I vote we don't delete the posts from this topic, extracted information can be put into a new document or collection of documents into a new topic, or the Moonedit FAQ
I vote leave it. Someone could write a beginning SMILE guide in a format that isn't just ASCII, have some easy instructions and some nice pictures perhaps. Yeah I know all the information is in the moonedit, but not in any sort of friendly to read form.
I could work on putting some sections of it on a website and make some pictures and screenshots to go along with it, if nobody else has this covered. If somebody does, I'd be happy to help them out.
I vote leave it. Someone could write a beginning SMILE guide in a format that isn't just ASCII, have some easy instructions and some nice pictures perhaps. Yeah I know all the information is in the moonedit, but not in any sort of friendly to read form.
Well, this is just my opinion, but I reckon the MoonEdit guide is more than adequate for us hackers. Personally, I don't see the point in making a quick-start, easy-to-learn guide for SMILE, as the only point would be if SMILE became a widespread program, which could never happen anyway for 2 good reasons.
1. Not enough people in the world love hacking Superr Metroid 2. Nintendo would probably shut it down if it got too big. (but let's not let this turn into another "does nintendo care" thread)
With the number of people here that we do have, it's not hard at all to learn how to use SMILE adequately to create a good hack.
Now about the clearing out of the SMILE topic, I think we should clear out stupid pointless posts at the most. I mean one's that have ABSOLUTELY NOTHING to do with what's being talked about, but it's probably too much to do for just that anyway.
1. Not enough people in the world love hacking Superr Metroid 2. Nintendo would probably shut it down if it got too big. (but let's not let this turn into another "does nintendo care" thread)
3. I would feel a sudden urge to change some key features, rendering the guide obsolete.
i have a problem when ever i go in the room "795FF" and save it or enter it it says "Overflow" any ideas what the problem is?
Remove read-only attribute from your ROM. That was my very first error, btw.
Quote from Kejardon:
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.
BTS 73 is working in every area, thanks again! But when you bomb up the "hand" block, the game will freeze. Same effect with power bomb. I've tried BTS 03, 13, 23 etc. Every block I tested except 03 cause the same effect. BTS 03 spawns 2*2 crumble blocks after landing on "hand". BTS 80, 81... etc are not causing freeze, but the hand will not working.
I also tried to change type of block. 83 30 is working only for Norfair with minor glitches
i have a problem when ever i go in the room "795FF" and save it or enter it it says "Overflow" any ideas what the problem is?
If JAM's solution doesn't work, then go to the landing site, and scroll slowly through the tilesets (bottom right corner, right next to the block type). If the game crashes, you've overwritten the start of a tiletable by adding tiles to the previous one.
Quote from Tyjet66:
When ever I try to load my ROM this comes up. How would I go about fixing this?
If you didn't inster bytes (which for that many bytes would be hard to miss), I'd guess you used a patch or ASM that changed something in Bank $E0. It would only add the bytes that were changed, and stop there. It would not add an entire complete bank. But PJ is right, it's definitely the filesize that's the problem.
Someone could write a beginning SMILE guide in a format that isn't just ASCII, have some easy instructions and some nice pictures perhaps.
Another, more user-friendly guide can be found at Metroid Construction. Written by Person701, although it's nowhere near the picture-inclusive, in-depth guide you're referring to.
Embarrasing Fact: Power suit made by lowest bidder
Quote from JAM:
BTS 73 is working in every area, thanks again! But when you bomb up the "hand" block, the game will freeze. Same effect with power bomb. I've tried BTS 03, 13, 23 etc. Every block I tested except 03 cause the same effect. BTS 03 spawns 2*2 crumble blocks after landing on "hand". BTS 80, 81... etc are not causing freeze, but the hand will not working.
I also tried to change type of block. 83 30 is working only for Norfair with minor glitches
Huh. If Nintendo standardized the block reaction table size, 73 should have worked for every action. I need to stop assuming Nintendo's code makes sense. Without standardized block reaction tables, it'll probably be easiest to just duplicate the BTS to an unused spot in every area, so probably BTS 87... although 8, 9, A, B, C, D look useful too. Yeah, a quick check shows that Crumble BTS 8-D are completely unused. You should be able to copy the data to them and switch to one of those instead. So to use 8 real fast, copy 2 bytes from 94:921F (DA D6) to 94:9149, and copy 2 bytes from 94:9DEA (2F B6) to 94:9DB4 (although that's already 2F B6 so you don't need to change it).
