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Acclaimed Threshold
Constant Sorrows
If it's been done in the game before and you can't get it to work, go to the original ROM and compare settings.
Super Secret Area - Dead Ahead!
Also, bear in mind that (I think) layer 3 does not show up through QuickMet.  You have to actually play it in an emu to see it.
Quote from Acheron:
If it's been done in the game before and you can't get it to work, go to the original ROM and compare settings.


I copied the settings from that big something by 2 room in Brinstar and it didn't work.

Quote from Quietus:
Also, bear in mind that (I think) layer 3 does not show up through QuickMet.  You have to actually play it in an emu to see it.


Er, I'm not sure what QuickMet is, so I don't think that's the problem.

How do I actually change the layer 3 graphics anyway?  I can put in existing tiles of the same color, but how do I change (for example) the colors of the spores to white?
Super Secret Area - Dead Ahead!
QuickMet is when you press 'E' in open space, and it loads your emulator for testing your room.
Ah.  Okay.  But lava and acid and stuff are also in layer 3, right?  So why do those show up?

It turns out that the spores show up as pretty close to white anyway, so I don't need to edit them.  It would still be nice to know how to do it, though.
Quote from Quietus:
Quote from Gamma_Metroid:
...And where might I find this Layer 3 editor?


Edit > FX1 - to the left of the drop-down box. (Mine throws an error at me)

Quote from Blarget2:
and were is the layer 2 editor?


Tools > Background Editor > Edit BG

thats layer 1
Once the room has a layer 2, you can edit it by turning off layer 1. (Press F1, or Views->Layer 1)
Super Secret Area - Dead Ahead!
Yes, ignore me - for some reason I was sure you said background! d'oh!
yes i knew that was sarcasm. im not that dumb.


anyways, maybe im not being clear/ not saying the right thing......

one of the layers ,in the  SMup mod video of him making a room, he edited this layer that is customisable without the bg editor and you put the titles down like the layer 1. how do you do what he did in the video?

(searches for the video)
What'd you say?
What do I need to do to completely remove the landing site's background? (Background scrolling included)
Time bomb set get out fast!
Quote from Sadiztik Fish:
If I were you, I wouldn't worry about indexs until your hack is nearly finished


No, that's not the situation.  I'm trying to solve the mystery of why, in a certain hack, one of the power bomb tanks is disappearing on me before I can get 100%.  And I really don't want to just manually check every single index in SMILE.  (I've already checked all the pb tanks; no dice.)  There's gotta be a hex string I can search for or something.
Merry Christmas
Acid rain will be awesome. I will make it rain acid. laugh new

The first room in Ceres shows up corrupted in SMILE. Why is it doing that?
Acclaimed Threshold
Constant Sorrows
RTFM
Super Secret Area - Dead Ahead!
Quote from Blarget2:
yes i knew that was sarcasm. im not that dumb.


I wasn't being sarcastic.  It was my mistake, and I thought you said background.  I can only apologise. aiwebs_002

Quote from Blarget2:
he edited this layer that is customisable without the bg editor and you put the titles down like the layer 1.


By disabling layer one, as MoogleEmperor told you.

Quote from MoogleEmperor:
Once the room has a layer 2, you can edit it by turning off layer 1. (Press F1, or Views->Layer 1)


Quote from Zeke:
No, that's not the situation.  I'm trying to solve the mystery of why, in a certain hack, one of the power bomb tanks is disappearing on me before I can get 100%.  And I really don't want to just manually check every single index in SMILE.  (I've already checked all the pb tanks; no dice.)  There's gotta be a hex string I can search for or something.


I think he was actually replying to my post, but my original point stands in that I don't think SMILE has such a feature. Sad
OMG FLAN!!!!!!!
Quote from Zeke:
Quote from Sadiztik Fish:
If I were you, I wouldn't worry about indexs until your hack is nearly finished


No, that's not the situation.  I'm trying to solve the mystery of why, in a certain hack, one of the power bomb tanks is disappearing on me before I can get 100%.  And I really don't want to just manually check every single index in SMILE.  (I've already checked all the pb tanks; no dice.)  There's gotta be a hex string I can search for or something.


If you know the high/low values of the PB tank, just search in bank $8F for them. The PLM format in $8F is:

Pointer (2) : X-coordintate (1) : Y coordinate (1) : Low (1) : High (1) : ...... : 00 00

The number in brackets is how many bytes each part is. The pointer is the same number that is used in SMILE to select the PLM. The coordinates are always in blocks from the left or top. $36 would mean 3 screens and 6 blocks from the left, or top if it was Y. The end of a group of PLMs for any room always ends with 00 00.

