Could you have possibly overwritten some data somewhere? Have you expanded any rooms to large or changed a lot of tilesets to hold a lot more data? Happened with my first hack WIP.
I'm trying to edit tileset 4 in Maridia (Green tiles near the original entrance to norfair) I'm trying to just change the colors in the graphics editor and whenever I go to change a color I get a warning saying I'm allowed 241 size and I'm using 242, does anyone know a way around this?
Tyjet66: Repointing the data is the best way to do it.
I'd suggest backing up your ROM anytime you do a hex-edit.
unheadered Maridia's green tileset palette pointer is currently: $7E70B -> $21383C
goto $7E70B in your hex-editor and change the value to '00 80 B8' which will make it point to $1C0000 which is free space. ----------------------- I've attached a file that has all the gfx pointers for future refrence. If you want to repoint another tilesets palette, find it in the appendix, goto the first value, and replace it with free space.
I'd suggest leaving plenty of space in between. 300 bytes should be enough.... so.... 1st repoint -> 00 80 B8 ($1C0000 in hex editor) 2nd repoint -> 00 83 B8 ($1C3000...) 3rd repoint -> 00 86 B8 ($1C6000...) etc.
If you have any problems with this don't be afraid to PM me!
edit: I forgot to mention you need to 'export' your palette in the gfx editor first, so you can 'import' it back after the repoint.
Actually, there's an easier way to avoid this than squishy's. The colors in the palette are made up of red/green and blue, right? A color that uses values of all 3 colors (ie, they aren't 00) will take up more space than a color that would have 2 or 1 color having a value (with the other one(s) 00 or transparent). Therefore, pure black takes up the least space. If you've got colors you aren't using, simply give them RGB values of 00, and that'll take the data space down.
While on the subject of palettes...I'm having one hell of a time figuring out how to switch between palettes of the same tileset. Say I wanna use palette 3 of tileset 25. How would I accomplish this? The way I did it was drag Palette 3 down to the Drag-n-drop box, then drag it from there up to palette 1 where it replaces it...
Only problem is, on the right it shows everything changed, but in reality, only the CRE gfx got the color change when I need the Level gfx altered as well. It's driving me nuts.
Personally I think that it would help if SMILE just had something that freely switched between palettes for a given room and save it that way....
TAxx, you can go into the graphics editor and find the tiles you want changed at the bottom, click on the one that you need to change and you will see it in the middle of the screen in a box. In the corners of the box there are numbers, each number is the palette number, find the palette number you want and click "save x16 by x16 block" (or something similar to that.) Once you do that will all the tiles you want, that will only change those and leave the rest alone.
Thanks Tyjet....but seriously, for EVERY tile? SMILE's a great program and all, just wish that something that simple could be done a little quicker. Like an "Apply to tileset" function or something....
As far as I know that is the only way to take care of it, there may be a faster way but I'm unaware; we should get a list of suggestions for Jathys and see if he would add them to the next edition of SMILE, that would be awesome.
Speaking of SMILE...yet again. There is a really annoying bug I keep encountering involving the FX1 Dialogue box. It comes up and says "FFFF is not usual FX1 Data....yada yada yada". But I can't close the dialogue box. It just comes right back up, whether OK is clicked or the "X". I have to manually close SMILE through my task manager and re-open the program again each time it happens.
If you want to give Jathys any hope of solving it, you'll need to let him know exactly what you were doing / clicking, so that he can try to recreate the error. I'm sure other hackers have been using the FX1 side, and nobody else has encountered this to my knowledge. You may want to try downloading smile again, if you haven't already done so.
Funny story, silver skree told Jathys about this bug yesterday on #jzd! Jathys couldn't duplicate it, but DSO did, so its not an isolated incident.
Anywho, I suggested repointing becuase that tileset doesn't have alot of extra space for unsed colors. I didn't say it was the EASIEST way, simply the best way to avoid future headaches.
It happened to me cause I tried to change the FX1 of room #793D5, and that box came up. It was ok in the previous version, but in v2.3 it just pops up again after you "X" or OK it. So it requires to me manually closed....
Also happened to another room cause I tried to copy it's FX1 data to 793D5 and did it backwards, so then both rooms did it. Argh...
Something obviously isn't working right. I can even have a "shot block" or "solid block" (whatever I'm wanting for my "fake" gate trigger) with one empty space between it and the real gate trigger - horizontally to the left of the real gate trigger. I set the BTS value as 02.
