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Well, everything is alright now, Samus start at the right place. But my problem is the scrolling sky in the background. I know a patch exist to correct that, but I don't know where is it.
Samus...? Is that you?
The patch is here.
(By the way, MoonEdit FAQ can be useful for beginners)
For me, Samus starts at the right place, but I can only see the parts of the ship that glow.  I can see Samus's legs in the row just below the ship, though.  The doors can't be shot, and you can go through them.
Even with the patch, it doesn't make the background normal.
OMG FLAN!!!!!!!
Nomad:
That cumble is a Treadmill, with BTS 00.

Perfectnote:
The scrolling sky fix doesn't fix crap you might get if you screwed around with the landing site how you must've done. That patch fixes the BG from loading previous backgrounds around other rooms (when you go through doors after editing the LS + surrounding rooms).

Also while on the subject, what problems have people actually had with that patch? I've redone my LS and the room on the right, and now the sky screws up. I applied the patch, which fixes it, but I wanna know if it *might* cause problems.
Usually I just cover up the error with layer1 (so you'd never know grin new), but that's not really practical with what I've got.

In case you need to know, I didn't edit the door at all. It goes to the same room, same place as usual. All I did was make the 1x1 room into a 5x3 room (so I could mix 2 rooms into 1 and save a pointless door transition).
I think something screw up the Pirate Shaft. Just after passing the landing site, I head down to get to the morph ball, but when I go there, BAM ! Fatal error, nothing show up. Only thing I've done is modifying the palette of the first graphic set. Check the image if you don't understand.

attachment:
OMG FLAN!!!!!!!
Quick question.

If I changed around save station ASM a bit... could I make it save automatically when you pause on it?

I'm thinking if I change the routine ran in the station that opens the message box, to the one ran when "yes" is selected (assuming I can find them), would that work? I'm asking people with a pretty good understanding of ASM, cause I'm not that great with it.
Super Secret Area - Dead Ahead!
Wouldn't the message box be quicker than having the player pause on it anyway?  Or do you mean just stopping moving? Eh?
The wandering Space Dragon
Perfectnote, one of the first things to look for is, are there any enemies that dont have a species anywhere, go to help and bring all enemies to the screen, if there are, they need to have a species, otherwise the room will crash, same goes for PLM's.

Now for my question, in the hack I'm working on, the pause menu wont open, why is this?
Super Secret Area - Dead Ahead!
The first thing I'd check is under Edit > Special > Game Behaviour, on the second page.  It has 'Disabled Start Button', and is defaulted to Ceres, but it can be changed.
What'd you say?
Quote from perfectnote:
I think something screw up the Pirate Shaft. Just after passing the landing site, I head down to get to the morph ball, but when I go there, BAM ! Fatal error, nothing show up. Only thing I've done is modifying the palette of the first graphic set. Check the image if you don't understand.

This happened to me on my first hack, (Chozo Memories <-never released) the crash happens when you enter Mother Brain's old room right? (Bottom right door from the long shaft) If so to fix it I had to remove the room, I just connect the shaft to the elevator room.
Edit history:
TheNomad44: 2009-09-03 12:13:50 pm
The wandering Space Dragon
Yeah, it was on crateria for some reason. XD That fixed it.

Ok, how do I adjust the damage on a saboten's spikes, I can only get the body to do more damage.
No, it doesn't crash, the game work, I can move but it's like the background over all. I want to modify that room, so I can't really delete it. It happen IN the long shaft, not in Mother Brain's old room.
What'd you say?
I'm trying to edit a few tiles on graphic set 10, more specifically these tiles:


So I open my Scenery file, get the palette loaded, change the view to SNES and I get these tiles:


So I can't find the tiles I am trying to edit, and scroll down only give one more row of tiles that I don't need.

I watched this video as a guide to figure this out but it hasn't shown me everything I need, I think.


So, does anyone know where I can find these tiles?




attachments:
The wandering Space Dragon
A few questions, first of all, why does my one room go all purple when I try to test it...

