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Breathe in the Future, Breathe out the Past
being the noob that I am when it comes to anything other than level design, I had some difficulty with squishies ending sequence palettes. anyways, we sorted it out well and good tonight so if you're a noob like me, thank squishy for these. its made dead simple this way.

-leaving planet palettes-
06D494-0E
06D4B6-0E
06D4D8-0E
06D4FA-0E
06D51C-0E
06D53E-0E
06D560-0E
06D582-0E


-flashing red bit palettes-
06D450-00
06D456-00
06D45C-00
06D462-00
06D468-00
06D46E-00
06D474-00
06D47A-00
06D480-00
06D486-00

-first set of clouds-
066F6B-1F

-second cloud-
06D5AA-0E
06D5CC-0E
06D5EE-0E
06D610-0E
06D632-0E
06D654-0E
06D676-0E
06D698-0E
. . .
Yes, Dman pointed out how VERY non noob friendly my appendix-D was... so I'll be re-writing it in the format Dman posted above.

;)
All things considered, I shouldn't be awake. x.x
I have this problem with a room I'm constructing. The room was originally 2x3, I expanded it to 2x5 and switched the scroll pointer to 0001 because it didn't call for anything but green scrolls. I had expanded the rom earlier and made 3 rooms already with the extra E0 bank, so I've got about 28000 bytes left in the bank. After constructing the room, a few of the bottom screens experienced extreme slowdown in-game to the point of unplayability, while other screens were fine. Any ideas?

Also, I edited a save room, and now every other save room that SMILE opens up looks the same way except the save PLM isn't changed. Is...is that normal? o.O
Go ahead. Stare.
Many save rooms all have their level data loaded from the same place, or something like that, so to get them different you will have to give each one its' own level data pointer.

I would also hazard a guess that your screens might experience lag do to too many enemies being in them. Though, if that isn't it I have no clue.
All things considered, I shouldn't be awake. x.x
Nevermind I got it. There were Zoomers and Skreebats I had made with the properties of what they were before, and it was causing um problems. I'm just glad there wasn't a huge problem with data.
Edit history:
Sadiztik Fish: 2009-07-11 01:34:31 am
OMG FLAN!!!!!!!
I had that problem when I used heaps of enemies in a 50 screen room that all move off screen. That game lagged like... well I can't even describe it. But as someone pointed out on #JZD (can't remember who). i've got heaps of activity in the whole room, when I can only see one screen of it.

EDIT:
Now why won't all my gates open. Only the first one works, though I got the second one to open and close ONCE, but I couldn't do it again after I re-entered the room.

Edit history:
Arva: 2009-07-11 02:56:43 am
QI[9]IQ
A couple of questions:
Can the pointer in a door (the last 4 bytes) change the gravity?
How do I make certain tiles show behind samus instead of before her? (ex: some bg tiles). I had a tile, normally showing before samus to show behind samus and I have no clue how I did that.
I've seen sm/pb blocks that dissapear permanently when they're destroyed. How?
Samus...? Is that you?
Quote from Arva:
A couple of questions:
1. Can the pointer in a door (the last 4 bytes) change the gravity?

2.How do I make certain tiles show behind samus instead of before her? (ex: some bg tiles). I had a tile, normally showing before samus to show behind samus and I have no clue how I did that. 

3.I've seen sm/pb blocks that dissapear permanently when they're destroyed. How?

1. Not sure, but i think it can't.
2. Go to the Graphics Editor, click the tile you want (in the bottom-left corner) and look at the ''Tile Table Editor''. You see the tile bigger there, and if it doesn't have red boxes on it, it's drawn in front of Samus. Click all 8x8 parts, and then that tile is drawn behind Samus.
3. In the BTS editor, you can see a little checkbox saying ''ReSpawning''. Uncheck it, and the BTS's added after unchecking won't respawn.

[quote=Sadiztik Fish]
Now why won't all my gates open. Only the first one works, though I got the second one to open and close ONCE, but I couldn't do it again after I re-entered the room.[/quote]
If i remember correctly, you can have only one gate per room.
I haven't seen this anywhere, but is there any possible way to have a Vertical Shinespark guide itself along slopes just as a Horizontal Shinespark does? I don't think you are able to because there is no BTS block that completes a walkable slope, but 90 degrees sideways.....As in the 2 box BTS' that need to be before and after every diagonal slope, but I'm assuming you need one 90 degrees from that. It also seems that Samus will follow a slope Horizontally, but seems that Samus will pass through these going Vertical.....~sigh~
Super Secret Area - Dead Ahead!
I think it's to do with the way that the spark works.  When you spark, Samus stops either when her movement is stopped by a solid block (horizontal), or her head hit a pixel above her.  Therefore she can't follow slopes going upward, as she hits the first pixel of the slope and stops, as it's classed as a ceiling.

