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This is Life
I've got new doors down pat but i dont understand how you make them link back and fourth

and i also dont get make new rooms
Quote from TailsLover:
Quick question, I want to change the morphing ball text to this Maru-Mari. Where would I find the offset?

You'll need a hex editor, which I'm guessing you already have.

First of all http://jathys.zophar.net/supermetroid/kejardon/TextFormat.txt explains the format. Each letter in morphball will be purple, so do a search for 28 ## 28 ## with a hex editor, where the letters are M O (the beginning of MOrph ball). Using that document, you will see that "M = $XXEC" and "O = $XXEE", so you'd search for 28 EC 28 EE in your ROM. Once you find the spot, you can change that to your own text. The document contains the values for each letter, so you should be good to go.
Edit history:
Sadiztik Fish: 2009-10-26 05:55:13 am
OMG FLAN!!!!!!!
Quote from Xaggoth:
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.


If you haven't already figured this out, check the routine at $82:8BB3. It should be JSL $A09169 (22 69 91 A0). Most likely this is the cause (it was for me), as it controls stopping you when you get hit, but somehow it also controls bomb jumping.
This is Life
Thanks Deep_Space_Observer but the thing is i transfer the propertys

and they dont stay why?
Super Secret Area - Dead Ahead!
Linking Doors:

Press C on the first door, and give it a name.  I'll use 'one' in this example.
Press C on the second door, and give it a name.  I'll use 'two' in this example.
Press D on the same door, to bring up the properties dialogue box.
Select 'one' from the list (as this is now the door we wish to link it to), and click on Transfer.
Click Remember.
Press D on the first door.
Select 'two' from the list (as this is now the door we wish to link it to), anc click on Transfer.
Click Remember.
Press E on the door, to check that it links to where you want it to.
Press E on the door again, to check that it leads back the same way.
... Is there a way I can just get a user created Tile set, instead of creating my own?
Samus...? Is that you?
Try downloading them from SMWCentrals ExGFX section.
I'm sure you will find one that fits your needs; there are currently 1324 ExGFX, and 7 waiting to be moderated.
ok... do they all work for Super Metroid Integrated Level Editor?

if so... where do I save the download location?
Super Secret Area - Dead Ahead!
You can save the files wherever you want, as you load them using a normal windows-style browser.  Obviously it'd make sense to have them somewhere practical.

If you're then going to ask what you do with them, look on youtube for 'tile layer pro', as there are loads of guides on there.
Edit history:
TailsLover: 2009-10-26 07:26:34 pm
Merry Christmas
I did it! Dancing
Now I got to find the menu text. Which offset for the menu text for Morphing Ball?
Is this for the text? BF88 - BF99 : Tilemap for oMORPHING BALL

Burrrp!
I think you want 1B1A00, in tile layer pro of course (or equivalent).
Quote from Jathys:
Quote from Tyjet66:
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.


It doesn't? I thought it did.

Regardless, does anybody know how one would use SMILE on Winetools/Linux?
Kejardon
Thanks a lot. I've found a code that checks for Space Jump by comparing value #0200 to value from $09A4. Right after that there is a code that will set event $0C after lowering the acid. Both of them are in PLM D6DA. I guess, there must be another code that will check if event $0C happens or not. If it happens, don't make a solid hand. Am I right?

Also, I've found that statue from lower Norfair is having "Speed 2" value as 0002. If change it to 0000, it will looks like a statue from Wrecked Ship (grey, facing right), but without working hand. So, statue pose and color are depending of "Speed 2" value.

As for the hand of lower Norfair type statue, it solid when Area is not Crateria or Wrecked Ship. In other cases, it solid (haven't test Ceres and Debug yet). Is a Chozo hand depends from Area ID or from "Speed 2" value?




I want to make Chozo statue lowering liquid level in Wrecked Ship but not affect existing statues. I guess, I should write a short subroutine with extra check. Something like this (new code is in brackets)
Code:
If Area = Norfair, branch A
Else
[If (extra check), branch A
Else]
Branch B

But I still can't find the loacation of this code when statue is placing a "hand" (solid block). There are too many checks of Area ID in the ROM and I can't find the right one.

