tell me about it (seriously).

Know that dreaded Subscript out of Range error that closes smile whenever you open certain rooms you've screwed up?  What about the Overflow error that does the same thing?  There are actually many causes for these errors, but depending on where in the coding the error happens, there are only a very few things that can cause a *specific* crash.  That said, the most common of these crashes are being worked around for the next release.

I figure that at least 1/2 of all Subscript out of Range errors are caused  by people expanding the tile table of a graphic set too far (resulting in the next graphic set crashing whatever rooms it happens to be in).  My version of smile now temporarily ignores the error until the room is open . . . The room looks like crap, because the tile table is screwed up, but at least it didn't crash.  A pop-up then comes up telling me the list of errors SMILE encountered opening the room (right now, this specific subscript error is the only one I've worked around).  At the very least, this allows me to change the graphic sheet used with the bad room.  At the very most, it allows me to fix the graphic sheet (the next smile allows you to import/export tile table data, so the fix is self explanatory if you think about it).

Anyway... I've been told that adding plm's/enemies, editing scroll data for rooms that have been expanded, having a room take up too many bytes, etc..... I've been told that all these things (and more) cause room header overwrites and crashes in other rooms.  I, however, don't have a list of these.  If you have any good examples of crashes that:
a) Can be duplicated
b) Happen when the room is opened
c) Is an actual *crash*, not just something being glitched
d) Has nothing to do with the graphic sheet/tile table (you can tell this by trying to open other rooms with the same graphic sheet)

--then please let me know.  Extra bonus if you know what you did to cause the error and can give a step-by-step so I can duplicate it.  Extra Supreme bonus if you don't have any errors, but know of the cause and effect of a lot of them and have info.  In any case, either here, in a PM, or in my e-mail would be appreciated.

What a long post.
Edit history:
Project XVIII: 2009-05-17 10:50:55 pm
Is there a way to copy the tiles from Wrecked Ship Mainstreet (State 1) and put them in WS Mainstreet (State 2) so they look the same? It's one of those rooms where different states have different tiles.

Edit: Nvm, I found an easy way to do it.
Devonodev: Other D
Quote from Jathys:
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.

I had a feeling someone would say that
OMG FLAN!!!!!!!
I'm not very advanced with ASM, but from what I can guess, if you can find the coding for the Mother Brain sequence, just NOP the code for the first form of Mother Brain (that means to skip the code and go to next line). So you'd just need to find the address of the code and NOP it. Though (and this is probably the case), a lot of the code that activates first form might also be necessary for second form. So it's probably you'd have to rewrite the whole AI, which is stupid really.

Plus there's also the code ran when you kill the first MB (that changes the room GFX and such).
Edit history:
Black Falcon: 2009-05-18 02:49:21 pm
I have a question:
How can I edit the equipment symbols like missiles and such?
I mean the symbols on the top of the screen which turn geen when active
I tried TLP but I didn't find anything... Neutral
the metroid is a lie !
Quote from Black Falcon:
I have a question:
How can I edit the equipment symbols like missiles and such?
I mean the symbols on the top of the screen which turn geen when active
I tried TLP but I didn't find anything... Neutral


they are in tlp, near the map tiles.
OMG FLAN!!!!!!!
Quote from reaper901:
Quote from Black Falcon:
I have a question:
How can I edit the equipment symbols like missiles and such?
I mean the symbols on the top of the screen which turn geen when active
I tried TLP but I didn't find anything... Neutral


they are in tlp, near the map tiles.


