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How do you add your own music to super metroid
Black Falcon
Thanks for reply. What I should do to change 16*16 tiles? I want to change placement of 8*8 tiles in some of 16*16 tiles. Is it possible to copy 8*8 tiles from one 16*16 tile to another one in SMILE? For example, I want to change placement of 8*8 tiles in the lower part of 16*16 tile.

To do this I'm selecting right Graphic set, opening Graphics editor in SMILE, exporting tile table, opening this tile table in hex (*.ttb file), counting placement of my 16*16 tile, changing bytes there and importing modified tile table (SCENERY) in SMILE. I'm not altering my 8*8 tiles, just change their placement in 16*16 tile. Is there an easier way to do this?
Merry Christmas
Nice update
Super Secret Area - Dead Ahead!
Quote from JAM:
Black Falcon
Thanks for reply. What I should do to change 16*16 tiles? I want to change placement of 8*8 tiles in some of 16*16 tiles. Is it possible to copy 8*8 tiles from one 16*16 tile to another one in SMILE? For example, I want to change placement of 8*8 tiles in the lower part of 16*16 tile.

To do this I'm selecting right Graphic set, opening Graphics editor in SMILE, exporting tile table, opening this tile table in hex (*.ttb file), counting placement of my 16*16 tile, changing bytes there and importing modified tile table (SCENERY) in SMILE. I'm not altering my 8*8 tiles, just change their placement in 16*16 tile. Is there an easier way to do this?


I'm not sure if this is exactly what you're after, but:

Reorganising the tile table itself is not really necessary, and is usuallu just done to make it more convenient, as far as I know.

To edit the 16x16's, just open the graphics editor, select the 16x16 you want to edit from the bottom left-hand window, so that it is displayed in the Tile Table Editor at the top. (With numbers in the corners, and where you can flip 8x8 tiles).

You can then just drag and drop your 8x8 tiles from the right-hand section, and replace the existing ones, and click 'Save 16x16 to ROM.

You can essentially just create your very own table of 8x8's however you like, and rebuild all of your 16x16's manually.
Quietus
Thanks, i'm understood. That's all I want to know
I'm just starting out with SMILE, and I'm getting around to learning the Level Editor itself. This isn't a problem.

What i'm really wanting to know, is if there's some way to change an upgrade item to do something else entirely, like cancel Spike Damage or Stop Acid Damage but make Lava do double damage.

If i could get any hex pointers to these, i'd be grateful. The only game i know how to hack is Earthbound, and I'm trying to set my sights a bit higher.

I read the rules, but as this is something i feel deals with SMILE, I think it's relevant and if it isn't, i'm sorry i bothered.
What'd you say?
You seem to be progressing incredibly quickly. I've been hacking Super Metroid for about 3 years and I haven't a clue as to do what it is your asking.
Quote from Kuro Inzen:
What i'm really wanting to know, is if there's some way to change an upgrade item to do something else entirely, like cancel Spike Damage or Stop Acid Damage but make Lava do double damage.

This does sounds like an interesting idea though, I wish you the best of luck with it.  Wink
I like Big Butts and I can not lie
Quote from Kuro Inzen:
What i'm really wanting to know, is if there's some way to change an upgrade item to do something else entirely, like cancel Spike Damage or Stop Acid Damage but make Lava do double damage.

That's something you'll need to do with ASM.  You'd have to make a PLM, and edit the spike block's collision action so it checks if you have that PLM as to whether or not it hurts you
Does any one now how to put your own music in the rom
Super Secret Area - Dead Ahead!
There is no 'insert MP3' button in SMILE, if you're looking for something easy.  It takes a lot of work, and some musical understanding can help, but only a few people are making headway with it at the moment, so if they feel like answering you, they will.  Otherwise, you'll just have to wait until somebody is willing to make a guide of sorts for it.
I want to use a black block that you can stand in, but still see Samus.  If I use the normal black air block, you can still see the background behind it.  The black blocks used for walls don't work because you can't see Samus.  What can I use?
Super Secret Area - Dead Ahead!
I'd suggest just copying the existing black tile over something you won't use, and clicking its corners in the tile table editor, so that Samus is in front of it.
Green-Kirby, ROAR!
There is such tile in the tiletable from the start. It's with the CRE tiles.
OMG FLAN!!!!!!!
Question for Jathys:

Is there a reason that having a longer MDB file causes the map editor to screw up? I added a few rooms to it (well, it was over 500 rooms long, cause I changed a few rooms around as well), and anytime i clicked to enter a room in the map editor, i got a runtime error or something, and it crashed. At first I thought i'd done something wrong with my rom, but I tested with clean roms, and then narrowed it down to the MDB. Just wondering why that is.

