-Remove the scrolling sky by changing the room's pointers by going to EDIT -> POINTERS. Change the FX2 to 0000, the BG_Data pointer to 0000 and change Layer1_2 pointer to 91D3
-Remove the scrolling sky by changing the room's pointers by going to EDIT -> POINTERS. Change the FX2 to 0000, the BG_Data pointer to 0000 and change Layer1_2 pointer to 91D3
I need some help I want to convert the brinstar elevator shaft to the escape shaft from tourian what i want to do is add the explosions effect to the room i need to know how to do so also is there a way to modify the mother brain battle so i can make the room like it was in the original
tbolt To get exploading effect, set FX2 to C124. To get flashing, go to Edit => FX1 and change checkboxes at "Palette FX" frame. Better way to understand it is opening exploading room in original ROM and look what FX are used.
Well Guys Im A Noob At Smile And I Have a Problem: When Ever I Open Smile and try to Open A Room for Testing,It Shows the Nintendo Logo But Does not Load the room. I Think i broke the rom...AGAIN
The problem may be that you have a plm in the room thats gumming up the works if you see a red box with a question mark or knight in the room then thats whats causing the problem and while im at it does anybody know how to edit the zebetites in mother brains room? I want to change the room to look like metroid 1
Ok I need some help here what I want to do is alter the zebetites to how they were in original metroid but i was told i need some asm hacking for that and I want to alter the mother brain battle if it all possible to original metroid if anyone with the knowledge can help me out please let me know
borderjumper67 Read Moonedit SMILE FAQ. Articles 1.3 and 3.1 (if you planning to add extra doors).
As for blue bubbles, just open another room, copy blue bubble there to clipboard (hold down right button to copy more then single block). Then, open your new room and place you door there. Also, don't filp the bubble (don't make the bubble facing left as flipped bubble facing right), it will cause glithes.
NOTE: Don't copy blue squares behind the bubble if you've already built a working passway in your new room.
I am having problems with a room when i enter it either by test or normally the room loads up but then all of a sudden crashes and the icons on top are ghostlike any idea of whats causing this and how do i fix it
nevermind I solved the problem by opening up an unedited super metroid went to that room and changed the pointers back to where they were now were in business
I changed the landing site to graphic set 16 (Ceres) and all the tiles looked like they were still from the Crateria graphic set. I changed the BG data to E4A5, and now it's all green. How do I get it to look like Ceres?
I want to remove the intro to Super Metroid (Ceres Station) but I don't want to just start at the ship (which happens if you go Game Behavior ---> Remove Intro). I want to get the game to somehow start with the animation of Samus flying to Zebes (which happens right after Ceres blows up).
What is the door pointer to make the Door transitions go to fade-out instead of "sliding"?
What is the offset for Planet Zebes? Samus' ship? Map tiles?
I edited the map tiles, but the changes do no show up in the game or in SMILE, what's going on?
What is the door pointer to make the Door transitions go to fade-out instead of "sliding"?
In SMILE go to Edit => Room Properties and set Special Graphic Bitflags to 01 for the room there. With this when entering and exiting this room, the screen will fade out (like in boss rooms).
If you want to remove "sliding" completly, do this for every room.
Quote from Dissolete:
What is the offset for [...] Map tiles?
D3200 and 1B0000. 1B0000 and SNES mode for entire map; D3200 and Game Boy mode for minimap.
Now I need a little help...
What exactly should I do to add new item to the menu (to misc frame)? I've already programmed PLM, message for it and drew tiles for menu.
I've shifted boots frame a little down to free 1 line for item in Misc. frame.
Then I've moved a Bit checklist for boots frame from C062 to C012 as far as bytes from C012 to C019 are never used. Value of new item (0010) is at C062.
I've also relocated RAM locations of sprites in boots frame from C082 to F782. RAM location from new item is now at C082.
For tilemaps, I've relocated all boots from C0A2 to F7A2. Pointers (to C0A2) are changed at 12258 and at 1404A. New item's wilemaps is at C0A2.
After this I've moved positions of cursor from C1CA to F7CA (free space). Position of cursor for new item is now at C1CA.
New item is located under Screw Attack and displayed as Hi-Jump Boots when I got it, although, I've set correct pointers to new tile. The real Hi-Jump Boots are colored in grey in the same time, although, they are enabled. After disabling and enabling them, they are colored correctly, but when leave menu and open it again, the real Hi-Jump Boots are colored in grey again.
And I can't turn new item off because the cursor jumps from Screw Attack to Hi-Jump Boots and back.
What should I change to be able to select new item (or items) in the menu and to display it correctly?
Embarrasing Fact: Power suit made by lowest bidder
hmm. Not sure what's messing up with the hi jump display... I would guess there's a pointer to the RAM address to initialize the hi-jump boot tiles to, that you need to add some multiple of 40 to.
For the new item, you'd have to change the cursor move routine for the misc box mentioned in the equipment disassembly. All you need to change is the compare for a branch, increase it by one.
There are so many code and I haven't found from beginning, what exactky should I change. After practicing, I've changed word at 1310F from 0500 to 0600. Later, I've noticed that jumping from Boots frame still goes to Screw Attack. Changing word at 131BC from 000A to 000C fixed it. Now everything is working perfectly!
As for display Hi-Jump Boots twice, that's my fault. I forgot to change some pointers in bank 82 from C062 to C012. That's what caused error.
Dissolete There are all items at 48000, SNES mode. All items are using pallette from the rooms where they placed. Every 8*8 tile can use different pallette row.
To change palette row, click on desirable item with right button and look at the header of new window where you can change the item. Second value is an address in hex you needed. For Morphing Ball it is 261B7. Open it in Hex Editor. First 4 bytes are: 64 87 00 XX [XX will be different for different items]. Next 8 bytes are pallete rows for every 8*8 tile, starting from top-left.
I'm hoping that someone's awake.. as I would prefer an answer tonight.. anywayz: When I place a hidden morphball (the one that's hidden in a block) in my room, and I collect it, it tells me I got morphball. But then I pause and check, and it tells me that I actually got springball. I remember hearing about this bug a while back, but I don't remember if there was a way to fix it.
EDIT: Never mind, problem solved.. If anyone's wondering, change the item value to 0004