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Quote from Thane:
I recently got a new computer and I am using my 32-inch TV as my monitor.
For some reason because of this smile doesn't give me any other options other then loading the rom.
My resolution is 1024/768 because that is the only format supported by my TV.

Is there any way to fix this?

For lack of any better ideas, try deleting your smile.ini and starting out fresh?
Quote from radicaldreamer121:
I'm trying to increase the memory capacity of more than one room; I can expand the capacity of say the landing site (LS) room, but when I try to do it for the next room left of LS and save, it becomes all messed up and I can't reverse it.

Expand ROM with SMILE and change the pointer of Level Data of landing site room to expanded space. Say "Yes" when SMILE ask you "Copy Data or not".

If you want to increase the room size but not overwrite anything then you should create a new room as explained in this topic (3.2 Creating New rooms)
^/_\^
For lack of any better ideas, try deleting your smile.ini and starting out fresh?
[/quote]

Thanks! Its working fine now.
I am guessing this happened because i just copied the entire folder from my previous computer.
Thus leaving the settings for smile formatted to the previous computer.
Green-Kirby, ROAR!
Folks, this is why you don't (or do) mess with the PLM editor.
Thanks for the reply. When I clicked on the 'Making New Rooms' button, nothing came up. Any suggestions??
What'd you say?
Alright, I'm editing room 7962A, I accidentally moved the power bomb door off the screen and now whenever I enter that room in game, the PB door is right in the room messing up some tiles. I've tried the: Help -> Offscreen PLM's to screen, and that doesn't do anything, the door is still off screen. Anyone have any ideas?
Temporarily shrink the room a bit more to force smile to recognize that it's off screen (sometimes it gets confused when something is quite near the edge).

Alternatively, you could try the View -> Options -> Draw Box Around PLM.  The door plm's have invisible pieces (in smile only) that extend up a ways.  If that piece is still on screen, having the box drawn around it would show you where. (btw- the fugliness this feature creates goes away when reloading the room)
Edit history:
Tyjet66: 2009-08-13 03:15:42 am
What'd you say?
Alright, new problem/question.

I want to switch the enemies between two rooms. How would I go about doing that? I know it involves pointers but that's all I know.

EDIT:When I enter the landing site room from a room with a stationary background, the landing site's background gets all messed up, is there any quick/easy solution for this?
Super Secret Area - Dead Ahead!
You could try this:

Quote from Bloodsonic:
to remove the scrolling sky:
Go to Edit  -> pointers
change the FX2 to 0000
Change the Layer1_2 to 91D3
OMG FLAN!!!!!!!
Quote from Quietus:
You could try this:

Quote from Bloodsonic:
to remove the scrolling sky:
Go to Edit  -> pointers
change the FX2 to 0000
Change the Layer1_2 to 91D3


That removes the scrolling though...
What I've done is covered the parts that get screwed over with the background Crateria tiles in Layer 1, so you can't see the glitch, and force you to go off screen of where the glitch happened so when you go back up it's no longer there. If you were playing the game you'd have no idea there even was a glitch grin new.

Or you could try the scrolling sky fix patch? It should be... somewhere... around here. Though IIRC some people reported problems with it and their hacks.
Good day to everyone (or night, I don't know where you live). I'm using SMILE since yesterday and I'm trying little thing around the program. For now, I'm able to change Samus' colors. and edit palettes. But my problem is, I'm not able to change the palettes of differents graphics sets at the same time. So, my doors aren't always the same tone. Been trying, but I just can't. Is there a way to edit palettes on a different program ?

(I'm sorry for my english, it is my second language)
Each graphic set has its own palette.  Even using any other program, you'd need to edit each palette individually.  And since those palettes are compressed, I don't think there's any other program that handles them (unless you wish to decompress/recompress each to manually edit them in hex... now that would be old school).
Well, that's a problem. But then, how am I suppose to make my doors the same color (excluding the hex editing) ?
When using the graphics editor, note that there are 3 hex values for each color: one for red, one for green, one for blue. IF you know which colors in the palettes are for doors, then you can copy down the hex values for red, green, and blue for that color and use the slide bar to make that color again by matching hex values. That's how I did mine anyway.
Quote from perfectnote:
Well, that's a problem. But then, how am I suppose to make my doors the same color (excluding the hex editing) ?
Ummm... How's it a problem?  Just copy down the values you use for the doors of one sheet and use the same values for the other graphic sheets?  Also, if they're really close, but not quite exact, how many people would actually notice?
What'd you say?
Quote from Tyjet66:
I want to switch the enemies between two rooms. How would I go about doing that? I know it involves pointers but that's all I know.


Anyone?
Samus...? Is that you?
*Using rooms A and B to make explaining simpler*
First go to room A, open the Pointers- window, and write down Enemy Pop/Allowed and Enemy Set.
Then go to room B, write down it's pointers, (now you have 4 pointers written down) and give room B room A's pointers and give room A room B's pointers. It's that simple.
If you have SMILE v 2.3 be careful because the pointers window wants a decision weather you want to point old stuff to a new location [YES] or use stuff already pointed there [NO] << Choose [NO] and make a backup first.
Quote from Black Falcon:
If you have SMILE v 2.3 be careful because the pointers window wants a decision weather you want to point old stuff to a new location [YES] or use stuff already pointed there [NO] << Choose [NO] and make a backup first.

And if you don't have SMILE 2.3, be even more careful . . . Pre-2.0, smile forced you to choose "No".  Pre-2.3, smile forced "Yes".  Either way, it guaranteed that 50% of people got screwed.  As long as you read, 2.3 is the safest by far.

Mind you, I have already talked to people who couldn't figure out if they were supposed to choose yes or no, so they e-mailed me to have me tell them.  I responded by asking if they already had data they wanted to use at the new location or if they wanted to move existing data to a blank area they're pointing to.  They wrote back and said they wanted to move the existing data to a blank area.  I wrote back and told them the message box that smile pops up in front of them tells them that if they're moving data to a new location then they need to choose "Yes".  They wrote back and said, "Ha ha ha.  I hadn't even read the pop-up."

True story... And people wonder why I don't document things more extensively. Rolling Eyes
Hello, again. Yeah, it's me and I have a little (but very little) problem. It's just a tile, I think. Well, anyway, I just can't find a slope tile that isn't transparent (where there's not any "concrete" colors). Does it even exist ? (See the attached file if you can't understand)

attachment:
Super Secret Area - Dead Ahead!
Not entirely sure what you're asking for here.  You want the corner to not be transparent, but not to have detail in either? Eh?

There are two 45-degree tiles in that particular group: one with no background, and one with.  The one without is the one next to the square corner block, and the one with is two tiles diagonally (down and left) from the Super Missile gate switch.  The easiest option is usually to just copy one you already have on-screen.
Oh, sorry, I mistook the slope tile with the wall corner tile laugh new !
Muahahah
Hello guys. Anyone here know how to change the Layer2 by the BackGround with SMILE?
Thanks since already.
Super Secret Area - Dead Ahead!
If you want to set it to one of the existing backgrounds, you can just find a room with the right pointer and change the room you're making to the same pointer.  If you want to create your own, set the pointer to 0000, and press F1 in SMILE to disable layer 1, and then just draw it in as you like.
Muahahah
Very thanks, friend. I have more 1 question: has how put clouds or water if stirring?