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Super Secret Area - Dead Ahead!
Quote from JAM:
Quote from Quietus:
|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?


This was Ebithio, not me. Very Happy

Is there a way to move an enemy between layers?  I'm thinking of them being invulnerable, as they're 'behind' Samus, kind of like scenery, but I think they're hard-wired to be in layer one, so that Samus can fight them.
There's a "layer" field in the first page of enemy data. Pretty sure most enemies are already set to be displayed behind Samus though.
All work ! Thank you all. Last problem is the apparition of the old door in the room. Don't know if it's normal.
Edit history:
rolando: 2009-09-10 11:22:54 am
i have a question since it possible to mix spacejump with screw attack i wanted to know if there was a way using an hex editor just to use the screw attack item with space jump and free up the data with the spacejump item and replace it with the gravity suit moving freely underwater,almost like in prime 2 where you get the gravity boost i only ask because since that new patch for the dark world by crys came out i wanted to use the gravity suit 'only' to not take damage from the dark world and nothing more...
how would it be possible?? i see a number of idea's with this break through!!


also a TLP question,i would like to mix the soalien GFX with the lights of the mini darkworld hack but thing is that how would i transfer all this to one pallette with out looking retarded and garbage? trail and error?
Quote from Quietus:
This was Ebithio, not me. Very Happy

Thanks, fixed =)

Quote from Quietus:
Is there a way to move an enemy between layers?  I'm thinking of them being invulnerable, as they're 'behind' Samus, kind of like scenery, but I think they're hard-wired to be in layer one, so that Samus can fight them.

Just set option "non-responsive" in "Special" frame for every enemy you want to be behind of Samus.


And my question is...
What should I do to add a new event? I want to create more events of type "Metroid shaft (or hall) cleared"
. . .
There are $FF state events in Super Metroid, of which only $15 are used.

I am currently working on a PLM that when touched, sets any event you want.  (I'm having problems with the PLM format atm, otherwise I would be done by now... -_-;)

Its really not that hard to set other events with asm.  There are plenty of ways to implement an event set, I just want to go this route.

There is a routine used in game that sets events.
[code=Kej Notes]80:81FA marks an event as happened. Event bit # must be stored in A.
[/code]
All you really need to do is set the accumulator to the event you want to set, then run that routine.
squishy_ichigo
Thanks man!
I've found a PLM at DB44 that set events of type "change the room after clearing".

[AD 50 0E] [0C 52 0E] [90 07] [A9 10 00] [22 FA 81 80] [60]
This code set 10th event. Now I know how it works (it took me 5 hours). It's really not hard, as you said. I wrote custom PLM just now and I can use $80 events of type "change the room after clearing".

perfectnote
I glad that it works. I don't understand the last problem. Would you provide a screenshot with comment?
Embarrasing Fact: Power suit made by lowest bidder
I think the idea was to have the PLM use the roomstate argument, so you only need to code a single PLM instead of making a seperate PLM for every event. I've actually recoded DB44 at one point to do specifically that (I *think* it was for Redesign), but I don't know where I put the code for it <_<
OMG FLAN!!!!!!!
Quote from JAM:
[AD 50 0E] [0C 52 0E] [90 07] [A9 10 00] [22 FA 81 80] [60]


Quote from Kejardon:
I think the idea was to have the PLM use the roomstate argument, so you only need to code a single PLM instead of making a seperate PLM for every event. I've actually recoded DB44 at one point to do specifically that (I *think* it was for Redesign), but I don't know where I put the code for it <_<


If I had to take a shot at it, I'd get rid of the LDA #$0010, chuck a JSR in there, which leads to new code to compare the room ID or whatever, and set the state that goes with that ID(s).

Or you could just open SMR and have a look at the code for it
Edit history:
JAM: 2009-09-11 07:38:17 am
Quote from JAM:
[AD 50 0E] [0C 52 0E] [90 07] [A9 10 00] [22 FA 81 80] [60]


Sadiztik Fish
It's only a part of code. There are more lines below to set events 11, 12 and 13. All of them are the same except [A9 10 00] part where 10 increments to 11, 12 and 13.

PLM is working like that:
DB44 => DB1E => DB28 + [Low byte of PLM]

DB44 => DB1E => DB28 + 12 => DADE (set event 10 there)
DB44 => DB1E => DB28 + 14 => DAEE (set event 11 there)
DB44 => DB1E => DB28 + 16 => DAFE (set event 12 there)
DB44 => DB1E => DB28 + 18 => DB0E (set event 13 there)

So there are only 4 events and pointer array is limited to $1A bytes (from DB28 to DB42).

Quote from Kejardon:
I think the idea was to have the PLM use the roomstate argument, so you only need to code a single PLM instead of making a seperate PLM for every event.

