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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Problem with metedit | |
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Bio

Buster Beetle
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Posted on 08-13-05 09:52 AM Link | Quote
Metedit Help file Really don't help I have Two problem that persist:

1:how to add object/sprite(do I need to use a hex editor )?

2:how to set loacation of power-up(Like Ice beam)?

3:how to add door I have seen a hack that was got two more in room number 19 in Brinstar?


(edited by Bio on 08-13-05 12:52 AM)
midget35

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Posted on 08-13-05 07:06 PM Link | Quote
SnoBro's docs cover all 3 of your queries.

Google it, if you have no luck come back
Bio

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Posted on 08-13-05 10:51 PM Link | Quote
Crap, I cannot find it, his homepage don't seem to exist anymore don't someone can just answer these question?
Bio

Buster Beetle
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Posted on 08-14-05 05:07 AM Link | Quote
Are you sure this is the good link, this isn't a document about metedit but a document about the myth of the secret world
NetSplit

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Posted on 08-14-05 05:19 AM Link | Quote
http://www.classicgaming.com/mdb/m1/lvldata.htm

That should be a little more informative. Good luck.
Bio

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Posted on 08-16-05 04:52 AM Link | Quote
This one is for map format not a how to do thing
Dude Man

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Posted on 08-16-05 11:22 PM Link | Quote
Look, there is no "how to do thing" there never was and there never will be. You need to take whats in front of you (documents, etc.) and figure it out. Ask some people for tips... even. But don't go around asking for instant answers. It won't happen.
Mega-Dog

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Posted on 08-17-05 04:14 AM Link | Quote
Originally posted by Bio
Metedit Help file Really don't help I have Two problem that persist:

1:how to add object/sprite(do I need to use a hex editor )?

2:how to set loacation of power-up(Like Ice beam)?

3:how to add door I have seen a hack that was got two more in room number 19 in Brinstar?


All of this is going to require an hex editor.

1. You cannot simply add object/sprites...thereis no mving across rooms and so on.

2. It should be in the options to move it, but moving the xy on the screen or position of a extra item in the row is going to require thaat hex editor.

3. Once again you are going to need an hex editor...this is even going to require removing usually an enemy or a wall peice.
NetSplit

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Posted on 08-17-05 07:06 AM Link | Quote
Originally posted by Bio
This one is for map format not a how to do thing
Yes, and the map format is important. If you fiddled at all, you'd realize that all of the enemy and door data you need is in the room data that that document talks about (although I did think that the document also mentioned that data, which it doesn't; my apologies, but you should still have been able to figure it out). Since it's in the same data, the rules for moving objects and whatnot also almost completely apply to doors and enemies. We're here to give you a good kickstart; it's preferable that you also fiddle a bit to learn some stuff on your own and become a better hacker.

Edit: Oh, and MegaDog, if I recall correctly, you're really good with Metroid item data (items, elevators, etc); you really should write some stuff about them. The item data is really bothersome and a lot of people would benefit from your help there.


(edited by NetSplit on 08-16-05 10:08 PM)
Mega-Dog

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Posted on 08-17-05 04:48 PM Link | Quote
Originally posted by NetSplit
Originally posted by Bio
This one is for map format not a how to do thing
Yes, and the map format is important. If you fiddled at all, you'd realize that all of the enemy and door data you need is in the room data that that document talks about (although I did think that the document also mentioned that data, which it doesn't; my apologies, but you should still have been able to figure it out). Since it's in the same data, the rules for moving objects and whatnot also almost completely apply to doors and enemies. We're here to give you a good kickstart; it's preferable that you also fiddle a bit to learn some stuff on your own and become a better hacker.

Edit: Oh, and MegaDog, if I recall correctly, you're really good with Metroid item data (items, elevators, etc); you really should write some stuff about them. The item data is really bothersome and a lot of people would benefit from your help there.


I released a document some time ago about it and I am trying to find it since I am working on Metroid M2 again. If I find it maybe I will release all the new things I learned...such as it is possible to have more items in Metroid off the original settings.

If I remember right Snowbro's old documention on Room Data was not exact...he missed a byte in the start of the room which defines how to lay out all the tiles...

I was hoping that if I understood C and ASM more I could maybe implement more into the editor...right now I get so many errors in MetEdit since I am doing stuff beyond the editors capability, but if you play it displays right in the engine...

Here is a old documentation that might help alot of people...I lost all the images but I got this from Jay McGavren from Rage Games back when I was doing my fist Metroid Hack...Somewhere I might have the images sitting which helps alot...but it will help you in the search of things.

http://megadog.dogsoft.net/METROID.HTM
VL-Tone

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Posted on 08-21-05 06:41 AM Link | Quote
I did my own documentation about the item format a long time ago, it's not complete nor perfect, but it can be a start to understand how it works: http://membres.lycos.fr/nes3d/MetroidItemData.txt

Actually, complete item support is one of the few things still missing from Metroid Cubed (powerups are shown, with some exceptions, but enemies generated by items don't)
Bio

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Posted on 08-21-05 02:10 PM Link | Quote
The link don't work work
VL-Tone

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Posted on 08-24-05 04:31 AM Link | Quote
Originally posted by Bio
The link don't work work


My site was down for a day, the link(s) should work now.
Bio

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Posted on 08-24-05 04:37 AM Link | Quote
Thank, I wonder why metedit did not support 100% of this fonction
VL-Tone

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Posted on 08-24-05 05:03 AM Link | Quote
The format is pretty complicated, having complete freedom on individual item placement, would generate item data of a different size (this is not unlike compression) and SnowBro put limitations in what you can do when moving items in MetEdit to avoid changing the size of the data. My own Metroid level editor, which is almost finished since about two years, is actually only missing an item editor, and I had plans to implement it in a less limited way, where you could move individual items anywhere, and remove items if the new data size became too big. You can try my (old) Metroid level editor online at http://www.angelfire.com/electronic/dokidoki/zebes.html


(edited by VL-Tone on 08-23-05 08:04 PM)
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