And how do I make a normal enemy count as a miniboss, so I can use a grey door.
. . .
Purple, green, red orange, etc.
The screen does this when the enemies are set incorrectly. (there might be other reason it does this, but this is the only one I've ever seen)

How many types of enemies do you have in that room? 4 types is the max iirc.
The wandering Space Dragon
4 rite now, but I tried 5, but took it away, but it still does it even though everything is exactly the same as before i did, bleh, well thanks for the info, ill see if resetting them all works.
Edit history:
daltone: 2009-09-03 06:26:21 pm
Burrrp!
@tyjet: they are there, only that all those tiles are made up of only 6 little tiles.
                in gfx sheet 10 they are all in the third row except one which is under them. (in your pic you can see one of them in the top right hand corner) edit: well if you scroll your pic over to the right they are all in the top right corner except one which is one row down.
Edit history:
TheNomad44: 2009-09-03 06:35:58 pm
The wandering Space Dragon
Ahh, 5th was still on enemies allowed, that works, now I seem to have a new problem, all of the enemies changed to that icy color like the little blue balls that run along the floor?
How do I fix this?

attachment:
. . .
There is a number window to the left of the enemy number in the enemy allowed list (yours probably has 0000 for all of these)

This is the palette that the enemies use. If they all have 0000, they will all use the SAME palette, which will be whatever the last enemy in the allowed list is.  0001, 0002, 0003, and 0007 are the palettes to be used for enemies.

Each enemy should have a different palette number, unless you want them to use a palette from a different enemy. (This is used a few times by the original game)
OMG FLAN!!!!!!!
Quote from Quietus:
Wouldn't the message box be quicker than having the player pause on it anyway?  Or do you mean just stopping moving? Eh?


I meant just when you stop moving while in the station. Normally the routine that opens the message box in then ran, but I'm thinking I could change that routine into the one ran that saves the game, thus eliminating the need for a text box there. (Think about it, when does ANYONE ever go into a save station a click no for a purpose other than saving time grin new)

Quote from TheNomad44:
Perfectnote, one of the first things to look for is, are there any enemies that dont have a species anywhere, go to help and bring all enemies to the screen, if there are, they need to have a species, otherwise the room will crash, same goes for PLM's.


Not necessarily. There are still a heap of unknown PLMs. The one that sets the Speed Booster escape was only put into the last release of SMILE. If you look for it in 1.32 or earlier, it's there, but comes up as unknown. The fact that SMILE puts a little red box there doesn't mean it's a bad PLM, it just means it has no graphic for it. Same goes with most of the enemies that make up Kraid (5 or 6 in total IIRC)

If you open a hack with custom enemies, or PLMs, you'll see those red blocks or Knights everywhere.

Quote from TheNomad44:
Ok, how do I adjust the damage on a saboten's spikes, I can only get the body to do more damage.


Damage that is set in the enemy DNA editor is only for touching the actual enemy hit box. It does not change any projectiles. Same goes with bosses. Unfortunately, I have no idea how to trace those particular bytes.

Quote from squishy_ichigo:
There is a number window to the left of the enemy number in the enemy allowed list (yours probably has 0000 for all of these)

This is the palette that the enemies use. If they all have 0000, they will all use the SAME palette, which will be whatever the last enemy in the allowed list is.  0001, 0002, 0003, and 0007 are the palettes to be used for enemies.

Each enemy should have a different palette number, unless you want them to use a palette from a different enemy. (This is used a few times by the original game)


Also something interesting I found a while ago, you can change the palettes of some other random stuff by using other numbers in that box. I know energy and wave beam are affect by one, as is the normal shot/spazer by another.
Using this method, one could have differently colored beams for different rooms.
Super Secret Area - Dead Ahead!
Quote from Tyjet66:
I'm trying to edit a few tiles


I always find it a little easier to resize the main tile viewer window to only display 16 8x8 tiles across.  It tends to line a few of them up, and usually makes most tiles easier to find.
Quote from TheNomad44:
Ok, how do I adjust the damage on a saboten's spikes, I can only get the body to do more damage.

Here you go. Edit bytes at 35B06.
I still have my shaft problem, even with all the solution you gave me. But I also have another one ! I modified the normal scroll to make the landing site smaller without modifying the size, but when I take the door on the other side, I don't come out of the of the new door, but the ancien ! Like if I didn't move it.
What'd you say?
Is there any way to add a longer delay between shots for these guys?