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Hmm.  Okay.  How do you get rid of the Ceres section?  And when I tried to play the game, I got as far as the landing site when I realized I had to save the room.  So when I loaded the game up a again with the modified landing site, this happened:


And I couldn't move or anything.

And is it possible to change the scroll things without deleting all the stuff in the room?
Super Secret Area - Dead Ahead!
Quote from Gamma_Metroid:
How do you get rid of the Ceres section?


Edit > Special > Game Behaviour,and then tickthe Hide Intro box.  you can also hide the demos if you want, as they usually just mess up with edited rooms.

Quote from Gamma_Metroid:
And is it possible to change the scroll things without deleting all the stuff in the room?


Do you mean the large scroll areas (16x16 tiles) or the scroll PLM's?

For the screens, you can just go to Tools > Scroll Editor, and then click on each square (most rooms) to change its colour.  Green is full scrolling; blue are the same, except they hide the top and bottom two rows of tiles; and red are no scroll.

For the PLM's, and having them affect the screens (for hiding areas normally) I'd suggest [noembed][url=[/noembed], as it is quite a clear example of how to do it.
What about this?

Quote from Gamma_Metroid:
And when I tried to play the game, I got as far as the landing site when I realized I had to save the room.  So when I loaded the game up a again with the modified landing site, this happened:


And I couldn't move or anything.
Really, thanks ! It work now, but I have a door that appear when I go through the passage. Also, how can I modify the the images of the objects ?
Super Secret Area - Dead Ahead!
For tiles for building rooms:

Find a room that you'd like to edit the tiles for.
Head to SMILE's Graphics Editor, under Tools > Graphics Editor.
Go to GFX > Scenery > Export.
Go to Palette > Export.
Open the .gfx file in Tile Layer Pro.
Go to View > Format > SNES.
Go to Palette > Load, and load the .tpl file.
You can then click on any tile, and redraw it.

For the items that you collect: Do the same as above, except instead of 'Scenery', choose 'CRE'.
Well...I can't modify the Morph Ball or the Charge Beam Item ?
Burrrp!
To edit those items open the rom itself in a tile editor and go to 48000. they are in 4bpp SNES mode and use the CRE pallets
OMG FLAN!!!!!!!
Quote from Ebithio:
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?


The missile already is 2 8x8 tiles across... Unless you mean 2 16x16 tiles. In which case you need to draw the graphics of the missile to free space in the same area as the other projectiles in the ROM, then recreate the missile tilemaps to use the new graphics. I can't help you with those tilemaps, cause I don't know where they are.
Well, after doing what this FAQ said to fix the problem, I came up with this:



If I try to move, the sprite disappears.
Can I change the palette that the items use ? Because I want to do a red High Jump, but there's no red in the palette.

Gamma_Metroid : Did you modify the location of the ship ? I had the same problem when I try (never touch it again after).
Yes, I made the landing site smaller (3 screens wide, 1 screen tall), and put the ship in the middle.  I'm also usig a different tileset.
Well, try on a different rom to make the site the same size without moving the ship. Then, contact me again.
Edit history:
JAM: 2009-08-31 03:58:12 am
Is there a way to skip Ceres, but don't touch the intro text? I mean, to place "Planes Zebes" screen right after intro text.


[And one more question. What should I do to change tiles that using save station? Not the tiles itself, just their placement. I want to replace all tiles from save station with transparent non-solid blocks.

I guess, save PLM is linking to 235EE and 22FE8 and there are more pointers that leads to table of used tiles for each frame. But I haven't found them...]


