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The wandering Space Dragon
Ok, so I have been fiddling with SMILE, and I dont think it can handle what I want to do. See, I have this idea for a game, where when you run out of health, you revert to zero suit, and have to make it to a save station to regain your power suit. I dont think I can implement this on SMILE.  Any ideas on how to implement this?
Edit history:
Acheron: 2009-08-26 12:01:21 am
I'm sorry if there is a common fact, but I haven't found "Hits to open" property in SMILE for yellow door. Although, there is a way to change default setting.

Check bytes at 2402C, 2408F, 240EE and 24151 for every type of yellow door. This is a "Power to open" property. Set it to 10 and only blast right before the door can open it in one hit. Set power bomb as far as possible and you'll need 16 hits to open this door.

If you set "Power to open" to 11, then even explosion right before the door is not enough to open it. You'll need to blast minimum 2 power bombs. For example, one of them -- right before the door and another one in any distance. Or 2 blasts from middle distance.

Set this property to 50 and you'll need 5 bombs right before the door to open it etc.

You can set any value from 01 to FF.



I hope, this property will be editable in new version of SMILE.

Edit: moved to SMILE help thread. doesn't warrant its own topic. -Acheron
Edit history:
Ebithio: 2009-08-26 11:42:00 am
What did I do to get this backround?  Eh?

[img]http://C:\Users\Max\Pictures\Super Metroid Hacking\O.O.png[/img]


attachment:
did you expand your room?
Nope.

I removed the layer two on the landing site...is that causing it? (and how would I fix it?)
REMOVING THE 2ND LAYER is usally how i fix it lol  Rolling Eyes
i cant help you here my friend
I managed to fix it by adding a layer two.

Now I has another question *cue gasp* but its not about glitches...
I wanted to make the missle longer eg: turn it to a 2x1 instead of 1x1, so it would take up two of tlp's tiles, not sure how big that is though.
How would I go about doing this?
The wandering Space Dragon
My guess would be twice as long as it is now, without adjusting the width, but I didnt even know you could change the size, so Im not sure if that would work.

I too have a question, I have 3 energy tanks in different rooms, but when you pick up one of them, the others dissapear, has this happened to anyone else?
You probably gave them the same item index. You need to give every item its own index, unless you want to make the player choose between them. Same applies to doorcaps, though they have their own set of indexes.
The wandering Space Dragon
So would I change the item or the value, or is there something else I'm missing?
The Low is what you want to change.
The wandering Space Dragon
New question (Im such a noob XD)

When I start test mode, my background is always made up of purple bricks, untill they pass out of the bottom of the screen, and after I die, when I respawn, It appears as a lot of the top corner of a yellow door shell...
Im using ZSNES, does it always do this, or do I need a new emulator?
always does this on all emus
Edit history:
TheNomad44: 2009-08-27 10:31:56 pm
The wandering Space Dragon
OK then, heres another question, Im completely redesigning the zebes area, and I have the chozo statue in a different room, it gets up, it walks around and attacks, but it takes away all sound in the game.

EDIT: And apparently, the game freezes when I go back through the door.
Under the "Other" tab in SMILE (next to BTS) contains music for that room....if it is set to "Mute" then you can enter that room, but leaving it causes it to freeze as you touch any door tiles. Just change the music off of mute.
The wandering Space Dragon
It wasnt the room, I had the miniboss music set, and the second one was on the default option, i think it was the statue itself, who I took out because I also couldnt leave the room after fighting him, the game would freeze if I tried. In both test mode and just playing it on the emu.
Not only did the music stop, but so did every other sound.

In the picture the red circle is where I had him at, wonder if it would work if I put him somewhere else, but Im fairly certain he goes glitchy if he isnt near a door like he is in the original room.

Hello ! Yes, it's me again. I'm searching to modify a bit the landing site, so I delete the door to make like a corridor. No problem here, I can go to the other side, all OK. So, I delete the door of the other room, but when I enter in THIS door, I don't return to the landing site. Instead, Samus go into the room before the Missiles Pirates (you know, the one with the energy tank). That's all.
If a door is leading to the wrong place, it's using the wrong door data entry. The BTS of the door tiles determines which door data entry the door will use, so you should change it to the one that leads back to the landing site.
Hum...and how ? Sorry, I'm a real beginner. Does it imply using a hex editor (don't want to go to fast, just learning for the moment) ?
Don't worry, it's easy. Just mouse over the tile and type in the BTS number you want. Press d over a door to take a look at how many door entries there are for that room and which room numbers they lead to. You can also press e while mousing over a door to open the room it leads to.
I have a sort of similar problem.  I made the landing site smaller, so now it's one screen high and three screens wide.  I made a couple of doors, but I don't know how to connect them to different rooms.  How do I connect one to, say, the Crateria main street room?
Quote from Ebithio:
I wanted to make the missle longer eg: turn it to a 2x1 instead of 1x1, so it would take up two of tlp's tiles, not sure how big that is though.
How would I go about doing this?

Anyone?
While I'm asking questions, how do you create a new enemy?  How do you remove an enemy?  How do you create items?  How do you remove items?  By items I mean whatever can be an item, so your ship, the scroller things, and stuff like that.
Edit history:
Quietus: 2009-08-28 05:49:13 pm
Super Secret Area - Dead Ahead!
Quote from Gamma_Metroid:
I made a couple of doors, but I don't know how to connect them to different rooms.  How do I connect one to, say, the Crateria main street room?


Door connections are (thankfully) easy to edit.

Press C (Clone) on the door you wish to run through, and give it a name to help you remember it.  e.g. 'landing'
Press C on the door you want to come out of, and name it as you did before. e.g. 'crat main'
Press D (Door editor) on the same door, and when the box pops up, select the door you want it to link to.  In our example, we now want to link this door to our original door, which we called 'landing', so highlight 'landing', and click the 'Transfer Properties' button above it.  Click on remember, on the right.
Now go back to the original door, and transfer the properties of the second door, which in our example was 'crat main'.  Select, Transfer, and Remember.
They should now be linked.

Quote from Gamma_Metroid:
While I'm asking questions, how do you create a new enemy?  How do you remove an enemy?  How do you create items?  How do you remove items?  By items I mean whatever can be an item, so your ship, the scroller things, and stuff like that.


Without getting into the heavier stuff, you can't really add new enemies or items.  It's usually a case of finding a room you want to use, finding another room with the correct number of enemies / items you wish to use, and swapping their pointers.  You can then just right-click on them to change their type, and add them to the 'Enemies Allowed' list in the case of enemies.

To do so, find the room you wish to use, and go to Edit > Pointers, and note down the relevant pointers (PLM or enemy stuff).  Go to a room that has the stuff that you wish to use, and again go to Edit > Pointers.  Not down the pointers again, and then overwrite the ones on-screen with the pointers you noted from your first room.  Head back to your first room, and replace the Pointers with the second set.  The rooms should now have their items / enemies swapped.