Quote from SMILEuser96:
3. In the BTS editor, you can see a little checkbox saying ''ReSpawning''. Uncheck it, and the BTS's added after unchecking won't respawn.


This would work as long as you don't leave the room, though, right?  If Arva meant PERMANENT, like in Redesign, I believe that's ASM again.
Quote from Quietus:
I think it's to do with the way that the spark works.  When you spark, Samus stops either when her movement is stopped by a solid block (horizontal), or her head hit a pixel above her.  Therefore she can't follow slopes going upward, as she hits the first pixel of the slope and stops, as it's classed as a ceiling.

Quote from SMILEuser96:
3. In the BTS editor, you can see a little checkbox saying ''ReSpawning''. Uncheck it, and the BTS's added after unchecking won't respawn.


This would work as long as you don't leave the room, though, right?  If Arva meant PERMANENT, like in Redesign, I believe that's ASM again.


What do you mean "Permanent" like in Redesign? I thought blocks like that return if you leave the room? ReSpawning of these blocks is within what 5-7 seconds or something? If ReSpawning is unchecked then it's gone UNTIL you leave the room.....Unless Drew actually did do ASM to make them permanently be destroyed after the first time...

....I is confoozed at the point you're making?
OMG FLAN!!!!!!!
The blocks you can make with SMILE will either respawn after a few seconds, or never, until you leave the room. To make blocks like in SM:R, you need ASM to set an unused bit in the game which would cause the blocks to not respawn ever (well I would think that's how Drew did it, but I may be wrong).

Also, the door ASM pointer (last 2 bytes of a door), can change practically ANYTHING. New gravity, music, scrolls, even your inventory. You just need to have the ASM skills to write such code.
Super Secret Area - Dead Ahead!
Yes, Arva asked if you could have blocks that NEVER respawned, so I wanted to clarify whether he meant while you're still in the room (unchecking respawn), or full-on permanent, like in Redesign, where they stay destroyed for the entire game. Very Happy
Edit history:
Arva: 2009-07-14 07:23:05 am
QI[9]IQ
Yes, blocks that's permanently desroyed.

All this talk about ASM... Are there any good guides out there in "Cyber space" on how to learn it and what tools do you guys recommend to use, such as asm to hex translator (that would be easiest)?

When I restarted my work on my hack a few days ago, one of the rooms in crateria got messed up. A room that normally is of 3x1 in size has now become 100 somethingx1 in size and all the tiles are all messed up. This is what I did: I took a clean rom, removed the header, added air tubes and sky fix patches. When I've redesigned the entire landing site, I discovered this room all messed up. By now I get "Runtime error 6; Overflow) when I enter that room in SMILE. I figured that as long as I ignore that room, this will not corrupt the rom. Or?

And about adresses: in SMILE, pointers and such is not adressed by a normal hex value but is divided into a bank number and two bytes (8F:EA00 would be 7EEA00 in hex) How do I translate this so that browsing through the rom in an hex editor would be easier? I've been held back by this in my work.

And so a little about triggers:
What triggers "Zebes is awake" and in what ways can I manipulate with it?
What triggers the statue in room 9A90 (missile expansion room in Crateria)? It has three stages: 1. Nothing, 2. Camera activates. 3. Missiles are there.

This just keeps getting longer....
When I exit the start menu in Crateria, the game freezes. The screen just stays black. This also happens when I use X-ray in landing site. How do I fix it?

In each tile setup there are several tiles that are unused (I guess) and consists of just four x:es. Can these be overwritten with new tiles or will that corrupt the rom?
Ok, Arva, to start:

-Over at RomHacking.net there is a manual for the 65816 processor, which will help you with understanding how it works. This will help with your ASM trouble: http://romhacking.net/docs/117/

-Your corrupted room, see if you can open the original ROM that does have that room working, and then open your rom and hit Save Room. This usually fixes some small problem, but you could also hex the room.

-I'm not understanding much on the conversion of hex from pointer data. You can type it in at the bottom of the pointers box and at the top it will display the value in hex. Hope that helps.

-I believe that the "Zebes is Awake" is triggered by openning a Gray Door that is opened by defeating the enemies in a room....

-Room $79A90 has it's Standard State with the Eye (you should never see this state in the original game), and the Events 1 State which it's properties says it's triggered by the "Zebes is Awake" state. So try what I mentioned above first.

-With your room in Crateria freezing, it's probably due to a PLM that has invalid "high" and "low" bytes. I found that out pretty quick. Had this happen once before and it turned out to be a Missile Expansion causing it.