EDIT: I've figured it out by myself (second question). If someone wants to know, pointers are leads to 9A 3F, 9A 6F and 9A 9F. All in same bank ($84).
To make tiles invisible, I'll need to change all bytes that equal #59, #5A, #5B and #5C to #FF between $21A3F and $21ACE.
Well, I have the same problem as Gamma_Metroid. Modifying the size of the landing site and moving the ship does some awful bugs. Someone have a solution ?
I think the problem is making the room smaller.  When I just moved the ship, it loaded from where the ship was, but I could still move around.  When I made the room smaller, the place where the ship was was no longer inside the room, so it didn't load right.
The wandering Space Dragon
Does anyone know if I could make it possible to run across water when using speedbooster, but fall into it if you arent?
I cant use crumble blocks, because I would need to make the player able to go back up if they fall.
. . .
Quote from TheNomad44:
Does anyone know if I could make it possible to run across water when using speedbooster, but fall into it if you arent?
I cant use crumble blocks, because I would need to make the player able to go back up if they fall.


video by Jathys btw:
http://jathys.zophar.net/images/temp/waterstriders01.wmv

with asm, anything within the limitations of the hardware is possible.  Using SMILE alone though? Nope, you'd need at least a basic understanding of both asm, and how blocks are coded in Super Metroid to do what you wanted.

Although... there is the off chance that a kind-hearted person would make/share their own code with you.
Don't expect charity handouts though, most asmers keep their code for their own projects.
The wandering Space Dragon
Oh, thanks then, I'll do something else then, I guess, as I dont even know what ASM is, let alone how to use it XD.
Edit history:
JAM: 2009-08-31 06:34:35 pm
Quote from perfectnote:
Well, I have the same problem as Gamma_Metroid. Modifying the size of the landing site and moving the ship does some awful bugs. Someone have a solution ?

I guess, I have one. You can change scrolling data but not the room size itself to avoid bugs.

Original landing site:
xxoooooo
xxoooooo
**oooooo
xxoooooo
oooosooo

x: non-scrolling area (red screen)
o: normal scrolling (blue or green screen)
*: non-scrolling area that becomes scrolling after touching PLM.
s: ship

Fill all blocks in non-scrolling area with air or dark solid blocks to save space.

You want to make room that have 1 screen in width with ship in it. Change scrolling data. Don't touch all screens in ship's column (they have normal scrolling). Set any other screens to non-scrolling.

You'll get this:
xxxxoxxx
xxxxoxxx
xxxxoxxx
xxxxoxxx
xxxxsxxx

If you want to make a room that have 3 screens in width:
xxxoooxx
xxxoooxx
xxxoooxx
xxxoooxx
xxxosoxx

You can also change some scrolling in your scrolling "3*5" area if you want to:
xxxxoxxx
xxxxoxxx
xxxoooxx
xxxoooxx
xxxosoxx

Just don't touch scrolling data for ship's column.
what if i want to move the starting point?
i can move the ship but not the start?
Edit history:
JAM: 2009-08-31 07:07:56 pm
Quote from Blarget2:
what if i want to move the starting point?
i can move the ship but not the start?

If you move your ship, then you can't land normally. However, if you use "Skip intro" option, then landing scene will be cut off. In that case, you can move your ship to any desired position.

To move starting point, open landing room in SMILE, go to Edit > Area Load Stations. Choose Crateria, index 00 (will set by default). Scroll X and Scroll Y are coordinates of screen when you start at. If you move your ship exactly one screen to the right, then change Scroll X from 0400 to 0500.

Samus Y and Samus X are position of Samus in selected screen.



Solution with changing scroll areas will even work with landing scene.
ok thanks
Is it normal that it make the landing site like that ?

attachment:
OMG FLAN!!!!!!!
@ whoever wanted a red HighJump:
use this patch. All it changes is the highjump pickup color to red. Took me about 10 minutes to make.

@ Everyone who is editing the LS:
Why not just keep the room the same size, but only use the scroll areas down the bottom, so you essentially load in the same place anyway? And just make any other blocks red. EG. If you wanted a 3x2 room, use the 3x2 squares down the bottom of the landing site, but don't change the actual room size.

@Blarget:
To move where you start off the game, use the area load stations form under edit.

@Squishy/TheNomad44
I'd found some crumble blocks a while ago, that you can jump back up through. I was messign around with various BTS's and such, and found them. I didn't document them because I didn't think a crumble block that you could go back up though was useful in any way possible. But just so you know, it's there. And it was all done through SMILE (NOT ASM)
The wandering Space Dragon
Alright, well I have been messing around with the block slopes that would shoot you back up, but this makes it impossible to fall through in the first place. They do exist, you say? This is very helpful to know, is it a pre-made tile, or will I have to do some tweaking?