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OMG FLAN!!!!!!!
Quote from Blarget2:
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.


When you use a layer2 background, you need to make sure that the BG_Data pointer is 0000, then go Tools -> Background -> BG Scrolling (IIRC, don't have SMILE open ATM), and change the option so that it uses layer 2 Background. Then your BG should show in-game.

The Layer1_2 pointer has nothing to do with the BG by itself. That's just a pointer to code to run every frame while in the room. Most of those pointers (as in every single one except 2 or 3) point to RTS, so they might as well be 0000. Don't ask why the hell Nintendo did that, because it's retarded.
Edit history:
Dissolete: 2009-11-13 11:28:03 pm
I messed up the Crateria bombs room and I don't know how to fix it. I get the "run-time" error when I try and open it. Fixes?
Open up a good ROM (where that room still works) in SMILE and load that particular room.  Then go to File > Open New ROM and open up the ROM with the broken room and click "save room" (without loading the broken room from your modified ROM).  You'll loose any changes you made to it, but you'll get the room back.  (I've had to do this a few times myself now.)
Edit history:
Dissolete: 2009-11-15 03:41:44 pm
Dissolete: 2009-11-15 03:41:30 pm
Dissolete: 2009-11-14 08:52:04 pm
How do you remove/edit the text on the map (I.E. Brinstar/Wrecked Ship/Maridia) for I would like to remove it/rename them.


attachment:
Super Secret Area - Dead Ahead!
Quote from Dissolete:
P.S. How do you put a picture in this text? It would be easier if you didn't have to download my example.

After you've posted, right-click th eattachment, and select 'copy link location'.
Then click to modify your post (pencil on the right-hand end), and type:
Code:
[img]paste-the-link-you-copied-here[/img]
Samus...? Is that you?
Quote from Dissolete:
How do you remove/edit the text on the map (I.E. Brinstar/Wrecked Ship/Maridia) for I would like to remove it/rename them.

P.S. How do you put a picture in this text? It would be easier if you didn't have to download my example.


You're a bit unclear, but to change the area names, go to Tools -> Text Editor -> *Dropdown list* Area Names.
If you meant how to change the small texts under the elevators in the map, open TLP (or any other tile editing program you have) and go to 1B4000.
would i need to repoint the background data to freespace also?
because i made a new tileset but im guessing that i need to delete the old one and mine for the ground up.
and when i repoint the tile set do i gotta arrange my tile set 1st before repointing anymore data?
Edit history:
Dissolete: 2009-11-15 03:55:52 pm
Dissolete: 2009-11-15 03:50:31 pm
Dissolete: 2009-11-15 03:49:05 pm
Dissolete: 2009-11-15 03:48:50 pm
Quote:
You're a bit unclear...If you meant how to change the small texts under the elevators in the map...


Yes, that is what I meant, I was very unclear.
Yet, I'm not sure what you mean by 1B4000?
Quote from Dissolete:
Quote:
You're a bit unclear...If you meant how to change the small texts under the elevators in the map...


Yes, that is what I meant, I was very unclear.
Yet, I'm not sure what you mean by 1B4000?

thats an offset you go when using Tile Layer Pro.
Edit history:
JAM: 2009-11-16 12:08:22 am
Quote from rolando:
would i need to repoint the background data to freespace also?
because i made a new tileset but im guessing that i need to delete the old one and mine for the ground up.
and when i repoint the tile set do i gotta arrange my tile set 1st before repointing anymore data?

There are a few tilesets that are using the same tiles (8 and 9 for example).
They differs only by palette.
If you want to keep all old tilesets, you can just use tileset 9 and change pointer of tiles to new tileset. Red Brinstar (tileset 8) and all it's background will not be affected.

Quote from SMILEuser96:
If you meant how to change the small texts under the elevators in the map, open TLP (or any other tile editing program you have) and go to 1B4000.