-The tilesets that have the 4 x's making up the 16x16 tile shouldn't e messed with unless you know what you are doing. I believe it could possibly overwrite a block in another tileset.
QI[9]IQ
Thank you! Now I can get back to work.
It was, as you said, a modified PLM that crashed the x-ray, but the start button crash remains though, but only in rooms 93FE and 94FD.
Neat trick with that pointer screen, it may come to good use. But I'd have more use of conversion in the other direction (hex to address)
But morph ball is needed to activate the cameras. Can that be changed, maybe to another item? Just as, can the bomb expansion be changed and still awaken the chozo statue?
Super Secret Area - Dead Ahead!
Quote from Arva:
What triggers "Zebes is awake" and in what ways can I manipulate with it?


I'm fairly certain that the awake state is triggered as you reach the top of the lift, after acquiring Morph Ball and Missiles.  I say this, as it's the first room that you can enter with this state.

I suppose you could manipulate it to a degree and have the states listed as 'Morph + Missiles' in SMILE exactly the same rooms as the original state.  That way you could have the awake state later, but if you mean triggered on different items, I'm unsure.  Probably the usual answer, though - ASM / Hex.
Embarrasing Fact: Power suit made by lowest bidder
Quote from TAxxOUTBR3AKxx:
-I believe that the "Zebes is Awake" is triggered by openning a Gray Door that is opened by defeating the enemies in a room....

As bizarre as it sounds, I'm pretty sure this is actually true. The Space Pirate room is triggered by having both the morphball and missiles and forces you to set "Zebes is Awake" when you leave it - if you manage to leave the room without opening a door Zebes will remain asleep.

You can make the triggers change from morph ball to other items pretty easily with assembly, and it's actually a kinda good way to learn... not up to writing a quick tutorial on it right now though.

Hex to address: Seperate the numbers into two groups: the right 4 numbers and the left however-many numbers. Multiply the left numbers by 2, then add 80. If the right numbers are less than 8000, add 8000 to them. If they are more than 8000, add 1 to the left numbers.
7E500 => 7 E500 => 8E E500 => 8F E500
Super Secret Area - Dead Ahead!
I'm planning on fiddling with the number of expansions in the game.

I would like to change the amount of ammo each expansion allows, so does anybody know where I'd find this info?  I have hex workshop, if that'll help, but don't want to delve too deeply in changes, so any addresses / whatever would be much appreciated. grin new
Not to argue with Kej about SM (cause that's usually pretty silly), but IIRC it's ANY regular grey door (every one but the bomb torizo door). Trying to remember who told me this; I think it was Drew.

Also Quietus, everything you need is in the PLM menu in SMILE.
Super Secret Area - Dead Ahead!
Quote from Cardweaver:
Also Quietus, everything you need is in the PLM menu in SMILE.


Excuse my ignorance, but where exactly? Embarassed

I've been through all of the menus I can find, and the only thing I've found that's similar is for the enemy drops, not the expansions themselves.
Select an item PLM and change the value field. You can set a separate amount for each of the 3 PLMs for each item, if you don't want every expansion to give the same number.
Super Secret Area - Dead Ahead!
Thanks a lot - I didn't realise he meant the 'Type' dialogue. Very Happy

I have fiddled, and presume that saving changes to the PLM's text file saves the changes to all of that item, but saving definition is just for that item?

Thanks again. extra_smug
QI[9]IQ
Thx, Kej! Finally I can browse freely.
And so I've tried my first own asm script, I wanted to change the gravity when entering a door. I did like this:
First I located the address to where the gravity number (land) is set and I found it at (hex) 81EA3. With your translation method I got 90:9EA3.
And I figured that in ASM,
LDA #x,    would x be value number to change an existing value with and
STA $x,    would x be the address to where this value should be changed (reversed).
So what I came up with:

LDA #0C
SDA $A39E90
PLP
RTS

Translating this into hex: A9 0C 8F A3 9e 90 28 60

I put it in the 8f bank and pointed to it in the door pointer.
Guess what happend? That's right, the game crashed. Where did I go wrong?

I've tried:

PHP
LDA #0C
SDA $A39E90
PLP
RTS
(08 A9 0C 8F A3 9E 90 28 60)

and

LDA #0C
SDA $A39E90
PLP
RTS
(A9 0C 8F A3 9E 90 28 60)

and

LDA #0C
SDA $A39E90
RTS
(A9 0C 8F A3 9E 90 60)

none worked.
Quote from Quietus:
I have fiddled, and presume that saving changes to the PLM's text file saves the changes to all of that item, but saving definition is just for that item?


You can only have one pickup value for each type of PLM, but since the normal,  Chozo orb, and hidden in a tile versions of each item are all different PLMs you can give each a different value.