00 is on the fake switch itself, 01 on the empty space between them, and 02 is on the real gate trigger.
No I'm not numbering each and every space these BTS values. They're just for reference.
I give up.
I'm going to try to help you..I just started messing with this and it was frustrating at first.
1.Go back through and make the gate-switch all the way to the remote trigger "Air" tiles.
2.Place your vertical tile in it's position, make it a "Vertical" block first. THEN however many tiles away the gate-switch is, place that BTS # on the Vertical block.
3.Test, if it works, go to 4.
4.Place your Horizontal trigger where you want it. Make sure you make it a "Horizontal" block! Then however many tiles away from your vertical trigger is, place that BTS # on the Horizontal block.
5. Test. It should work. Make sure all tiles in between the triggers are "Air".
Now it won't look like Horizontal or Vertical tiles unless you right-click those specific tiles. These steps I did and didn't even know the 1st thing about making remote switches, and it worked for me. Took 5 minutes. Hope this helps you.
Edit: Sorry about the double post, my internet is being really dumb.
Well my "modify" button isn't working on this crap i-net. Anyways, regarding that SMILE FX1 bug, it happens with ANY room that has "FFFF" as a Door Select. Don't know if it has something to do with what has been done with a rom.
My rom: Super Metroid (JU) [!].smc; Unheadered; expanded to 3.09MB. Applied Patches: Boost Ball v1 Patch, Missile Station Enhancers (Recharge all), Scrolling Sky Error Fix Patch.
Don't know if these matter, but maybe Jathys can use some of this info to recreate it.
Also, I managed to find the "Magic Number" for Phantoon's Super Missile Counterattack. If your Super Missile damage is below the value of 0096, he won't do a counter-attack....Nice to know.
Also, I managed to find the "Magic Number" for Phantoon's Super Missile Counterattack. If your Super Missile damage is below the value of 0096, he won't do a counter-attack....Nice to know.
Hell yeah, thanks for finding that, I was actually going to ask how to change it.
I didn't realize I had to use the 'horizontal' or 'vertical' types of blocks instead of the Solid or Shot blocks -like I was doing before.
Edit: In an Art program I copy/pasted shrunken and semi-transparent Vertical/Horizontal blocks onto the places I had the BTS numbers to emphasize which thing needed to be what. When the actual blocks will be 1 square (instead of 2 up/down or left/right). Someone could misinterpret that.
I'm just full of Rom Testing today . Another helpful piece of information:
If you want more rooms that have a "Heat Bit", where the heat is what damages Samus, not only do you need to copy the FX1 data from a room that already has it, but the Room Header for that room that is having it added to MUST be under Norfair. Then the 2 rooms will share the FX1, including Heat Bit.
Alot of this stuff is common sense though.....Just no one has opted to bring it up to the majority of the hacking community. Maybe add useful information like this in a Misc. help file somewhere? I'll try and find random things like this and see about adding it to the SMILE Help FAQ as well.
Edit: Also, regarding the "Robots" that are always off and not being able to find out how to turn them on.....it seems that under a room header of "Ceres", the Robots are always on, regardless if Phantoon is dead or not. Maybe that will help somebody, or even myself. I'm going to look into this
I'm just trying to find the palette offsets for the Main Boss' palettes. Changing Phantoon's palette in Enemy DNA only changes the fireball's colors. I seem to mess up when searching, change a value in I'm A Genius, and my rom ends up 10.7MB and then SMILE says it's a PAL rom lol. Good thing it's a testing rom....
hhmm ok - wel i need help on the room in ceres station with ridley in it i dont think i did Permanent damage to my rom but i could be rong but the animation for ridley when he flys away, when your heath is below 29 or drops he the metroid, is messed up like i know ill have to fix it with a hex editor but could somone point me in the right direction as like where the room coding is ? -thx -- and btw i cant start fresh im 3/4 in to my full hack and i just relized this now :( so unno how long ago it happend cuz i never checked it tis now
I'm just trying to find the palette offsets for the Main Boss' palettes. Changing Phantoon's palette in Enemy DNA only changes the fireball's colors. I seem to mess up when searching, change a value in I'm A Genius, and my rom ends up 10.7MB and then SMILE says it's a PAL rom lol. Good thing it's a testing rom....
You relize I already did that right? New people. ;)