You can search for the high/low in a hex editor, but more than likely you'll get quite a few occurances. Just look 4 bytes before those values for a PowerBomb (E3 EE, 37 EF, or 8B EF).
Fear Me! (Or else...)
You could just go in and put in something for second layer, which would block it out entirely. It's what I did.
i was wondering would i need asm to make door bubbles open with beams?
Ok I can get the scroll in the sky to stop, but how can I edit it?

It was done in Redesign, but do you have to do some crazy hex edit stuff or something?
OMG FLAN!!!!!!!
Redesign's sky wasn't edited, it was just a layer 2. To do that, just remove the BG_data, FX2 pointers (change them to 0000) and change the layer1_2 pointer to 91D3. Then make the room use layer2 instead of a BG pointer (in the layer2 scrolling menu). Then just draw your BG how you want it.
. . .
Quote from rolando:
i was wondering would i need asm to make door bubbles open with beams?


You may want to explain your question a bit more.  Because as the question stands, you sound like an idiot.  Doors already open from any projectile (par Power Bombs).

I assume you meant to ask something else.  Perhaps you broke something in the rom and can't open the doors anymore? Or maybe you wanted the doors to open "without" beams, such as being close to them like in Ceres?
I think he wants doors to open with beams like in Metroid Prime.
Quote from squishy_ichigo:
Quote from rolando:
i was wondering would i need asm to make door bubbles open with beams?


You may want to explain your question a bit more.  Because as the question stands, you sound like an idiot.  Doors already open from any projectile (par Power Bombs).

I assume you meant to ask something else.  Perhaps you broke something in the rom and can't open the doors anymore? Or maybe you wanted the doors to open "without" beams, such as being close to them like in Ceres?
i was gonna say something offensive to you but im gonna hold back,anyways,
if you been hacking you should've figured out what i meant...ok well to make it simple for your brain i'll ask it like this..
would i need asm to have a door open like lets say only ice beam you know same style like in prime..or a door that only opens with wave beam...
Burrrp!
You could use the "kill all enemies" door, and have the enemies only venerable to the beam of your choice.
. . .
ah... see that was a much better way to ask a question. ^_^

Yes, your gonna have to do a little of bit of coding to get that to work, although a few people have already made code like this. (iirc, they aren't sharing anytime soon though)  I believe they used PLM coding based off of the current door PLMs.  (missle doors, grey doors, etc.)

There was a problem with the visual side of it all though.  Doors currently use rows 0-4 of the tilesets palette for doors.  You'd either have to use the other rows (4-7) or not have missle doors etc.  If you used the former, you'd be alittle restricted on palettes for your other tiles.

iirc, Jathys used the shutter gate tiles as a visual representation that the doors where beam specific opening. (this was awhile back though, I don't know the specifics)

The actual coding of the beam specific doors shouldn't be to hard though par the visual part.

edit: I suppose another way could be with another set of door tiles, the biggest problem with that idea would be space used in the tilesheets.  You'd either have to loose some stuff in the CRE, or have less stuff in the Scenery tilesheets.
Quote from squishy_ichigo:
ah... see that was a much better way to ask a question. ^_^

Yes, your gonna have to do a little of bit of coding to get that to work, although a few people have already made code like this. (iirc, they aren't sharing anytime soon though)  I believe they used PLM coding based off of the current door PLMs.  (missle doors, grey doors, etc.)

There was a problem with the visual side of it all though.  Doors currently use rows 0-4 of the tilesets palette for doors.  You'd either have to use the other rows (4-7) or not have missle doors etc.  If you used the former, you'd be alittle restricted on palettes for your other tiles.

iirc, Jathys used the shutter gate tiles as a visual representation that the doors where beam specific opening. (this was awhile back though, I don't know the specifics)

The actual coding of the beam specific doors shouldn't be to hard though par the visual part.

edit: I suppose another way could be with another set of door tiles, the biggest problem with that idea would be space used in the tilesheets.  You'd either have to loose some stuff in the CRE, or have less stuff in the Scenery tilesheets.
nah i wanna start doing things on my own now,i'll learn better this way like i said before i want to be like you guys.
i wouldn't have a problem editing the CRE tilesheet since in 'my' opinion some of those metal tiles are useless and ugly..
well at least the bright side is that they kinda based it on the missile doors.