Well since nobody could really help me with my Missile block problem.....I have another problem. It seems I can't get the Maridia vertical tube (the one that automatically takes you from top/bottom) to work anymore. I know it's something stupid small that I'm passing up, but even compared to the originals', every value is the same EXCEPT it's header is Crateria. I've tried changin it back but still no-go. Any help? Thanks.
how to u test the level from smile? how do u get to the test option?
File -> Preferences -> Hotkeys shows you the hotkeys for the entire editor. File -> Preferences -> Run Settings -> Test Room Options lets you set up options for testing levels (I had a feeling that would be the next question, so meh)
Anyway... Hitting E or Enter over a door will allow you to enter the door. Hitting the same keys when you're not over a door will "enter" the room via the emulator.
Another problem, I moved the location of the ship but when I play through the intro and I land on Zebes I spawn at the top of the screen at location 5,0 but I'm supposed to start at location 3,3. Also, the ship doesn't come down from the sky; is there any way to fix this?
1. The maridian tube uses specific pointers to create the tube effect. I can't remember off the top of my head which it is, but it's probably layer1_2 or something. Just compare your room's pointers with a clean rom's pointers.
2. Depends what kind of brown. I'd say 0 blue, and more red than green. Brown is pretty much just dark orange.
3. Here's a guide by Squishy on how to repoint tilesets. (attached). Remember that you can't really fit much more in. You can't expand the tilesheet so you have more white X's to use, you can only give it more allocated space to take up. The same goes with the CRE tiletable. The best thing you can do if you want more tiles, is to delete any copies of the same tile from the CRE, and se those spaces. There's actually quite a few doubles. especially the door tiles. You really only need one of each, so you can use the sace from the others. You just need to remake some of the door tiles in the table then so they use the same graphics. just DON'T use the white X's at the bottom. They're for items, and no matter what you do, they will ALWAYS show item graphics.
4. You change where samus starts off in the area load stations menu (EDIT>AREA LOAD STATIONS).The first in Crateria is for the ship. I don't think you can make the ship come down to that location without ASM.
Maridian Transport tube is done by the "scroll pointer" in the doors that enter and exit it, no other pointers are nessecary. Just look and note down the values from an unedited ROM. (Each of the 4 doors uses a different value)
Pic from AFC in case you don't quite get what I mean.
First of all, open up the ROM in a hex editor and find the chunk of free space Between 78000 and 7FFFF (Free space looks like FF FF FF FF...), should be slightly before 7F000. Once you find it, note the location of where it begins (Like if you found it started at 7EF08, you'd note down the last 4 digits, in that case EF08.) Close the hex editor.
In SMILE, go into Tools > scroll editor and set up the scrolls how you want the room to be before you touch the scroll PLM and save.
Then, in the scroll editor, click on PLM scroll and set up the scrolling how you want it to be after they touch the PLM. Once that's done, click save scroll PLM. It'll ask you where you want to put the data, and this is what you checked in the ROM for free space for. Put the location you noted down (EF08 in my example) into the box and save.
Now, take the scroll PLM you had in the room, and change it's high and low bytes to EF (high) 08 (low), or also to the number you noted down. See how that works? After that, the only thing left is testing.
SMILE does have the option of finding free space for you, but I don't trust ver 2.1 with that because it's actually giving me pointers such as 699C, which would not be valid. (Pointers must always be above 8000)
SMILE does have the option of finding free space for you, but I don't trust ver 2.1 with that because it's actually giving me pointers such as 699C, which would not be valid. (Pointers must always be above 8000)
Not quite sure when I screwed that up, but it's fixed again now... The pointer was actually correct, but just missing the extra $8000 (ie- 699C was actually E99C).
Anyway, new smile is coming out before Sunday. Quickmet now has support for event/boss states. BTS can be set by typing numbers directly over a tile (assuming you already know the values you need). GFX editor is update to be a bit easier to use when working with the tile tables (plus you can import/export tile tables, which will make repairing them all the more fun). Subscript out of Range error caused by over expanding the tile table will no longer crash smile (you still have to fix the problem, but smile doesn't crash). Pointer Editor now gives a choice about whether to move data or leave it where it is. FX1 data is now read/written to correctly for door-dependent FX1's (there's not many, but there are some). There were a few other things, but I can't remember what was in the last full release and what was in the beta, so meh...
Ahhh....I got it working, t'was my Layer1_2 pointer changed.......Thank goodness my pointer values didn't get overwritten . I was kinda freaked for a second. Thanks for the help.
Now..... I feel like a complete retard....but I got my "Missile Block" to finally work!! It works so Missiles and ONLY missiles will destroy it. It was yet ANOTHER small error on my part. The enemy tiles were located at B1BA00--->In hex leads to 18BA00. And my stupid-self accidentally plugged in 18BA00 into the tiles the enemy uses . It's kinda crude looking at the moment, but looks the same as my SM, PB, and SB blocks look.....and yes, only the symbol will show, the rest of the block is transparent.
hmm. I' guessing you uploaded a pic, copied the shortcutand made a pic in the post, then removed the attachment? Cause I can't see the pic. If you did do that, then no one can see the pic because it's no longer there. The pic in the post is a link to the attachment, not a copy of the picture.
Now what someone needs to do (which would probably be easy for someone with advanced ASM knowledge, is make enemies that are invisible show up when under the X-ray. There's a pointer for code ran when the x-ray is used, and it would mean a missle block would look like a normal block unless it was x-rayed.
EDIT:
How would I possibly make this gate work properly?
Hmmm....the pic worked fine for me. Right now I'm trying to figure out how I can create a tileset and in creating this, using graphics from another game? I was needing a bit of a mountainy or desert look and TileSet 27 doesn't cut it. I was wanting to try and rip graphics from say MegaMan X2 and in TLP create a new tileset using graphics from Overdrive Ostrich's or Flame Stag's stage....but nothing I use to rip graphics from actually works on my Vista for some reason.
How would I possibly make this gate work properly?
I guess that Drew made a special plm for this with asm. I also tried to make such a gate but I'm convinced that this isn't possible without special coding.
I'd have the gate triggers in hard to reach locations and you'd have to do some fancy shooting to hit them to open the next gate. And there'd be multiple gates to go through.
If anyone wants to use the idea - please feel free to. I highly doubt I'll ever get that much into my own hack to get that far in it's development.
I finally found a solution (if no one else did): Using the horizontal and vertical blocks from the patterns was right Look: This are the values you have to use(horizontal = 01; vertical = 02):
This is how it looks:
EDIT: The continuation must go on from the shot thing not from the pillar.
Some people already knew how to do this but I didn't know so... thanks for showing how to do that! This will help in the near future!
EDIT: Does anyone know how to edit states? Example: I'm in the landing site and I'm trying to use the state where you obtain speed booster and the lava rises super fast. How do I go about doing this?