Not that it really requires a fix though, since I'm probably the only person here who would have an MDB with over 500 rooms on it =D
I like Big Butts and I can not lie
Does that happen for all the Areas?  Could require to much RAM to load that many rooms in the one area
Another problem I have...
Bank $A1 in my hack is almost full. Well, only 70 (hex) bytes are unused. 2000 enemies just not enough for me... Is there an easy way to add more enemies? For example,
Code:
if bank of Level Data >= $E2 then Enemy Bank = $E2


Quote from Sadiztik Fish:
Not that it really requires a fix though, since I'm probably the only person here who would have an MDB with over 500 rooms on it =D

Just curious, how did you make this? Using of free space in bank $8F gives you something like 450 rooms in total. Have you relocated PLMs and Scroll Data to another bank?
How do I increase enemy HP? Weakening weapons seems to do very little.
You can alter an enemy's HP on the right side of the form you use to change an individual enemy's species. Remember that the number's in hexidecimal.
Weakening weapons should make just as much difference, though.
Go ahead. Stare.
I seem to be having sound issues with my hack. The sound is behind the action about half a second. (You don't hear the bomb explode until the Ball is a few frames from the top of the bomb-jump.) This isn't such a huge deal but I would like some suggestions to get it fixed since it is quite annoying for me. I've already checked the emulator settings and they match DSO's so that shouldn't be the issue.
Green-Kirby, ROAR!
It could be other sound related problems that you have with your PC/Mac/Whatever.


I have never heard of anyone having this problem before, as it there in a clean ROM too?
Is it in all rooms or only a few?
OMG FLAN!!!!!!!
Quote from P.JMan:
Does that happen for all the Areas?  Could require to much RAM to load that many rooms in the one area


There weren't actually that many rooms. There's still only 280 something rooms in the ROM, but I just added to the MDB to cover all of the clean ROM's rooms and mine, which brought it to about 500. hen I made the MDB have old my rooms (280 something), the problem went away, so it's because of SMILE not being able to load that many values or something.

Quote from JAM:
Quote from Sadiztik Fish:
Not that it really requires a fix though, since I'm probably the only person here who would have an MDB with over 500 rooms on it =D

Just curious, how did you make this? Using of free space in bank $8F gives you something like 450 rooms in total. Have you relocated PLMs and Scroll Data to another bank?


I don't actually have that many rooms, but I repointed a lot of $8F, and ended up having new room pointers for many of the rooms. THe MDB file is that big so I can have the pointers for my new room headers, but also the old room headers in case I open a clean or older backup of my ROM.
Edit history:
JAM: 2009-10-12 11:27:43 am
Quote from Sadiztik Fish:
There weren't actually that many rooms. There's still only 280 something rooms in the ROM, but I just added to the MDB to cover all of the clean ROM's rooms and mine, which brought it to about 500. hen I made the MDB have old my rooms (280 something), the problem went away, so it's because of SMILE not being able to load that many values or something.

I see... Maybe SMILE don't recognizing your changes and still trying to load data you repointed from it's original place (bank $8F)? For example, SMILE may correcly operate with repointed PLMs, but it will try to load Scroll data from bank $8F even if you repoint this. It's just my guess...

Yeah, I was right. I've just added pointers to unexisting rooms to MDB file. I mean, 7F000, 7F001, 7F002 etc. There was 610 lines in MDB file. Then I load original ROM with modified MDB. Everything is working with old existing rooms.
Go ahead. Stare.
Quote from Crys:
It could be other sound related problems that you have with your PC/Mac/Whatever.

This must be the answer because I just tested it out on my clean back-up and the sound issue still lingers there. (Don't know why I didn't try that before.) I will just play around with some more settings then and see if I can get it fixed.
Quote from MetroidMst:
The sound is behind the action about half a second.


You are sitting too far from your monitor.  You see, light travels faster than sound (same reason you see fireworks before you hear the explosion, or lighting before the thunder).  Move closer to your screen and all should be well laugh new
Would someone be kind enough to point out the pointers for editing the names of collected items In-Game? I'd like to change the names of the Varia Suit and Gravity Suit for things more suitable to my project's plot.