When ever I try to load my ROM this comes up. How would I go about fixing this?
If you didn't inster bytes (which for that many bytes would be hard to miss), I'd guess you used a patch or ASM that changed something in Bank $E0. It would only add the bytes that were changed, and stop there. It would not add an entire complete bank. But PJ is right, it's definitely the filesize that's the problem.
The only problem is I haven't used any ASM or patches.
How Can I edit Zebes Alive state? I'm trying to make it so that you have to get 5 missiles and morphball before Zebes activates. All help is appreciated.
Zebes Alive will always activate after opening a grey door. It's hardcoded into the ASM. If you want to make everything awaken after collecting those items, just use the Missiles + Morph state, and force the player to open a locked door to continue. That's how the original game does it.
i would like to know how to mix items together like space jump and screw attack together using a hex editor because i would like to free up the space in the space jump area to insert a new item (whenever i make one).
i would also like to know how to make an wall-jump item? i already read the doc's on how to disable wall-jump but i need to find the right way making it into an item. picture wise its gonna look like hi-jumpboots. also i would like to look for the bit of code for gravity suit the bytes where it allows you to move freely in water because i wanted to disable that and make it into an item like a gravity boost or something and use the space jump icon has its picture.
i also tried to copy the bytes of space jump and screw attack and put them into one
at a new location and i copied the screw attack icon and renamed it into the new value but when i chage the item into the new item when i try to play the game it just goes black so i know that im doing something wrong..
Kejardon It's working perfectly now. You're a genius!
Quote from rolando:
i also tried to copy the bytes of space jump and screw attack and put them into one
There are some internal jump in any item. If you want to copy some item from E300 (for example) to F400, then you'll need to change all "E3" bytes to "F4" in new item. If PLM starts from E3xx and ends at E4yy, then check for "E4" bytes too.
Kejardon It's working perfectly now. You're a genius!
Quote from rolando:
i also tried to copy the bytes of space jump and screw attack and put them into one
There are some internal jump in any item. If you want to copy some item from E300 (for example) to F400, then you'll need to change all "E3" bytes to "F4" in new item. If PLM starts from E3xx and ends at E4yy, then check for "E4" bytes too.
When ever I try to load my ROM this comes up. How would I go about fixing this?
Alright, I'm bound and determined to fix this problem. I took a clean rom, no header and expanded it, I got 3,137KB. I edited the last bank of my hacked rom and made the file 3,137KB also. I fixed up some problems with my level pointers, but after all that SMILE still can't open my rom. So here's my question, where does SMILE read to find out if a rom is PAL? My guess is somewhere in this bank:
If it is that bank could I use Jathys' Bankbuddy program to copy over that bank? (This is my first time seriously working with hex, so I'm sorry if I'm incompetent.)
I've got a little bug. In some rooms pickups are flashing with different colors but must flash with pure white color.
In the nearby room with exactly same FX1 pointer and same graphic set this error won't happens. In some rooms pickups are colored in green or red color. I don't understand what it cause. Any ideas?
Changing emulator won't help as far as changing palette. I also saw this bug in other hacks.
where does SMILE read to find out if a rom is PAL?
Single byte at $80:FFD9. I HIGHLY doubt this is actually what is causing your problem though, as it's the area code for the ROM. If it's $00, then it's normal. $01 won't run in a snes emulator, $02 or higher is PAL. I *think* anything higher than $10 screws up the rom, but I didn't check all the values around there, so give or take a few.
You can always tell if your ROM is actually a PAL ROM or if SMILE is only reading it a PAL by simply playing the game in an emulator. If the game runs slower than usual (about 30% slower, and it's noticable), than it's a PAL rom. If there's no difference, then SMILE only thinks it's a PAL rom.
@JAM That glitch happens when you use 00 as an entry in the palette column for the enemies allowed. If you edit an enemy, the allowed list also has palette numbers next to it. If 2 enemies have the same number, they will use the same palette, regardless of their palette pointers. Using 00 causes that glitch you got there, and also causes enemies to flash a different color for a frame when they are hit.. other values like 04, 05 06 affect energy pickups, beams, etc. It's an easy fix, and you haven't made a mistake anywhere.
If you use this well, you can actually create differently colored energy or beams depending on an area or room.