Well, then... open your ROM in a graphics editor and scroll through it. Eventually you find the graphics, shouldn't take longer than 2-5 minutes. (They are close to the texts in title screen)
Well, then... open your ROM in a graphics editor and scroll through it. Eventually you find the graphics, shouldn't take longer than 2-5 minutes. (They are close to the texts in title screen)
Thanks. Now I feel really stupid... Should of thought of that sooner!
EDIT: Would any one be able to put info on how to edit stuff like the total number of tiles (change a X tile to a usable tile) and how to do other things that require repointing into a text file of the moonedit thread? It would make people's (my) life easer than shifting through this thread.
Hm, I've been trying to edit the title screen myself. I've gone to the offset SMILE told me to, and TLP showed me a screen full of apparent garbage. Also, no program I can find can open .gfx files.
Hm, I've been trying to edit the title screen myself. I've gone to the offset SMILE told me to, and TLP showed me a screen full of apparent garbage. Also, no program I can find can open .gfx files.
TLP can open the .gfx files... It has no way of knowing what format to view the tiles in though. Tell it to use the appropriate format (SMILE tells you which one). 4bpp, for instance... Can't remember what it is for the title screen and am too lazy to check. You'll find it though.
Ok, I'm here to clear up a few things about editting the title screen!
First off, the title screen is composed of many different layers of gfx. Here is a list of which ones I editted: A6000 -uses Mode 7 8bpp- this is the tiles used for the background of the title screen A80D8 -uses SNES 4bpp- is is the "SUPER METROID" logo and the "NINTENDO" logo AA5E1 -uses Mode 7 8bpp- this is the moving metroid in the title screen
You can obtain these by: TOOLS -> GRAPHICS EDITOR "SPECIAL GFX" then choose which one you want, and click "RIP" to save them back to the ROM click "SAVE"
Now, you'll notice that to fully edit the title screen, your going to have to edit Mode 7 gfx, which is NOT in Tile Layer Pro. So, what does one do? Well, I used FaTileTy. Problem is that now, you don't have a pallete, which would make editing all this rather hard. Good thing that the Ceres tileset uses 'about' the same pallete as the title screen does.
goto a ceres room, or change the tileset to #16 then TOOLS -> GRAPHICS EDITOR "PALETTE EDITOR" and click "EXPORT PALETTE"
So you'll want to rip two copies of Graphic Set 16. One as .tlp and another as .fpl (you can change how to RIP your palletes by: FILE -> PREFRENCES -> PALETTE FORMAT.
Now you 'should' be able to change to your hearts content, but doen't forget to SAVE back to the ROM!
Thanks Squishy! I was wondering why I couldent find the right format!
EDIT: (Wow I've been posting alot lately!)
When you repoint the tileset table pointer, do you NEED to repoint the second tileset? Could you include another tileset in its place? (I THINK maridia does this but I'm not sure...)
(Thanks Squishy for making the guide!)
EDIT2: Also can you expand the CRE in the same way?
Hm, I feel dumb now. TLP will definitely only edit ROMs, and the pointers SMILE gives for specific graphics do not match the pointers in TLP. The image of Zebes was pretty easy to distinguish in TLP, at the offset of 74200; the pointer to zebes in SMILE's graphics editor is B6C76, which points to apparent garbage. I assume there's something I'm misinterpreting?
Ok hers the deal now that you guys really helped me out i have now commenced work on my super metroid hack one of the things about super metroid in my opinion it didnt have enough rooms from the original game thats what i will fix. I have already created a couple of areas like the room just before mother brain from the original game and the blue brinstar shaft but whenn i add doors i sem to have a problem linking the 2 because i dont know what bytes to use i keep appearing in a wall or on the other side of the room any idea how to aviod this?
Use the door cloner and editor by pressing "c" and then "d" over your desired door. First, give it a name to "clone" both doors. Second, use the door editor to select which doors you want connected and transfer propeties. MAKE SURE TO SAVE YOUR ROOM EACH TIME YOU DO THIS! I have lost so many door conections because I forgot to save.
If this doesn't work you need someone else to explain it.