Almost the same question. How can I change position on map of these small texts?
Edit history:
Sadiztik Fish: 2009-11-16 01:57:22 am
OMG FLAN!!!!!!!
Quote from JAM:
Almost the same question. How can I change position on map of these small texts?


I made a guide for this quite a while ago. Grime or JK should have it up on MetConst, though I never actually checked to see if it was there... :/

Anyway here's the guide, found in my infinite depths of ASM, hex notes and random crap. It requires pretty much a knowledge of Hex, but that's it.

Any questions? Just ask me on IRC or send me a PM =D.
Edit history:
JAM: 2009-11-19 01:30:11 am
Sadiztik Fish
Thanks a lot. It make sense now. I guess, I saw this guide somewhere, but I haven't found it on MetConst. That was another guide by Kej I've saw.

How can I change the positions of items in status screen? I've read EquippmentDisassembly.txt by Kej and located the positions of cursor. I changed the bytes at 82:C196. Cursor positions are changed, but the actual items positions are still the same.
I've also read Status Screen Guide doc by DChronos. Frames of Misc., Boots etc are moved successfully (modified bytes at 1B6xxx), but the collected items are still drawing at the same places. Although, I've relocated them too. The one and only successfully relocated item is Charge Beam.
Thanks for the guide Sadiztik.

Is there a something that shows you some basic hex editing for Super Metroid, like there for ASM? I would like to get into this so I don't need so much help with stuff like that.
Embarrasing Fact: Power suit made by lowest bidder
If I remember right, JAM, you're looking for this:
C02C - C033 : Pointers to start of RAM offsets for specific tilemaps: (this,list_index),item_index = RAM offset
It's 4 pointers, the first is for reserve tanks (basically unused), second for beams, third for misc. and suits, fourth for boots. It points to stuff in here:
C068 - C087 : RAM offsets for specific tilemaps
So to find boot 2, you would look up C032 (C02C + 3(fourth list = index 3)*2(pointers are two bytes)), which points to C082. Then you want the second boot, so you add 1(second boot = index 1)*2(two byte ram address) and get C084.
C084 contains 3D2A. I don't remember off the top of my head where the tilemap actually starts, but:
add 40 to go down 1 tile
subtract 40 to go up 1 tile
add 2 to go right 1 tile
subtract 2 to go left 1 tile
So if you wrote in 3DAA instead of 3D2A, it would cause the second boot item to appear two rows lower.
Edit history:
Dissolete: 2009-11-22 05:02:40 pm
Yet another question.


I moved my ship up 2 screens and I did set the "Area Load Stations" pointer correctly so that Samus appeared on top of her ship. I did this flawlessly but then I changed a room connecting to the landing site. After I did that Samus now appears 2 rooms to the left even though my "Area Load Stations" tells her not to do so. I had changed the pointers to the landing site to remove the scroll but that had no effect on where Samus showed up, so I know that isn't the problem. Smaus should show up in room 91F8 but instead shows up in 94FD (I moved this room to the left of the landing site). How do I get her to show back in 91F8 without putting the original connecting rooms back to where the where?

Is there any way to fix this without changing my rooms around?



OMG FLAN!!!!!!!
In the area load stations, the second pointer is what you need. This is a pointer to a door that CONNECTS to the room with the save station in it (not within that room). Because you probably changed that room connection, it'll screw up. Just go to a room that connects to the Landin Site and click "L" over a door (I read somewhere a while ago that the door MUST be at the same screen height as the save, but I don't know). Then go back to the area load stations and put the value into that box (the button there does it automatically).
Edit history:
Dissolete: 2009-11-23 09:38:01 pm
Dissolete: 2009-11-23 09:37:07 pm
Does anyone have a patch that reduces the time to close the message box after picking up an item like in Eris? This would be so helpful to have for smaller hacks with lots of item pickups in one room. (Kejardon?) ^.^

