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Acmlm's Board - I2 Archive - Rom Hacking - Re-Posted Question About My Problem With Scroll Markings In Super Metroid | | | |
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GimpyEd Red Paragoomba Level: 10 Posts: 14/52 EXP: 3738 For next: 676 Since: 07-26-05 Since last post: 35 days Last activity: 15 days |
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Could any one possibly help me with adding scroll marks and getting them to work properly in the SMILE Level Editor? If Any One Knows Anything About It I Would Appreciate Your Help On This...Thank You |
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Drewseph Red Goomba Level: 10 Posts: 20/48 EXP: 3866 For next: 548 Since: 06-20-05 Since last post: 34 days Last activity: 7 hours |
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Scrolls can be done through hex editing. use the scroll "S" plm to place a scroll block, its index and unknown values are really pointer to an address in bank 8F ($78000-7FFFF) basically, if a 3x1 room has a scroll value of 01 00 01 (Blue, Red, Blue) and you want the player to pass through a hole, and have the screen move thorugh the once "dead end" then you would place data in hex, at the address of your choice. EX: To make the second screen of this test room scrollable you would code -01 (second screen) 01 (turns from red to blue) 80(stops reading scroll data) -place this data in the address with the correct pointer, EX: if the data was in address $7ABFF then the pointerwould be "FF (index) AB (Unknown)" in the smile plm data window of that scroll plm. -Remember you have to have the new scroll data start at that address. if your rom has a header, the simply remove $200 from whatever address you placed the data in the rom. (IE change FF AB, to FF A9, or $7A9FF) (edited by Drewseph on 08-06-05 03:26 PM) (edited by Drewseph on 08-06-05 03:27 PM) |
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Acmlm's Board - I2 Archive - Rom Hacking - Re-Posted Question About My Problem With Scroll Markings In Super Metroid | | | |