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I just edited the door tiles abit, as an example. (I might just do the door thing too... :P)



edit: and now that I think about it... fusion doors would probably look better... -_-;

attachment:
hmm if i were to repoint the data of the GFX,tileset,table on to free space would i be able to use the whole tile sheet with out problems?
. . .
yep yep yep

http://www.metroidconstruction.com/docs/squishy_ichigoRepointingGFX.rtf
were the hell is kirads titles! i checked every title in the rom with TLP. were is it!
Fear Me! (Or else...)
Make sure you have TLP using a reasonable palette - it's a lot harder to find a tile than you'd think if the palette is just something completely random. It makes it look nothing like it should. As to where it is... I don't remember off the top of my head, but I think most of the bosses are grouped together, and it shouldn't be too hard to find. Try looking up the Torizo's tiles, because I think it's somewhere near them.
Quote from Bioniclegenius:
Make sure you have TLP using a reasonable palette - it's a lot harder to find a tile than you'd think if the palette is just something completely random. It makes it look nothing like it should. As to where it is... I don't remember off the top of my head, but I think most of the bosses are grouped together, and it shouldn't be too hard to find. Try looking up the Torizo's tiles, because I think it's somewhere near them.


i put his pellet in the TLP, but all i can find is his legs.
Quote from Blarget2:
were the hell is kirads titles! i checked every title in the rom with TLP. were is it!


Mostly in his own tileset. Look at it in the Graphics editor in SMILE.
Mistic Eyes Of Death Perception! Chibi Style!
Is there a way to change the hotkeys in smile, Spilt drink on my key board now the f1 and f2 buttons dont work...
Edit history:
Quietus: 2009-11-09 08:03:28 am
Quietus: 2009-11-09 07:56:33 am
Super Secret Area - Dead Ahead!
File > Preferences > Hotkeys

Ignore that, as it doesn't look like it'll let you change them. =C

While we're on the subject, I can't scroll past the 'Move Room' box under the 'Map' secion in the hotkeys box.  Possible bug?
Quote from Obsy:
Is there a way to change the hotkeys in smile, Spilt drink on my key board now the f1 and f2 buttons dont work...

Can't change the hotkeys, but you can clean a keyboard.

Quote from Quietus:
I can't scroll past the 'Move Room' box under the 'Map' secion in the hotkeys box.  Possible bug?

Strange. Not much after that, but you should see the E/Enter (to enter a room) listed under that as well, though that's the last one. Wouldn't be too concerned about that though, as (in the release after next) I'm probably going to change how those are displayed (there are far more than I originally anticipated).
OMG FLAN!!!!!!!
Quote from Quietus:
File > Preferences > Hotkeys

Ignore that, as it doesn't look like it'll let you change them. =C

While we're on the subject, I can't scroll past the 'Move Room' box under the 'Map' secion in the hotkeys box.  Possible bug?


You can also just hit E to enter a room, or M to move the top left corner of the to the mouse pointer.

Now that we're on the subject of map editors and before I forget again, is there going to be a bigger clipboard for the map editor next release? As in bigger than 1 tile? It can get kinda tedious builing maps when you can only put down 1 tile at a time.
Edit history:
Quietus: 2009-11-10 04:41:16 am
Super Secret Area - Dead Ahead!
Quote from Sadiztik Fish:
You can also just hit E to enter a room, or M to move the top left corner of the to the mouse pointer.


I know zis, but ve are talking about ze hotkey menu section, ya! ;)
Merry Christmas
Do I use tlp to edit the hud?
Super Secret Area - Dead Ahead!
Yes, but if I remember correctly, you need to have TLP's view set to Gameboy, not SNES.
Where in the hex editor can the damage animations for bosses/enemies be found? what address?
Edit history:
Sadiztik Fish: 2009-11-11 05:02:12 am
OMG FLAN!!!!!!!
Quote from UltimaOutlaw:
Where in the hex editor can the damage animations for bosses/enemies be found? what address?


Depends which boss. There's no "exact" address that is the same for all bosses. The GFX of any boss's movements (that's the way the enemy LOOKs, not how/why it moves) are set up by tilemaps, which essentially tell the game which tile to put where in relation to the others. You'll just have to find the correct tilemaps for the boss, but they are generally in this format:

03 00 : 08,00,08,46,31 : 08,00,10,47,31 : ...
How many tiles to load (2 bytes) : Tile setup (5 bytes for each tile, or group of tiles)

Tile setup:
First byte is horizontal coordinate. $00 is the middle, $08 would be 1 tile right, $F8 is 1 tile left. All numbers are in pixels. If you move a tile negative distance (left), then you must add $1 to the multiplyer bit.

Second byte is the multiplyer bit. With this, you can load a group of tiles instead of just 1 at a time (ie, you can load 2x2 tiles at once, but they have to stay where they are in relation to each other). I *think* there are values to load 2x1 or 1x2, but I haven't found them yet (haven't been looking though). To load 2x2, add $80 to this byte. Add $1 if the tile loaded is moved negatively to make it wrap around.

Third byte is the vertical coordinate. $00 is the middle, $08 is 1 tile down, $F8 is 1 tile up. There's no wrap bit for this, so $01 - $7F always move the tile down, $80 - $FF always go up.

Fourth byte is the tile to use. Simply a Y/X coordinate. If the byte is $46, it means 4 tiles down, 6 tiles right. When you open TLP, the tiles are arranged (unless you resize the window sideways) is rows of $200 bytes, or $F tiles across. This way, you know tiles of $00 - $0F are on the first line, $10 - $1F are the second line, and so on. REMEMBER!!! Tile $00 is the FIRST tile at the address of the GFX in the enemy DNA, not the start of the rom. If the pointer is $B8:8000, then tile $00 is at $1C0000, tile $10 is at $1C0200, etc.

