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Acmlm's Board - I3 Archive - ROM Hacking - SMILE Questions New poll | |
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Kyodo

Waddle Dee








Since: 12-03-06
From: Los Angeles

Last post: 6325 days
Last view: 6325 days
Posted on 12-16-06 05:33 PM Link | Quote
I have a few questions about the Super Metroid editor, and I need answers to continue my hack.

How can I change the room header without messing up save stations?


What are these for?

And how can I resize a room without overwriting another?
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6279 days
Last view: 6279 days
Posted on 12-17-06 05:32 AM Link | Quote
Originally posted by Kyodo

What are these for?


Not sure, but I think they mean "Don't scroll camera until beyond this point"
Jathys

Goomba


 





Since: 12-26-05

Last post: 6283 days
Last view: 6281 days
Posted on 12-18-06 01:35 PM Link | Quote
>

The "S" is a scroll PLM. It tells the game that if Samus touches it that new scroll data for that room needs to be loaded.... The "index" and "unknown" in the plm editor is the pointer to the new scroll data. The arrow is what I call a "continuation" PLM. If it points right (for example), it basically copies whatever tile/plm is to its left, and duplicates it.

>How can I change the room header without messing up save stations?

The only part of the room header that *should* have an effect on the save stations is the Area . . . If you change a room from Brinstar to Crateria, then it accesses save stations from a different list. I'd suggest changing the room header as you have been, but then fix the save station (which is reading from the wrong room until you edit it in the list).

>And how can I resize a room without overwriting another?

A few ways:
-Expand the ROM and save your larger rooms in the unused banks you just made. This can be done by changing the pointers to the level data in the pointer editor for the room.
-Move or delete unneeded rooms which have level data immediately following your large room.
-Start from scratch (only if your hack is going to be quite thorough). You'll need to plan a set amount of space for each room and "save" each room in its own space before actually designing the room... That way you can fill the space as you go with no fear of overwrites.

One other thought on this:
When you save an *unchanged* room, you'll notice that the total number of bytes has shrunk (thanks to FuSoYa's compression dll being so efficient). The title bar of SMILE will have a number such as 3576 / 5165 after saving. The number on the left is the # of bytes my saved room is. The number on the right is the # of bytes the room had been taking. As long as I don't squeeze this space too much, I can figure out where the level data ends now save the next room hundreds of bytes earlier.

*Keep in mind that those two values are not hex*
Green-Kirby

Bronto Burt








Since: 11-13-06
From: Sweden

Last post: 6289 days
Last view: 6279 days
Posted on 12-18-06 04:21 PM Link | Quote
Hmm maybe this is to off topic but I don't think we need one more S-M hacking help topic.

I wonder if some one could help me track down where (in hex) I can find the plasma, normal and ice beam pallet, please?
Kyodo

Waddle Dee








Since: 12-03-06
From: Los Angeles

Last post: 6325 days
Last view: 6325 days
Posted on 12-21-06 02:08 AM Link | Quote
OK,
I'm modifying a room with an elevator, and I change the some colors in tileset 12, and now the elevator is not working. You stand on it, start the descent, then when you enter the room below, the screen does not scroll, and then the elevator changes directions, heads back up, hits the top, then repeats over and over.
Is there a solution, or do I need to do some major programming?
I don't know what triggered the problem because I didn't change anything around the elevator shaft, and it worked perfectly before I changed the pallete. Can the pallete actually change how the game works?
Jathys

Goomba


 





Since: 12-26-05

Last post: 6283 days
Last view: 6281 days
Posted on 12-21-06 05:12 AM Link | Quote
"and then the elevator changes directions"

That is bleeping awesome!

Seriously though, no the palette shouldn't change the elevator. Are you sure the palette was the only thing you changed? What about the room below? Did you change that?

If you haven't made too many changes to the ROM: Make an IPS patch and e-mail it to me (jathys@hotmail.com) . . . I'm kinda curious as to figuring that one out for myself.

If you have made lots of changes to the ROM: Assuming you've been shutting SMILE down during breaks or whatnot, you could try the back-up and recovery system. It makes an IPS patch of recent changes each time the program closes. It'll have a list of back-ups it's made.... Use the list to recover from the oldest to the newest patches. You should be able to figure the exact patch that caused the issue with the elevator (and you won't have nearly as much to have to redo).
Kyodo

Waddle Dee








Since: 12-03-06
From: Los Angeles

Last post: 6325 days
Last view: 6325 days
Posted on 12-21-06 05:07 PM Link | Quote
You can see the colors around the elevator are different, and I checked to see if there were any door tiles accidentally placed near the elevator...
And the backup file was messed up, and it ruined a few rooms, so I'm just going to continue from the 3rd release patch.

I attached a SNES9X movie file, but it didn't work.


(edited by Kyodo on 12-21-06 04:09 PM)
Kyodo

Waddle Dee








Since: 12-03-06
From: Los Angeles

Last post: 6325 days
Last view: 6325 days
Posted on 12-25-06 12:12 AM Link | Quote
How can I make a transparent foreground color like some rooms in Brinstar and Maridia in Super Metroid Redesign? Is it one of the FX1 layers, or is it something else? Just asking because it looks super cool when everything has a yellow glow on it. Looks a little bit like my old computer that had a broken monitor and could only show red and green!
Jathys

Goomba


 





Since: 12-26-05

Last post: 6283 days
Last view: 6281 days
Posted on 12-26-06 06:11 AM Link | Quote
FX1 . . . If you open a room in Ceres, let's say, which has a bluish gradient, you can look at its FX1 to see how to achieve the same effect in your own rooms. Experiment a lot (layer type *and* blends). You'd be surprized with the results.
Kyodo

Waddle Dee








Since: 12-03-06
From: Los Angeles

Last post: 6325 days
Last view: 6325 days
Posted on 01-04-07 03:13 AM Link | Quote
Just 2 questions..

Whenever I change the room ID value in the door editor, it changes all the other doors in the room. It will automatically change the other one to match the first. How can I avoid this?

Also, how can I make custom tiles? I think its the button in the graphics editor, but I don't know how to edit a file of that type. (.gfx or .cre) Is there a program that can open these files or is there a different way?
Jathys

Goomba


 





Since: 12-26-05

Last post: 6283 days
Last view: 6281 days
Posted on 01-05-07 03:36 PM Link | Quote
>Whenever I change the room ID value in the door editor, it changes all the other
>doors in the room. It will automatically change the other one to match the first.

If I can ever duplicate this problem, I'll let you know. I've tried to see this bug and can't . . . Anybody else ever see this?

>but I don't know how to edit a file of that type. (.gfx or .cre) Is there a program
>that can open these files or is there a different way?

Those are just the raw graphic data and can be openned up in any tile editor. TLP and YY-CHR are recommended, as SMILE will output the correct palette for you to use if you choose to make a palette file as well . . . I can't remember if I added support for TileMolester palettes yet?

BTW- If you use TLP to edit these, I would recommend going to my main site and downloading the small patch that Kej made... Without the patch, TLP won't allow you to edit the first $200 bytes of the file (it treats it as if there's a SNES header on the file).
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6279 days
Last view: 6279 days
Posted on 01-05-07 08:51 PM Link | Quote
Originally posted by Jathys
I can't remember if I added support for TileMolester palettes yet?


Tile Molester can open anything, and reads TLP files.
No worries.
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