EDIT: Alright, I fucked up even more, I moved a different room's level data to 30251C. (as seen in level_entries) So for the pointer I put E0251C, I then released the last 4 digits can't be below 8000, so I changed it to E0A51C. I saved the pointer, tried to save the room, but it showed: Room Space = 0 Used Space = 1200 So I didn't save, then SMILE crashed, now I can't enter the room. Anyone know what I did? This blows.
As for second problem, when you enter E0251C as Level Data, this value was saved in mdb data of your room. Everytime you trying to open this room, SMILE trying to load data from $E0251C (as it saved in mdb) and crashing because that's a not valid address.
The problem here is a single byte (25 instead of A5). You can fix it using hex editor. What room you can't open? Let it be 79F9F, for example. Open you ROM in SMILE. Go to address $79F9F (or add 200 bytes if your ROM has header). Search for these bytes: E6 E5 1C 25 E0. When you found a match, just change 25 to A5 and save. Problem solved. Now you can open your room
As for future, remember the first rule of hacker: Do the backups. Always. For example, in my hack, version 2.05 means 205 backups. And there are only backups with successful progress, not counting versions in which something going wrong (almost 100 of them, named as 1.74bad, 1.75test etc. or even deleted).
Found it like this, I didn't edit anything, and I don't have a header. Any clue what's wrong now?
I just saved the room from a clean rom. Thanks for your help JAM.
Quick questions, what is a .bak file? It's "name of rom.bak", can I delete it?
Found it like this, I didn't edit anything, and I don't have a header. Any clue what's wrong now?
Quick questions, what is a .bak file? It's "name of rom.bak", can I delete it?
As for what is saved and why, I don't know off the top of my head, but I'll look into it in the next day or two. As for the .bak file... Wasn't aware SMILE still made those, so I'm guessing it's old. You can definitely delete it, as it is a temporary backup of your rom smile made at some point.
Quote from Ebithio:
Does anyone know a device for ripping palettes straight into tpl format? (For a NES game)
Probably won't have much luck with that question on a thread for a SNES game editor.
Quote from Pizearke:
How do you use Clipdata (Or whatever it's called in smile)
And if you would like to tell me how to get .NET framework to work on Winetools, that would be great too. I hate dual booting.
As for clipdata (bts), you can type a value in when the mouse is over the tile (# key for a value starting with an A-F) or you can drag a value from the BTS menu over the tile you want to change. BTS values do different things depending on what tile type (slope, spike, crumble, etc...) they are over. Best way to find those out is to look at the values that are in the original game to find out what they do.
Aso for getting the .NET framework to work on Winetools.... No clue, but I do know that SMILE doesn't use the .NET framework.
can anyone help me i made an energy controler for my hack but i can't get it to work if you can please tell me
"Energy Controller"...? What kind of Energy? The health/power meter? Do you mean a recharge station, or an energy tank?
Or "Energy" as in a type of weapon?
Your request is too vague (I can't understand it).
Nice drawing by the way.
Edit: I noticed the thing on the left side. You must mean a recharge station. You'll need to use Tile Layer Pro. That might look too bad to just toss into Super Metroid. You will need a LOT of help with that.
if you can get this to act like real phazon that would be nice. and the energy controlor is sapossed to act like the energy controlar from metroid prime 2 echoes
For making these tiles act like phazon, play with these. Also: ''the energy controlor is sapossed to act like the energy controlar from metroid prime 2 echoes'' I'll say it straight: you're gonna need a LOT of ASM to do that. If you don't get someone like Kejardon to do the ASM for you, you can throw your Energy Controller idea away. Unless you learn ASM... Also, your grammar is bad.
Is anyone knows where is a connection between PLM D6DA and Chozo statue lowering lava? PLM D6DA is Lower Norfair Chozo Hand (grabbing you, I guess). First part of it (PLM D6D6) is placing by Initiation AI of Golden Chozo statue.
PLM D6DA is placing by code at $A121F. There is an info in Kej doc (PLM_Details) that code is starting from $A1128, but I haven't found a jump to address $A1128 in ROM.
I want to clone PLM D6DA to make another Chozo lowering lava but reacting to another item (not Space Jump). What should I do?
P.S. And what the hell is the enemy F153? He just rolling clockwise and gives 40 (dec) damage when you touch it.
I was playing with Grime's hex tweaks and I added more than a few thinking everything was working properly. Now I'm running into a problem than whenever I take damage I fly backwards a long distance and am then invulnerable to enemies afterwards. If anyone has an idea what combination or specific tweak is causing this it would save me a lot of work. I was mostly playing with gravity, walljump height, not losing speed on landing, and speed booster tweaks.
Embarrasing Fact: Power suit made by lowest bidder
Quote from JAM:
Is anyone knows where is a connection between PLM D6DA and Chozo statue lowering lava? PLM D6DA is Lower Norfair Chozo Hand (grabbing you, I guess). First part of it (PLM D6D6) is placing by Initiation AI of Golden Chozo statue.
PLM D6DA is placing by code at $A121F. There is an info in Kej doc (PLM_Details) that code is starting from $A1128, but I haven't found a jump to address $A1128 in ROM.
I want to clone PLM D6DA to make another Chozo lowering lava but reacting to another item (not Space Jump). What should I do?
It's a bit convulated. See, the chozo's hand is not in fact solid, instead the Chozo creates a solid block at the position of his hand, and that block is a specific type that creates a PLM when Samus touches it, which will activate the Chozo if Samus satisfies a set of requirements (mainly pose type and stuff to make sure she's rolled up as a ball in the Chozo's hand). Sifting through all those details is a lot of work though, and it's probably a smarter idea to just focus on the space jump check (and maybe the lava lowering) and forget most everything else.
In order to specifically FIND this sort of thing, I suggest you start learning how to use traces. Just run a trace when the Chozo grabs Samus, and then read it and find the check for space jump (ctrl+f $09A2 or something, until you find the one that's checking the bit for Space Jump. It might be $09A4 instead).
One last detail: There is actually only one Chozo Statue enemy type, used both in the Wrecked Ship and in Norfair. The Chozo decides what to do according to the area it is located in. I forget if the check is to see if it's in the Wrecked Ship or not, or if the check is to see if it's in Norfair or not, but if you want a lava-lowering Chozo somewhere other than Norfair you may need to find that bit of code and modify it.
Xaggoth: The only thing there that looks suspicious is the speed booster. You may want to check Samus's contact damage index (7E:0A6E). Although that wouldn't affect fly-back I don't think... nothing there looks like it would affect that. You could check the knock-back timer I guess (7E:18AA), make sure that isn't doing something funny.
In seriousness, you should really try to get used to all of the keyboard shortcuts, so you can save yourself a lot of time. Some of the most common ones are E - to enter doors, C -to clone doors (for editing where doors link to), D - for the door's properties box (used in conjuncion with C), and the cursor keys - for flipping tiles.
P.S. And what the hell is the enemy F153? He just rolling clockwise and gives 40 (dec) damage when you touch it.
Doesn't appear to be much of anything, but the start of something that was never put in the game. The graphics are there and it animates, but it doesn't seem to do anything and changing its properties doesn't do much either.
Quote from Blarget2:
does anyone know the key to press to go to the rom that the door is connected to? im tired of searching for the room in the list.
Put the mouse over the door tile and press "E" for "Enter".