I believe it's at 1B0000 in the rom (just clarifing since there's 3 sets of map tiles)
can someone explain to me how to use smile? i have absoloutley no idea except for the fact that u can place blocks but thats all i know. Specificly, how do i place beams and power-ups so that if u touch them u get them? also how do i place the chozo statue boss and how do i edit it's health and attack?
Go ahead. Stare.
http://forum.metroid2002.com/index.php/topic,7701.0.html

Read through that and practice. You will never really understand stuff by reading it, doing it is the best way to learn. Don't give up on it, it is rough to start out with, but once you pick up a few things building decent rooms becomes normal and soon you'll be putting your items in and figuring out more. Just be patient with it for the begining as the learning curve is quite steep, but it will be worth it to play around in the first few rooms messing with the options and stuff.
okay thanks!
okay is there a way to get rid of this??



also how do i make a plm? i mean just make one into a space or how do i move one
Go ahead. Stare.
Please just edit the previous post instead of making three in a row. Yes, you can get rid of that, you need to replace the tiles with "air" tiles, easiest by right clicking on some air tiles next to them.

PLMs... I would worry about other stuff for now. Making PLMs requires knowledge of ASM and since you don't know how to use SMILE yo shouldn't bother with that for now. But to move one around just find one, click on it and drag it to the location you want it to be at. Then you can right click it and change it into whatever you want from that.
LOL MM

He doesn't want to make a brand new item, he wants to place an item, period.


Those "blank" tiles you placed earlier that now appear as grapple are not "blank" at all, but rather are spaces reserved to put the graphics of any items that may be in the room (such as grapple). Just copy the "air" tiles from another room and use those.

As for adding more PLMs into a room, it takes a little understanding of hex editing (You'll need a hex editor to check for free space), but mostly it's a matter of opening up the ROM in a hex editor, finding free space between 78000 and 7FFFF, and then putting the location of free space as the PLM pointer in the pointer menu. Then you could add as many PLMs as you want. If you use the PLM+/- function without repointing, you'll break the PLMs of another room, possibly causing a crash.

An easier solution is to document the pointer of a room that has enough PLMs that you won't be using in that room, and swap its pointer with your current room.
Edit history:
omegawaffle: 2009-05-19 07:44:33 pm
okay thank you. i found out how to place a plm, and im soory for triple posting and thank you!


okay one more thing though. how do i horizontaly flip an enemy such as the first torizo statue? and is there a way to stop the torizo from falling off an open edge?
What'd you say?
How do I get water effects so if I was to create a reflection it will be "wavy"?

Here's the current FX1:

Palette blend: E2

Flow-left
bg warp cascade-heat
bg warp-line shift

A/B
A = 26 - ugly dark room
B = 1E - seemingly normal, liquid/fog drawn over all -- used for lava/acid


If what I'm asking is unclear or you do not understand please ask, thanks for any and all help I can get! 
The "reflected" part must all be in Layer2.
Any time I try to make a custom layer 2 background, it just fills the screen with the top of a yellow door. How can I make it so its a background?
When first adding a layer 2, SMILE just fills it up with tile number 0, which is that piece of a yellow door. To draw tiles onto it turn off displaying layer 1. (press F1)
OMG FLAN!!!!!!!
@ omegawaffle (nice name laugh new)

You can't flip the torizo statue without ASM, as it's in the PLM coding / enemy AI. You would need to change a few bytes of the PLM code to flip the statue (I don't know which ones, but just a few the change the direction), and the enemy needs another few bytes to make it stand up facing the other way.

You can easily stop an enemy falling through gaps with the block-enemy blocks in the BTS menu. On the tabs on the right, there a the clipboard, BTS, and layer2 scroll. Just go to BTS and find the icon in the BTS strip (with super missile blocks, treadmills, etc) and click the one that has a ripper with half a black square. Just drag that over any block that you dont want the enemy to go through, and it will act like a solid block for enemies only. (you won't be able to shoot through it either).
omegawaffle: please don't double or triple post. just edit your first post.
What'd you say?
How do I make those crumble grapple blocks non-respawning? I tried putting them for the BTS value of 04 (which I believe was for non-respawning crumble blocks) but when I grapple them it glitches the game.
Nonrespawning is BTS 2 for crumble blocks. You can also just uncheck the respawn checkbox if you're placing them from the BTS tab.