Is there any way to add a longer delay between shots for these guys?
I might figure it out soon, as I've been wanting to dig deeper into how enemies work in Super Metroid. Hopefully it'll be just a few byte changes to speed up animation.
Is there any way to add a longer delay between shots for these guys?
I might figure it out soon, as I've been wanting to dig deeper into how enemies work in Super Metroid. Hopefully it'll be just a few byte changes to speed up animation.
The animation speed is simply part of the tilemaps. Since that's a sprite-cycling enemy (the sprite simply cycles through, no other parts to it, as in walking), it'll be heaps easy to change. I'll have a look for it now =D
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.
Sorry for reposting my problem, but I see answers for the others and not for mine.
So you changed the scrolling in the landing site and now your doors aren't working properly? If that is the case just redo the doors for the landing site.
Nah, look at the pictures. On problem01, you can see the door that I've made. Behind that, it's only solid blocks. On problem02, you can see the problem. The first door (blue) is the one in the game. The second one (red) is the one that I've made. I want Samus to go out of the new door, not the ancien one ! Same thing happen if I try to go back.
If I understand this correctly, the problem is you enter through the blue door right? new doors have to be on the edge of the screen, 6 tiles up from the bottom and 6 tiles down from the top of the scrolling ares, it needs a red scroll behind it. so, just move the door you made to the blue door's position.
It's on the edge of the "screen", which is the generally used term for a scroll area. Turn scroll areas on in SMILE and you'll see what I mean. It's right against a red scroll, which means that when you enter it, it will be right on the edge of what you see.
Jathys did make a code to go through doors that were placed in the middle of the screen, but unless he's kind enough to lend it to you it'd be a long time to learn how to code that into the game yourself.
But even if I place a red scroll behind one of my doors, it doesn't change anything. Or I'm just stupid.
I'll try to nelp. Please make 2 screenshots. Just open landing site room, choose option "View Scroll Areas" and select Special => Level to Bit Bitmap. Same for next room. Post screenshots here.
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?
All you need to do: 1. Draw new missile pack 2. Divide it to 8*8 tiles 3. Draw these tiles to CRE 4. Change CRE table to create 16*16 tiles from your 8*8 tiles. If done successfully, you'll see 2 blocks of your missile pack in CRE block while level editing 5. Go to 260BE. Missile block is point to this. 6. Search for more poiters (for graphics). They look like similar words. I.e., 60 A9, 70 A9 etc.
Since, we're going to expand missiles, code will be also expanded. So, we need to rewrite it. Replace pointers with new pointers, write data after old pointers to data after new pointers and make changes to it.
perfectnote I see... Place the door in room 792FD to 1 block higher to make in centered. Then, you've changed the location of door (X=3, Y=0), but door data from door 00 in room 791F8 still points to old location of door (X=4, Y=0).
Open room 792FD in SMILE. Place cursor to blocks "01" right after door (after you shift it 1 block up). Press "C" to clone this door. Name it somehow. Main street, for example.
Open room 791F8 in SMILE. Place cursor to blocks left from blue bubble. Press "D" to call Door Editor. Press Button "Transfer clone door" and remember it to Door 00.
Same for door to the other side. Clone door from landing site because door in 792FD will lead you to X=0, Y=4 and your door is at X=3, Y=4.
After transferring remember door to "Door 01" in 792FD (see below, why).
EDIT. Some errors i've noticed to prevent screw up in future. Look carefully to the doors in your landing site. Numbers after blue bubble determinates which door should you enter after touching them.
Left door in landing site room acting like "Door 00". Right one must be "Door 01". Click BTS button and choose "01". Drag the metroid larva and drop it to blocks right after right door for every of 4 blocks. It should look like your door in 792FD.
Second. Numbers in blue bubble are wrong. They should be: 40 or 41 FF FE FD
BTS 40 is acting like "Door to the left", BTS FF is "copy all BTS data from above block" BTS FE is "copy all BTS data from 2 blocks from above" BTS FD is "copy all BTS data from 3 blocks from above"
BTS 41 is acting like "Door to the right".