The last byte is the flip. Most tile maps I've see use 21 and 61 for normal and horizontal flip, but there's many other ways to do it. Have a look at the tilemaps you're editing to see how it's done. I don't know the values for other flips (never needed to use them), but if it's anything like text, you could use DC's guide to figure out other values.

The tilemaps for any enemy is always in it's own Bank, you'll never find any enemies tilemaps in another bank.
Embarrasing Fact: Power suit made by lowest bidder
Quote from Sadiztik Fish:
Second byte is the multiplyer bit. With this, you can load a group of tiles instead of just 1 at a time (ie, you can load 2x2 tiles at once, but they have to stay where they are in relation to each other). I *think* there are values to load 2x1 or 1x2, but I haven't found them yet (haven't been looking though).

There aren't actually. Each group of 5 bytes is used to represent a single SNES sprite. SNES sprites can be one of two sizes, you don't get more options than that.

Quote from Sadiztik Fish:
The last byte is the flip. Most tile maps I've see use 21 and 61 for normal and horizontal flip, but there's many other ways to do it. Have a look at the tilemaps you're editing to see how it's done. I don't know the values for other flips (never needed to use them), but if it's anything like text, you could use DC's guide to figure out other values.


It's kinda the same as text. The last byte actually contains a lot of different things: Priority, palette, tiles to use, and flips.
Horizontal flip: Add 40. Vertical flip: Add 80.
Priority: Add 10, 20, or 30. Higher = Closer to the foreground. This is typically unused and handled by a byte in the enemy data.
Palette: Add an even number from 2 to E. Again, typically unused and handled by the allowed enemies list or something else.
Name table: Add 1. I don't fully understand how this bit works as I've never had a need to mess around with it, but it changes the tilesheet used by the enemy. I have no idea why it's called the Name table.
when im repointing GFX and i go into the pointer menu do i click yes or no? i only ask because it doesn't say i the doc's that squishy wrote.
ok, i put in my new layer 2 stuff, and it wont show in game.

i copyed a layer1-2 pointer from a room that layer 2 does work in and put i into the room i want a layer 2 in adn it still doent show ingame. what am i doing wrong?
Edit history:
TailsLover: 2009-11-11 06:48:22 pm
TailsLover: 2009-11-11 06:48:18 pm
Merry Christmas
Quick question, the line under "Energy" Do I add it below the hud? Since the "Energy" is going to shrink.

attachment:
How do you properly add slopes?...Because when I put a "ramp" (slope) in my hack....I can't run up it....Also I have the green box thing around it...
ok i repointed the tile set and the table set to free space and did everything i had to do how it says in your doc's.. now when i mess with the tiles in the GFX editor i could add tiles with out worrying about messing up the other tilesets? and if i wanted to add lets say the tiles from draygons room with wreaked ships tiles could i fit all of this in TLP? then fix it up back in smile GFX editor?
Edit history:
Quietus: 2009-11-12 04:56:44 am
Super Secret Area - Dead Ahead!
Quote from kat809:
How do you properly add slopes?


Single slopes should be added like the three in this picture.  Sloes that are two or more tiles high need to also have the square block between them, as also diaplayed here:



attachment:
Quote:

Depends which boss. There's no "exact" address that is the same for all bosses. The GFX of any boss's movements (that's the way the enemy LOOKs, not how/why it moves) are set up by tilemaps, which essentially tell the game which tile to put where in relation to the others. You'll just have to find the correct tilemaps for the boss, but they are generally in this format:

03 00 : 08,00,08,46,31 : 08,00,10,47,31 : ...
How many tiles to load (2 bytes) : Tile setup (5 bytes for each tile, or group of tiles)

Tile setup:
First byte is horizontal coordinate. $00 is the middle, $08 would be 1 tile right, $F8 is 1 tile left. All numbers are in pixels. If you move a tile negative distance (left), then you must add $1 to the multiplyer bit.

Second byte is the multiplyer bit. With this, you can load a group of tiles instead of just 1 at a time (ie, you can load 2x2 tiles at once, but they have to stay where they are in relation to each other). I *think* there are values to load 2x1 or 1x2, but I haven't found them yet (haven't been looking though). To load 2x2, add $80 to this byte. Add $1 if the tile loaded is moved negatively to make it wrap around.

Third byte is the vertical coordinate. $00 is the middle, $08 is 1 tile down, $F8 is 1 tile up. There's no wrap bit for this, so $01 - $7F always move the tile down, $80 - $FF always go up.

Fourth byte is the tile to use. Simply a Y/X coordinate. If the byte is $46, it means 4 tiles down, 6 tiles right. When you open TLP, the tiles are arranged (unless you resize the window sideways) is rows of $200 bytes, or $F tiles across. This way, you know tiles of $00 - $0F are on the first line, $10 - $1F are the second line, and so on. REMEMBER!!! Tile $00 is the FIRST tile at the address of the GFX in the enemy DNA, not the start of the rom. If the pointer is $B8:8000, then tile $00 is at $1C0000, tile $10 is at $1C0200, etc.

The last byte is the flip. Most tile maps I've see use 21 and 61 for normal and horizontal flip, but there's many other ways to do it. Have a look at the tilemaps you're editing to see how it's done. I don't know the values for other flips (never needed to use them), but if it's anything like text, you could use DC's guide to figure out other values.

The tilemaps for any enemy is always in it's own Bank, you'll never find any enemies tilemaps in another bank.


Wow...thanks
Quote from Blarget2:
ok, i put in my new layer 2 stuff, and it wont show in game.

i copyed a layer1-2 pointer from a room that layer 2 does work in and put i into the room i want a layer 2 in adn it still doent show ingame. what am i doing wrong?



no body answered me.