There is a code in Running ID of Chozo statue that will AND current Area with 0001. When I change the branch data (branch always), the statue in lower Norfair is working fine, but statue in Wrecked ship grabs you and the game will freeze. So, that is a code of what to do after grabbing morphed Samus and I'm searching a code of placing a "hand".
Embarrasing Fact: Power suit made by lowest bidder
Naturally, it's all more complicated than that.
I checked some of my notes and the rom data. Speed 2 is used as one of the checks between the two chozos. The hand is specifically Norfair only however, but that is in PLM data, not in the Chozo data.
The hand is created as a crumble block, BTS 83. BTSes over 80 mean region-indexed PLMs. However.... if you use BTS 73 I believe it will still point to the same location, and so it should work anywhere.
And the hand is created by.... code at 84D15C. Ugh. That's pretty messy. The whole thing is kinda hardcoded to work with that one specific room/orientation, I guess I forgot how much work it was to make it movable anywhere.
The PLM D6D6 is created by the Chozo statue on room entry, it's the thing that ties this all together. It checks if the lava was lowered or not yet, if so it deletes the block, moves the lava, and deletes itself. If not, it runs code at 84D15C to create the hand block as soon as you clear the powerbomb blocks there.
Oh, and D6D6 is created by the Chozo's initialization code (AA:E725). It's hardcoded to a specific position (the block that disappears when the lava is lowered: C, 1D), and D6D6 creates the hand block in a hardcoded position (8, 4)
I'm sure the answer is on here, but I don't feel like viewing through 243 pages of this forum.

How do you get the background of the landing site to stay still? Redesign had it and now Eris does. I've seen the benefits; no more sky scrolling error after you link a room that wasn't linked to the landing site/you can edit the background.
FX2 pointer to 0000 and Layer1_2 pointer to 91F6 should do it. Also 0000 in BG_data pointer and have the room use layer2 instead of the BG_Data.
Ok. I did exactly as you told me and the sky is still scrolling.

FX2 is now 0000 ($8F)
BG_Data is now 0000 ($8F)
Layer1_2 is now 0000 ($8F)
Did you do it with all roomstates? If you just changed the first roomstate then quickmetted in, if you had powerbombs you'd appear in the powerbomb roomstate instead of the starting one.
I like Big Butts and I can not lie
Don't forget to set the Layer 2 Scrolling so's it uses Layer 2 instead of BG_Data
Quote from Dissolete:
I don't feel like viewing through 243 pages of this forum.


Seriously, you really should read the whole thing.  I think it took me about 2 weeks of reading it in my spare time to make it all the way through, but there is so much useful information that you can copy down and save time on asking questions.  It really is worth it.
Acclaimed Threshold
Constant Sorrows
I've debated going through the first ~200 pages and deleting non-helpful posts, but I feel like that's a sort of open-ended goal and some people might not like that. Thoughts?
Super Secret Area - Dead Ahead!
I don't really see the need, if I'm honest.  We have the Moonedit FAQ, which is more than adequate, IF it was up-to-date.  All we really need is a comprehensive guide, and we'd be set.

Also, I don't really think it's worth deleting any posts.  I didn't read through the SMILE topic until if was beyond 200 pages, and it only took me a couple of hours to read the entire thing, including copying all of the useful stuff (to me) to a document of my own, so I don't think we can justify it.  If people can't be bothered to spend a couple of hours reading about hacking, how are they going to dedicate the months to actually making a worthwhile hack?

In short: I vote we leave it as is.
Would you mind sharing that document?  It could be useful to lots of people.
Super Secret Area - Dead Ahead!
Sure.  Bear in mind that this isn't ALL of the information in this topic - it's just those that were relevant to MY hack.

I've saved it as .rtf, because not everybody has Word to open the stupid .doc format.

Also, these were stripped from the topic as is, and do not have anything but headings from me.
attachment:
ok, so its like moonedit for dummies?