I also remember Grime doing something similar to Eris's physics. He made it so you don't loose momentum when you hit the ground, or maybe it only applied to the speedbooster.  He didn't post a patch of it on MetConst :( I would physically change it myself, but I don't know how to hex edit. I remember a tutorial for hex editing (adding doors?), with that knowledge I might be able to change the values myself, that is if Grime would be happy to give me the change in values :)
Nevermind Grime, I programed it myself :)

I still hope someone has that patch I'm looking for.
Edit history:
JAM: 2009-11-30 04:52:50 am
Two questions about 1 topic.
How can I change a damage factor for lava and acid and what should I do to create a non-powerful soda/acid that will use tiles of acid in FX1 under number 22 (Unused) [or 0E] instead of 04 (Acid), but not affect standart Acid.

I guess there is an array of pointers to each FX somewhere.
would i need ASM to have 2 of each boss in super metroid? and would the code be very long?
like for example i copied bomb torizo data (everything) and repointed to freespace but when i try to play it,lets say if i kill torizo in one room then if i go to the other room to see if i could fight him again it doesn't work.
i know it has something to do with the check box but is their a way where i could copy the data of that check box to freespace and try it out?
Edit history:
Black Falcon: 2009-12-03 08:53:51 am
Black Falcon: 2009-12-03 08:53:01 am
Black Falcon: 2009-12-03 08:52:01 am
Black Falcon: 2009-12-03 08:50:29 am
Black Falcon: 2009-12-03 08:49:21 am
Quote from Dissolete:
Does anyone have a patch that reduces the time to close the message box after picking up an item like in Eris?

Well, not exactly a patch but if you're familiar with hex editing, go to $28491/92 - 6801 to ???? time for how long the message box stays open.
NOTE: The ROM value is reversed so 68 01 is actually 0168 which means the box stays open for 168 frames (time for the 'aquired item' fanfare).
NOTE 2: all values are in hex, so if the value is 10 00 it stays open for 16 frames!
If you want it to stay open for 10 frames, change the ROM value to 0A 00.

Quote from JAM:
How can I change a damage factor for lava and acid?

Here are the values for how fast lava and acid take damage:

$909E8B/8C (Hex/PC: $81E8B/8C) 0080 to ???? Lava Damage value (currently drains 1 digit of energy in 2 frames w/o any suit)
$909E8D/8E (Hex/PC: $81E8D/8E) 0000 to ???? Suit Divisor NOTE: the higher this value becomes the more damage samus will take!

ACID:
$909E8F/90(Hex/PC: $81E8F/90) 0080 to ???? Acid Damage value (reversed,-ie actually 8000)
$909E91/92(Hex/PC: $81E91/92) 0100 to ???? Suit Divisor (reversed), change to 0000 --> acid acts like lava | used to remove the divisor effect given by the suits.
NOTE 2: All values are reversed again!
Kejardon
It works! Big thanks again.

Black Falcon
Thank you! With this I can make a check in bank 90 to create some rooms
with non-powerful acid/lava.
i wanted to know if its possible without ASM to add the 1st mission in ceres to planet zebes like for example have a door or elevator link to ceres (without crashing) fight ceres ridey then escape but still be on the planet so then the other doors would open up?
Does anyone know how I could disable missile, super missile, and power bomb drainage from Mother Brain's Hyper Beam?
Edit history:
Black Falcon: 2009-12-05 11:57:59 am
Black Falcon: 2009-12-05 11:57:47 am
@rolando: Iirc you can create an elevator leading up to ceres even w/o graphical glitches (except items), but you can't fight Ridley. If you quickmet on ceres you'll notice that the escape event is already set (everything is in red).I think it has something to do with the event itself. Haven't played with it yet.
EDIT: I tested it, you can fight ridley but not without graphical errors.

@Webber1900:
Goto $A9:C544 (Hex/Pc $14:C544): 01 to 00 to prevent Mother brain from draining missiles,
super missiles and powerbombs. Still drains energy.