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04-29-24 12:51 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Metroid II Remake 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 12-22-06 09:26 PM Link | Quote
This was just another practice hack, but now I think it could be a very good idea. I want to put together a team to work on this, so if you are interested, PM me.

I'm just having a problem with the door editor in SMILE...

The doors in Metroid 2 don't have bubbles like they do in Super Metroid, so I just have the door tiles alone. I don't know what to do because the doors are aligned, but Samus gets stuck between the rooms!

See for yourself...

Attachments

Metroid II Remake Door Glitch.IPS (4261b) - views: 56
Drewseph

Red Cheep-cheep


 





Since: 11-21-05

Last post: 6286 days
Last view: 6279 days
Posted on 12-22-06 10:01 PM Link | Quote
you don't need door tiles to make a door you know, just select an air tile, then adjust the tile properties to be a door.
Kyodo

Waddle Dee








Since: 12-03-06
From: Los Angeles

Last post: 6325 days
Last view: 6325 days
Posted on 12-22-06 10:04 PM Link | Quote
Thats what I did, but they still work like a normal door. A blue hatch appears out of nowhere and keeps Samus from moving. All you can do is shoot, but nothing happens...
Jathys

Goomba


 





Since: 12-26-05

Last post: 6283 days
Last view: 6281 days
Posted on 12-23-06 12:52 AM Link | Quote
You're probably getting stuck in a wall (didn't test the ips), but the blue bubble problem is easy to fix.

In the door editor, there's a reason the picture of samus going through a door is on a *button* . . . Press the button and the bubble in the picture will disappear. Press it again and the bubble re-appears. Whether or not your door has a bubble will depend on that.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6279 days
Last view: 6279 days
Posted on 12-23-06 07:42 AM Link | Quote
Looks excellent, but I'm sure you're screwed pretty soon after finding out how the map system works.
Map screen will be most likely impossible.
Kyodo

Waddle Dee








Since: 12-03-06
From: Los Angeles

Last post: 6325 days
Last view: 6325 days
Posted on 12-23-06 03:54 PM Link | Quote
Yeah, doesn't the map have rooms that overlap?
I'll just get rid of the maps, because Metroid 2 didn't have one.

The doors are fine now. You walk right, end up in the secind room, and walk left from there to go to the first room. But there's only one thing...

You are in the top left corner...

Not sure what I should do. Tried changing the X and Y values, but the outcome was still the same. I made sure the door in the second room was facing the right way...which is left.

Sorry for being a broken record, but there is so much I don't know about SMILE...
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6299 days
Last view: 6284 days
Posted on 12-28-06 04:13 AM Link | Quote
A good idea for maps is to have each section sepereate from each other. There were maps in Nintendo Power, and basically what they did was just make it so each section was stand alone rather than a giant map all together.
Zepper

Paragoomba








Since: 09-04-06
From: Brazil

Last post: 6280 days
Last view: 6279 days
Posted on 12-28-06 01:04 PM Link | Quote
Yes. You can make fidelity with Metroid II, but you should improve the game, as dividing it into areas. It'll make your hack much more interesting...
Legato
Newcomer








Since: 02-15-06
From: Finland, Mikkeli

Last post: 6315 days
Last view: 6279 days
Posted on 12-30-06 06:56 PM Link | Quote
Originally posted by Kyodo
Not sure what I should do. Tried changing the X and Y values, but the outcome was still the same. I made sure the door in the second room was facing the right way...which is left.


I think you are on the right track. The easiest way (I know) to get correct XY-values is to toggle "Preferences->View->Options->Show Scroll Areas" on and track the values that way with the grid. It's quite simple and you can easily see and count the coordinates. Remember that they start from the number 0.


(edited by Legato on 12-30-06 12:58 PM)
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