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Pressing M will move the room SMILE is currently in to the position of your mouse on the map.
Quote from Deep_Space_Observer:
Pressing M will move the room SMILE is currently in to the position of your mouse on the map.


To add: When you press "M", the room is pasted to your mouse pointer, pasting from the top-left corner of that room.
YAY TEXT
If you press "M" in the level editor you get attacked ;)
Sa-Ikkillua
Humm.....

I tested it, but I only get to move the first room (the room of the ship). Crying or Very sad
What'd you say?
Enter a different room then go back to the map editor.
Sa-Ikkillua
Thank You!!!!!  grin new grin new grin new grin new
All things considered, I shouldn't be awake. x.x
Debut question! Lol. Okay, I'm trying to add doors to the room and am following the SMILE FAQ. I'm pretty sure about this, as far as terminology goes, but I want to make sure: bank $83 would be where offset 830000 starts, yes? Is that how that works?

I have another question regarding rearranging level data, but I'll wait for the door question.
No, bank $83 is 18000-1FFFF in a hex editor.
In SNES addressing bank $83 is from 0x838000 to 0x83FFFF, but in PC addressing it's what DSO said. Some hex editors can display the addresses in either format, but the default format it's showing is likely PC address format (which is simply how many bytes away it is from the file's origin) Any time you use a pointer it'll be in SNES addressing format, though.
All things considered, I shouldn't be awake. x.x
Oh. *writes that down* Okay. So I have to copy the data from a working door from the $83 bank (which is somewhere between 18000-1FFFF in a hex editor, I use Windhex32) and paste it over empty space within that bank (where the neverending streams of FF begins). Then I have to take the address where the door data begins and reverse it, ommitting the "83" because that's assumed. Paste that reversed address over blank space in bank $8F, add some garbage data at the end, and note the address where that began, and then replace the doorout pointer with the last address I copied?
OMG FLAN!!!!!!!
Quote from Draconis Kenjishiya:
Oh. *writes that down* Okay. So I have to copy the data from a working door from the $83 bank (which is somewhere between 18000-1FFFF in a hex editor, I use Windhex32) and paste it over empty space within that bank (where the neverending streams of FF begins). Then I have to take the address where the door data begins and reverse it, ommitting the "83" because that's assumed. Paste that reversed address over blank space in bank $8F, add some garbage data at the end, and note the address where that began, and then replace the doorout pointer with the last address I copied?

That be exactly right grin new
. . .
Yeah, so I'm about to write up a pretty awesome guide, its gonna be called:
squishy_ichigo's Comprehensve Guide for Advance Rom Hacking of Super Metroid
or something like that... -_-;

anwho its gonna cover:
-the basics of hex editing (banks, pointers, free space, helpful protips)
-how to repoint ALL the data in the 'pointers' pop-up window and how its formated
-how to make/change room headers and how its formated
-GFX editing (TLP, SABS, GFX editor, etc.)

maybes
-scroll PLMs?
-some stuff on the enemy 'species editor'?

I'm throwing this out there because I might have missed some important advance thing or something....  Tell me if you think something else should be added to this guide.
Its only about advance stuff though, so don't suggest I add something like how to edit the map, etc.
All things considered, I shouldn't be awake. x.x
Awesome! *runs off to add doors*

Actually, some stuff about the species editor would be awesome. The one thing I really don't understand right now at all is how enemies work; I'm experimenting. Otherwise yeah, that would be every level of invauluably useful.
LOL
Quote from squishy_ichigo:
Tell me if you think something else should be added to this guide.


-Map Editor (previously stated)
-Making new tilesets (IMPORTANT)

If you can explain these I would really appreciate it Squishy
All things considered, I shouldn't be awake. x.x
Okay, here's a valid question: how the hell do I safely repoint data I don't use in a room? Like let's take this for example:



This room is done. There's nothing left I want to put in this room at all, and I'm sitting here with 2300 bytes I really could use somewhere else. Help?
Super Secret Area - Dead Ahead!
I've been replacing a lot of the tiles and stuff recently, but am struggling with the CRE tiles.  I've exported the .gfx file, opened it up in TLP, and have edited the stuff.  Most of the stuff has changed, but the spikes have stayed the same.  Is there something else I need to be doing to replace them?

Also, in TLP when you open the CRE file, it looks like the top rows are missing, as they look odd / single.  Is that normal?
Quote from Quietus:
Also, in TLP when you open the CRE file, it looks like the top rows are missing, as they look odd / single.  Is that normal?


This should answer/solve your problem.
Super Secret Area - Dead Ahead!
Thanks - that solved the missing tile problem, but I'm still unable to edit the spikes...  Any ideas? Eh?
You mean you can edit them, but when making them animated they change back to the old SM spikes?

When animating tiles, the graphics that are used are loaded to the tileset from somewhere else and not from the tileset itself. I ran into this when getting the "water" animation in AFC for those custom rooms of awesome. In this case, unless you know how to use a debugger and follow the game's coding for loading and decompressing those graphics, and then making and compressing your own to insert in that spot, you aren't going to be able to change the spike graphics.
Edit history:
Quietus: 2009-06-04 06:51:42 pm
Super Secret Area - Dead Ahead!
Sort of, yeah.  I edited some of the tiles in the CRE, such as the grapple blocks and crumble blocks, and they replaced fine, but with the spikes, they don't show at all as mine, but the originals.

EDIT: I've now noticed it with some other blocks too.  I've edited even more tiles since before, and they show up fine (except the spikes), but the two blocks highlighted in this pic haven't changed.  Are some blocks not able to be changed, or is there something more to editing these? Eh?



EDIT 2: Ignore the above - you have to edit the individual .gfx files too... d'oh!

(Still bummed about the spikes, though)

attachment:
OMG FLAN!!!!!!!
Spikes are located at 39C00. The graphics are there, but there's some data within the graphics as well, so you need to be careful editing them. Don't change anything that isn't *directly* part of the spikes gfx (meaning the colored parts above the spike, but in the same 8x8 tile).

You may not know, but the CRE isn't refreshed every room like the SCE tiles. Only at the start of the game, and after rooms that wipe the CRE (Kraid, Croc, Ceres rooms). If you want to make a room refresh the CRE, change the unknown from 00 to 02.
um yea i kinda need help with the fact  that my screen scrolls to the other side of the room and leaves  samus  in the dust- also i haven't  touched a hex editor  with it - and i wouldn't even know where to begin with one
Sounds like you're having Samus enter a screen with a red scroll block. If it isn't red in the scroll editor (Tools -> Scroll Editor) then check out the data of the door that you entered to get to the room; some doors change the scrolls upon entering, and these won't have 0000 in the last field of the door data.
The solutions are to either make sure Samus can't enter that screen without touching a scroll PLM that changes it to green or blue, or just change it to green or blue in the first place.
Edit history:
chozo_69: 2009-06-05 04:18:33 pm
well you see thats the problem their  green  so you should be able to do it with out problems and im not using  scroll pointer i know how to set those up  and the door scroll pointer is 0000 - imagine a normal room an as soon as u walk in it starts going left with out samus
Is the last field of the door data leading into the room not 0000? If it's something else that's probably your culprit. That field is a pointer to code to run upon entering the door. When it's used it's usually to change scrolls, such as when a door would lead right into a red scroll.