<- 1  -   of 222 ->
^^
vv
List results:
Search options:
Use \ before commas in usernames
Super Secret Area - Dead Ahead!
Have you messed with the room's size at all?

I remember seeing something similar in Grime's guide here.
Quote from SMILEuser96:
Open your ROM in TLP and go to D3200. Then set the view to Gameboy
ok thanks
Anyone know where I can get the palette for samus' dying colors?
So I got ZSNES and a Super Metroid ROM, and also SMILE.  But, when I open up SMILE, it doesn't show the ROM in the "open" dialog box.  So I start typing the name of the ROM, and click on the ROM in the dropdown menu.  When I click on the thing that says "CLICK", and select any of the options, it says

Quote:
TestCode= 0


then

Quote:
Run-time error '9':
Subscript out of range


then it closes.

I checked the first page, and didn't see anything like this, so I guess it's a problem on my end.
. . .
Quote from Xaggoth:
Anyone know where I can get the palette for samus' dying colors?


$0DA120-8F = death animation palette

;D
Edit history:
Ebithio: 2009-08-24 06:43:48 am
Quote from Quietus:
Have you messed with the room's size at all?

I remember seeing something similar in Grime's guide here.


Nope.
All I did was select a room, make a door to it an added a door at the other side, which for some reason, is broken.

EDIT: Oh yah, if it helps:
|01|40\
|01|FF |
|01|FE |
|01|FD/
The door is facing right, so 40 is right, and it shoudnt be 41.
Is the BTS wrong somewhere?
Excellent, thanks squishy.

Quote from Gamma_Metroid:
So I got ZSNES and a Super Metroid ROM, and also SMILE.  But, when I open up SMILE, it doesn't show the ROM in the "open" dialog box.  So I start typing the name of the ROM, and click on the ROM in the dropdown menu. 


Weird, does your rom end in .swc or .smc?  SMILE will only automatically look for .smc, but should work if you typed the full .swc name.
Samus...? Is that you?
@ Ebithio:
It seems like your door isn't in the center of the screen. Make sure there are 6 tiles up and down from the door.
x
x
x
x
x
x
D
D
D
D
x
x
x
x
x
x      x is whatever tile you want and D is a door tile. And the same for vertical doors
Doors being at the center of the screen isn't necessary, though, that's just the convention that the original designers used. SMILE assumes (last time I checked) that this is what you want when you clone doors, but you can manually tweak the values to make the door close in the correct position.

What exactly did you do to get to the second pic?  If you went through that door then returned, then you need to tweak the xi and yi fields in the door data so that it's in the right position (reduce yi by 2 in this case). If you reentered from another door, then the doorcap might be misaligned. Try moving it then moving it back.
Its in the middle.

@Moogle:
I went through the door and went up a screen. The room with the glitched door isnt glitched, its just everything that follows the door.
Edit history:
Gamma_Metroid: 2009-08-24 10:59:24 am
Quote from Xaggoth:
Weird, does your rom end in .swc or .smc?  SMILE will only automatically look for .smc, but should work if you typed the full .swc name.


It ends in .srm. Confused
I'll try just changing the extension, and see if that works.

EDIT: It shows the file, but the same error messages show up.

EDIT2: If I try opening the zip file (which is what I open in ZSNES) with SMILE, it says it's a PAL ROM, and it won't work.  But ZSNES says it's NTSC.
Ebithio: ITS SO SIMPLE. look at the other rooms door that its connected to and count how many titles that are not the door on the other side.
if the number on the other side is diffrent, then move as accuired.
room 1

X
X
X
D
D
D
D
X
X
X

room 2


X
X
D
D
D
D
X
X
X
X     

if its like that
you need to align the doors together

before:
XX
XX
XX
DX
DD
DD
DD
XD
XX
XX
after
XX
XX
XX
DD
DD
DD
DD
XX
XX
XX
EDIT:i hope people understand me.
All that did was glitch the transition.
Samus...? Is that you?
.srm? That's where everything goes wrong. .srm is just a file where emulators save some data, because it's impossible to save to the ROM. (They're Read-Only Memory)
Extract your .zip with winzip/winrar, you should get the ROM, which you can open in SMILE
Edit history:
Blarget2: 2009-08-24 01:14:36 pm
well if that didnt work i dont know what will.
MAN! now i have a big door problem.
i think its the worst one EVER.
its so bad that i have to make a youtube vid instead of pics.
Edit history:
Ebithio: 2009-08-24 01:26:57 pm
Isnt it cause you used either too many or not enough door tiles on each of em?

Ex: Look at pics.



attachments:
Looks like that door is in a blue scroll area. Floor doors need to be in green scroll areas, or else they won't be on the edge of the screen, causing the crazy tile screwups you're seeing.
Edit history:
Blarget2: 2009-08-24 01:36:48 pm
ok
thats why
edit it was still amuzing right?
I did two pics of the doors in smile just so anyone could see what was wrong, I'm really desperate for help atm since its messing up my whole hack...



Edit history:
Blarget2: 2009-08-24 02:00:31 pm
DUDE I WAS RIGHT
ok you have to move the whole 1st door(1st pic) three spaces down

EDIT:btw i love your pic sneaky! lol
That didnt work

(pic)

attachment:
ok then move up how many spaces you need to move up you keep missing when moving.
here just pm the project to me. ill fix it
This isn't strictly speaking a SMILE question, but I didn't think it warranted its own thread and this seemed the best place to find someone who'd know the answer. Does anyone know how many different tiles of "terrain" art Super Metroid has? Here I'm counting not just things like wall art, but also stuff like the Norfair statues, "elevator holder" widgets, Wrecked Ship bubbles, etc. I don't need a precise answer, but if it came within a few hundred of the actual amount that'd be nice. I'm aware that you can make anything into a wall if you want to, but for the most part the divide between "solid terrain" and "background art" is pretty obvious.

I'm asking largely so I can get a sense of how many more tiles of terrain I'll need to make before I can approach Super Metroid's varied appearance for my own project. For what it's worth, so far I've made 60 images (20 each for three different terrain types)...clearly I have a long way to go. :)
Edit history:
Ebithio: 2009-08-25 04:39:45 am
Quote from Blarget2:
ok then move up how many spaces you need to move up you keep missing when moving.
here just pm the project to me. ill fix it


That doesnt work AT ALL.
I managed to remove the first door glitching by removing the whole door and just adding air doors, but the glitchs still occur, so now I know its something to do with the second room.

YES!
After years 2 days of hard work, I found out the room before the door glitch room (lol) was glitching it all. Its the room of the devil i say!
Quote from Kejardon:
Actually, the max is 32 decimal, or 20 hex. No easy way of having more enemies in a single room comes to mind, you'd have to come up with some creative enemy-swapping code or something.

Thanks for reply. Too bad that don't know ASM...

Quote from Jathys:
No one likes the enemies that are inactive while off screen (ie- it sucks to have something chasing you, then simply stop the moment you have it one millimeter off screen).  Problem is that if you have dozens of enemies running at the same time, it creates a buttload of drag.

I've planed to place many rippers and wavers in tall shaft (0F screens in height). Rippers are moving horizontally and wavers -- almost horizontally, so it's ok to don't let them moving when off-screen. But thanks anyway. I'll keep your advice in mind.