Yeah, I just copied all data from DB44 to the end of the bank at FFFC (alhough this part is unnecessary), moved start of event array from DADE to F700. There are $80 lines now from F700 to FF00. And pointer array relocated from DB28 to FF00. So, it can handle $80 links. The problem is I can only set "room cleared" event by now. Is it possible to set other events with DB44 such as "Maridia tube broken" or "Chozo had lowered lava"?

Quote from Kejardon:
I've actually recoded DB44 at one point to do specifically that (I *think* it was for Redesign), but I don't know where I put the code for it <_<

I've heard about that. You've almost fill all $FF events in Redesign =) Great work!

Sa-Ikkillua
I want to only know two things:  Wink 
   
1째 - How to add new doors to a room Question
2째 - How to change the Background Question

Thankyou!!
Quote from Sa-Ikkillua:
I want to only know two things:  Wink 
   
1째 - How to add new doors to a room Question
2째 - How to change the Background Question

Thankyou!!
moonedit faqs thread,i wrote it and jam made improvements for adding new doors.
I have another problem now.

I've add custom tiles to CRE from $E0 to $E7 in faTILEty. Then I wrote new CRE in ROM and edit tile table in hex. When I stick new blocks in the game, all works fine from start:



When I'm travelling between doors it's fine too. Right block of pink "snakes" is just a testing. When I press start and return to the game, all my new tiles are colored in dark black.



White ball is consists from 3 old tiles and 1 new tile. Old tiles are unchanged and new one is all black. What I'm doing wrong?



I'm sorry if I'm asking too much in this topic. Maybe, I'm learning too much things about hacking at the same time...



attachments:
Hello, hello (yes, again, don't hurt me) ! I've been checking around hack lately and realised that most of them use new tiles, without overwriting the old ones. I want to make some new graphics for mine, but whenever I open the SCENERY tiles in TLP, they're already all taken. If someone could explain it to me, I'll be grateful. Oh, another thing. I've been searching to modify the palette for just one of the object, is it possible ?
Acclaimed Threshold
Constant Sorrows
This kind of topic belongs in the SMILE help thread, IMO. Merging...
Oh, sorry, I didn't know. I thought that it wasn't directly connect to SMILE, so why post it here ? But, oh well, I don't want to argue over such a small thing.
Acclaimed Threshold
Constant Sorrows
It's more avoiding lots and lots of topics than anything else. And you're using the scenery editor at some point.

More to the point, you'll get more views in this thread than in another.
OMG FLAN!!!!!!!
@ JAM:

I don't know what the hell you did Eh?, cause I've never seen that error before. Nor did I think it was even possible. The CRE is refreshed only at certain parts of the game, not when reloading roms or such. I know it refreshes after starting a new game (obviously), after Kraid's rooms (set by unknown of 02), and a few other areas. But I know it doesn't refresh when pausing, so I'm wondering why the hell it's doing that.

I'd suggest just starting again from scratch, not using savestates, and test it out again. If it still does it, then I have no idea.


@ perfectnote:
There's actually some space in there. I recommend not using the X's in the Scenery sheets (Definitely not in the CRE sheet). I'm not sure if the SCE actually loads the X's for something though, so I dunno.
Depending on the sheet, you'll be able to put a few more tiles in. Easiest way to get around it, is to just delete the tiles you KNOW you won't use. No one ever uses every single tile in the tileset. And if you are going to, split it up into 2 tiletables.
Tile tables ? Well, because in the SCENERY sheet, there's no free space. Every thing is taken, except for some strange white square. Is it possible to expand that sheet, to make more space ?
Super Secret Area - Dead Ahead!
Most people just replace the existing tiles with what they want to use, or at least some of them.
But I want to use the tiles that are already here, plus some of mines. I've seen sheets where they're more spaces than before.
Probably because they chose certain things they didn't want/need.  If you think eye doors are stupid, then that part of the CRE just became blank.  If you have no use for grapple blocks, then those are blank. Etc...
Oh...if I want to make the palette of only one object different than the others, how do I do that. I want to make some tiles blue, but this color doesn't exist in the palette.
Quote from Sadiztik Fish:
There's actually some space in there. I recommend not using the X's in the Scenery sheets (Definitely not in the CRE sheet).

I repeated everything with clean ROM. Result is the same: blackness of new tiles after unpausing.

So, I must not touch 8*8 tiles with white X's in CRE? Last $20 tiles in CRE are unused by default.

I just want to add a few blocks that will be common for different Graphic Sets. It was done somehow in Redesign...
Quote from perfectnote:
Oh...if I want to make the palette of only one object different than the others, how do I do that. I want to make some tiles blue, but this color doesn't exist in the palette.
Redraw the object using different colors or use smile to change the palette set the tiles of that object uses (drag the palette # over the tile in the graphic editor) to the palette you need it to use.