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Grapple beam walls...

I don't know if this puzzle idea is anywhere in this thread... I looked through briefly but didn't see anything on it.  I discovered this while playing Golden Dawn at one of the entrances to Norfair. If you place grapple tiles in a horizontal line and they run into a wall (Ex: ___|___ ) you can pass through the wall by standing and facing away from the wall while shooting diagonally down. As soon as Samus is stuck inside the wall even the smallest amount, duck and continue to shoot diagonally down away from the wall and you will finish passing through it. For this to be effective there must be a row of solid blocs under the grapple blocks as well. I am still toying with this puzzle idea and its uses so give it a shot.
Super Secret Area - Dead Ahead!
It's been known as a bug for a while, and can always be used in a hard type hack.  I believe there are some spots in hacks where you can get yourself permastuck by doing this.  You can also do it using enemies that can be grappled.
I like Big Butts and I can not lie
One of the items in Metroid Limit actually required that you use a variant of this glitch; you'd be grappling on a Ripper however, and you had to be swinging on its left side to get through a 1-tile thick wall
Almost happy
Does anyone here know the drop rates for all the enemies in the game? If so, I'd want to know.
Super Secret Area - Dead Ahead!
I don't recall seeing a written list anywhere with percentages attached, but you can find them out (kind of) using SMILE.

Open SMILE, and open the ROM to any room with an enemy.  Right-click on it, and click 'Species'.  A dialogue box will pop up, where you would normally edit an enemy's various properties.  If you scroll the bar (just above where it says 'Save Enemy DNA') to the right once, you'll see a box labelled 'Item Drop'.  Click the 'Edit' button, and you'll get another box, which will list all of the stuff that an enemy can drop.

I'll assume you know basic hex, and that an enemy with FF on a drop will ALWAYS drop that item, and 00 means it never will.

You should only need to right-click one enemy, as you can just scroll through the enemy types to find the one you need, then click 'Edit' to see its properties.

It's not a quick process, but for one or two enemies, it should help. aiwebs_004
Is there a type of block that Screw Attack will break through but Speed Booster won't? And if no, how hard would it be to make one? Thanks in advance.
Super Secret Area - Dead Ahead!
Not sure about coding new blocks.  It's certainly possible, but I wouldn't know where to start, however...

Similar things have been mentioned in the past, and one solution has been to take an enemy you're not using, resprite it to look like the block you want, and set its only vulnerability to Screw Attack, meaning that you could shoot it or boost into it, but it won't break unless you have Screw Attack.  Of course, this isn't perfect, as you still get the enemy death animation (explosions, etc.), but it works if you don't get a better solution.
I think someone over on Metroid Construction put up an ASM patch for Screw Attack blocks a while back but I haven't checked it out myself so I don't know if SB will go through them or not. I'm assuming because they're special blocks it won't but I can't be 100% sure on that.

Found it: Screw Attack Blocks
Almost happy
Thanks Quietus, that was very helpful :)
Thanks Prime Hunter, that works great!

Now, can anyone tell me how to edit tiles?
Edit history:
Metroid_Zelda Fan: 2012-02-12 12:36:46 am
Metroid_Zelda Fan: 2012-02-12 12:02:23 am
Okay, new question. Can anyone help me with Tile Layer Pro? I'm having trouble deciphering the mess that is the tiles. (I'm not sure if this is the right place to ask, but I could not find anywhere else, and this does not deserve its own thread.)

Edit: Okay, I figured out how to export the GFX in SMILE and import the GFX in TLP, but everything looks like a garbled mess. Any help?

Edit 2: Aha! In what seems like an obvious fix, I just had to change the View mode to SNES and everything worked.
Super Secret Area - Dead Ahead!
That's correct.  You may also want to export the palattes from SMILE as well.

It's worth noting that unless you edit like for like tiles, it is NORMAL for your rooms to look screwed when you reimport.  But you'd be creating new rooms anyway, so it doesn't really matter, right?
Quietus: Thanks, I've got tile editing under control. Next question (I have a lot, sorry): How do you make those blocks you can fall through but can't jump up through? I've seen them in hacks, so I'm assuming there's some patch or something.
Super Secret Area - Dead Ahead!
Nope.  crumble blocks are a standard part of the game.  There are a few ways to do it.

1, There's the crumble block in the CRE, at the top of the tile selector, and you can just use that, but the player will actually see the crumble appearance, not your normal tile.
2, Place your tile as normal, right-click it, and its type will appear on the right, under the clipboard.  Most of the time you'll use Solid Block of Air, but you can scroll through and select crumble block.
3, When selecting your tile, double-click, and select the type you want from the list.  When you do this you may have to reselect your chosen tile (left click as normal), as sometimes when you do this, you start placing Power Bomb blocks for no apparent reason.
I just realized I wasn't very clear with my question. What I'm trying to make is those blocks in some hacks that you instantly fall through as if they're air, but are solid from underneath. The reason being that people can always run or even jump to avoid crumble blocks.
Super Secret Area - Dead Ahead!
Oh, those are just flipped BTS blocks.  Normally, they're behind ramps, or used as one-way platforms going upward, but you can always just flip them, and have you fall through instead. aiwebs_004
Well, that's simple enough. Thanks!
Another question please : I tried to search the location of icon "AUTO" with yellow arrows, used for Reserve Tank,in Tile Layer Pro. Impossible to find it. Where is "AUTO" graphics in ROM TLP ? Someone can help me ?
Super Secret Area - Dead Ahead!
The 'AUTO' text is part of the HUD, so you'll need to open the ROM in TLP, change the Format to Game Boy, and scroll to offset D3200.
Thanks very well Quietus, it works !
Heuu... "very much". Sorry, I'm French and absent-minded :)
I have another problem, more tricky. The final boss in hacks Eris and Super Zero Mission are differents, they activate zebes self destruct countdown. I try to make Spore Spawn the ultimate boss, launching self destruct when defeated. What can i do to program that? It's need some ASM change? Thank you :)
Up please?
Super Secret Area - Dead Ahead!
That's a little beyond my knowledge, and it doesn't seem like many others pass by here much.  You'd probably have more luck on MetConst.  Get on IRC is your best bet (you can just click the Mibbit link on some browsers), or just ask on the forum, under Engine Works. aiwebs_004
Thank you ! It's a good way to begin. I hope my "Darkholme Hospital" will be released soon. See you!