If you stay everything untouched now, it will cause problems in future. For example, bomb door with bubble "40 FF FF 40". Everything will glitch. I've got this error a month ago.
You better to copy existind doors in your ROM. Select upper-left block of old door with right button and expand selection to size of 2*4 blocks holding right button. You can put to Clipboard more than single block. Just paste this door in your new rooms when you need to.
And third. Please, don't attach bmp files. Recode them to another format (PNG, for example) or compress them with zip as you did. It's very painfully to download bmp files with modem...
No rant of MERE WORDS can express the RAGE I'm feeling as I keep TRYING to skip from the intro text straight into the Ceres blowing up cutscene... it just isn't working. The closest I ever got to doing anything was I disabled the sound on the cutscene where Samus flies to Ceres somehow. Besides that, I haven't even really been able to get the game to crash on one of my codes. I wish I could just jump to the routine that runs when you touch the elevator escaping from Ceres, but that's what I've been trying and absolutely nothing happens. The game just runs as normal.
Anyway it's been a frustrating waste of six hours, but I can't give up. Maybe something will happen with it tommorow.
perfectnote: The only room that you should have any problem with expanding is any landing site room (you *can* have more than one, but I wouldn't attempt that if you aren't very confident with hex and SMILE), or save room. The reason for this is because of the load stations. They tell the game exactly where samus should load from for each save station (ship counts as a save station). If you move a save station or the ship, you will save in a different place, but still load where it originally was. Makeing the LS smaller caused errors simply because the coordinates of where you should did not exist after you resized the room.
What I'm getting at is, you will have no problems with making other rooms larger or smaller, unless it has a save station in it (though not if you keep it in the same place).
One thing to watch out for is scroll data if you make rooms bigger though. Repointing easlier fixes this though.
DSO: I might be wrong, but I'm assuming that the routine that runs that cutscene might check for the ceres miniboss bit (or whatever bit that Ceres Ridley sets), or perhaps another bit somewhere that is set during Ceres. It seems a stupid thing for Nintendo to do if that's the reason, but that's all I could think of as to why it shouldn't work.
Also for clarification, is it to the cutscene of Ceres exploding or the one of Samus flying to Zebes you want to jump to?
Or you could try jumping to the descent onto zebes, or even start straight at the ship after the text? I don't know anything about those routines though, so I'm not really any help, sorry.
Do I have to make the door centered when I want to repoint them ? Because when I repoint the room just AFTER the landing site, I end up behind the ground.
(As far as I know) the doors don't need to be centered. You just need to manually adjust the Xi and Yi fields in the door data to make the doorcap closes on the right spot (the fourth and fifth fields). The data you get from cloning doors with SMILE assumes you want the door centered, so just count how many tiles offset your door is from that.
If I already clone the door, can I just delete it and remake it ? Because I have to center all my door, then. And how do I know what the Xi and Yi fields are supposed to be ?
In your landing site door is centered. In next room door is not centered. There always be a graphical glitch when scrollling from one room to another even if set correct values for Xi and Yi. Both of them must centered, or both of them must be not. It's not really nessasary to center all doors in your ROM.
Xi and Yi are values "where to close bubble after enter the room". Starting from upper-left block. Value 4E of Xi means "close blue bubble in 5th (4th if count from zero) screen from the left at block E" (2nd from the rightest in 5th screen) Value 06 of Yi means "close blue bubble in 1st screen from above at block 6 (6th from ceiling). If door is placed lower, increment Yi. If door is placed upper, decrement Yi.
Quote about cloning
Quote from Quietus:
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.
Another quote for BTS. For door facing left red numbers must be:
Quote from Ebithio:
|00|41\ |00|FF | |00|FE | |00|FD/ The door is facing right, so 40 is right, and it shoudnt be 41. Is the BTS wrong somewhere?
00 is number of door in the room.
|00|40\ |00|FF | |00|FF | |00|40/ This is wrong.
For right door in your landing site. Numbers must be /40|01| | FF|01| | FE|01| \FD|01|
If both door have 00 numbers, then they'll lead to the same destination (main street).