I'm having a very strange problem.....I've read through the MoonEdit SMILE FAQ, and cannot find an answer.
I have edited the Landing Site room and for some reason whenever I use the X-Ray Scope in that room, the game freezes. I've checked the BTS values of all the tiles in the room, and they are either the normal solid blocks, air, crumble, etc. All have a BTS of 00. Sometimes though I can leave the room come back, and it may work a few times, and then freezes again. What could be the problem?
Edit: not sure if the BG Layer 2 is supposed to look all garbled when viewed in SMILE's BG Editor.
Well, i'm not sure about this, but if you have respawning items (their HIGH is 80) in the landing site, that's your problem, i think. And the BG looks garbled in SMILE's BG editor because the landing site doesn't have a BG pointer. It uses custom Layer 2. (Click F1 and you can edit the background, though it then messes up if you don't change a few pointers)
PLMs with non-normal highs or lows can crash the game when you use the X-Ray Scope. It's happened to me when I changed a scroll changer into an item but forgot to change the high.
Fixed the issue with up/down doors screwing up pixels when entering the doors and ruining the game.
I read about this issue in the MoonEdit FAQ of using Layer 2 BG from Maridia as well. If anyone can help as to why the background ALWAYS appears as this even though I either remove it/create my own background, change pointers, etc. Sometimes the background is garbled with junk. Any help appreciated. Thanks.
*Straight copy from The Vomit Page from Jathys.Zophar.Net*
After leaving certain areas (Kraid's room, Ceres, etc...) you get disco-styled vomit all over the place. Disabling various layers in your emulator, you'll see that scenery and background may be correct still, but everything else is messed up. This especially affects CRE graphics (the ones usually located near the top of SMILE's graphic sheets.
This can usually be fixed by going into Room Properties and changing Unknown4 from 00 to 02 (in whatever room the bug is first seen).
That *SHOULD* fix that BG error. If not, then i am shocked
(Try also changing pointers Layer1_2, BG_Data and FX2 to 0000, unless you've already done that)
EDIT: Have you changed the tileset in that room? If so, that's your problem. Changing tilesets messes up backgrounds, because the game loads the tiles for the BG still from the same place, so it's messed up. Go and edit your BG, and problem is solved
I just tried that.....to no avail. I guess I won't be using this tileset for the room. Maybe if I change it back or to something else it will work better.....Changing Unknown4 to 02 crashed my game.LOL. Guess it doesn't like me.
So you changed tilesets? Hehe, of course. Open BG editor in SMILE and fix the background. (Though it would be better to use a BG from another room which uses same tileset)
Actually I went through everything again. I looked at EVERY setting from a common Maridia room. Turns out if I change Tools>BG Editor>BG/Layer 2 Scrolling settings from BG Pointer Data to Layer 2 Scrolling (custom) and change X/Y to 0, it fixes!! It works now. Don't know if that helps anyone else with the same issue. So I'm keeping my current tileset now that it's working.
Does the CRE use the same pointers as tileset 1? If not how do you expand it?
CRE has its own pointers and is used with all the tilesets (except ceres, of course). If you mean expanding it, as in allowing more 16x16's, you can't. If you mean adding more 8x8's, it can be one, but there are certain xx's you need to avoid.
As for finding the pointer.... "Show CRE Pointers" will reveal them, but I apparently screwed up when I added that feature. The $7#### number is wrong, but the address it shows in (parenthesis) is correct.
I'm not 100% sure, but I think there was a discussion on adding states a few pages back. IIRC to create a new state, you had to add a completely new room, and you might have to had to change some extra hex values.
As for lava/acid I am pretty sure that its damage can be changed, but you would have to change it by disassembling the part of the rom that creates the FX1, lava/acid, and change it there(?). There might be a function in SMILE to change it, but I've never seen it.
I'm not 100% sure, but I think there was a discussion on adding states a few pages back. IIRC to create a new state, you had to add a completely new room, and you might have to had to change some extra hex values.
no there wasn't because i was the one who asked if it was possible to remove a state from a room and no one really answered my question............ and i tried joining IIRC but its a pain in the butt!!!!!