(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
04-28-24 01:54 PM
Acmlm's Board - I3 Archive - - Posts by Jathys
Pages: 1 2
User Post
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 12-26-05 03:00 AM, in Huge SMILE update (0.70) Link
Most people have version 0.30, though 0.40 had been released at one point. The new version is 0.70. Why such a jump?
-Convert scenery palettes to TLP/YY-Char format... Save them, of course
-Decompress scenery graphics into GFX files that can be easily edited in your favorite tile editor
-Edit tile tables (ie- slect which 8x8 tiles make up the 16x16's, plus which palette, orientation, priority they have)
-Partial support for editing save/load stations
-Lots of other smaller features and bug fixes

This version is a lot more stable than past versions, but I do remind people to back up your hacks often.

GET IT HERE
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 12-26-05 11:13 AM, in Huge SMILE update (0.70) Link
ChaoJeff482:

What *exactly* are you doing when the error pops up? Did you just open the program and not get the file seklecting box........ Did you selet the rom and then it errored..... Did you click on something specific and then the error happened?

The more information you can provide me on this, the quicker it'll be able to be fixed. Stop by on #jzd on irc.esper.net and if I'm there still, there may be a fix today.
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 12-27-05 10:47 AM, in Huge SMILE update (0.70) Link
Visual Basic isn't "rendering" anything. Subscript out of range basically means that some value has either too high or too low a value for its data type.

Don't know why no one else is reporting this, but the likely situations seem to be:
-you are trying to open a rom in which the rooms have been moved around and are no longer where the list (editable) thinks they should be
-if your rooms are still were they are "supposed to be", there is a chance you are using some strange rom that I haven't heard of (doubtful though, because I've only had complaints with the PLM's in this)
-there are 4 rooms (Ceres shaft, Ceres Ridley, Kraid's room, and the beta room) that will give subscript out of error messages upon openning (if they are the very first room you open . . . are you openning one of those?
-if you've used smile before and made a tiny room huge... the room following it in the rom (assuming that's the room you're openning now) may have had its openning level data overwritten . . . again, try another room?

As always, check to make sure the room works in the emulator as well.
As for the 4 room issue... I hope to be fixing that bug in the next release.
Hope this helped at least a bit.
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 12-31-05 01:02 AM, in Problem with YY-CHR Link
Out of curiosity, what is the name of the trojan Norton claims YY-CHR is? If it is the same name by some strange fluke, try changing the name of the exe (sounds stupid, but I've seen this happen on more than one occasion).

If all else fails though:
1) TileLayerPro
2) TileMolester (molestation never hurt any tiles)
3) Fatilety has some major short comings, but is higly under-rated as well. Worth a try (and I need to add its palette format to SMILE)
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 07-18-06 01:38 AM, in SMILE Version 1.0 Released Link
...and SABS is obsolete

Here's what's new:
1) Loads and loads of bug fixes.
2) A back up and recovery system! Each time you exit SMILE, a back up is made with just you most recent changes (to keep the files small). If an irrecoverable error happens, you can walk through the recovery system to fix it, losing only a small amount of work. How is this done?
3) IPS is now supported. You can create a patch, apply a patch, or apply an entire folder of patches! Thanks to FuSoYa, because it's his dll that's doing the bulk of the work.
4) Text editing . . . SABS handled green intro text. SMILE handles that, plus area names, bomb texts, and my own text engine (not released publically yet, but it will be).
5) Samus palette editing . . . SABS handled some of this. SMILE handles *all* of this. You can even make new fade effects! Other palettes can be edited with this as well.
6) Game properties . . . Some that were only in SABS, some that SABS never had.

I am forgetting some things, I'm sure. Just rest assured that this release is big. I've also included some small IPS patches for the public to use:
1) clearmem.ips - needed in order to make the other two work correctly
2) gravity.ips - allows you to adjust gravity in individual rooms
3) torizo.ips - allows bomb torizo to activate on any item pick-up, not just bombs... X/Y are no longer based on the hardcoded values, but rather wherever you place it in SMILE.

Visit http://jathys.zophar.net/index.html for the download and other information.
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 07-18-06 01:46 AM, in Tile Layer Pro 1.1 Bug Fix Link
TileLayerPro 1.1 assumes that if a file is being read in a certain format (say, SNES 4bpp), it has a certain header that needs to be ignored. The result? Open a bin or gfx file in TLP and tell it that it's SNES format . . . You can't see or edit the first $200 bytes of the file!

Thanks to Kejardon, there is now a fix for this. The patch must be applied to TileLayerPro Version 1.1 to work. I'm placing this temporarily on the news section of JZD, so get it there.

http://jathys.zophar.net/index.html
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 07-18-06 10:12 AM, in Tile Layer Pro 1.1 Bug Fix Link
This fix doesn't do anything like that . . . It opens at 40010??? I must be seeing something wrong...

In your case, TLP *should* be openning from $00010. This patch will make it open at $00000.

For full ROMs with headers, this patch may seem to have an adverse effect. It is mainly intended for people working:
a) with ROMs without headers
b) with bin or gfx files that (obviously) have no headers
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 07-18-06 05:05 PM, in SMILE Version 1.0 Released Link
>and has no "do my hack for me" button.

Believe it or not though, this has been recommended to me on several occassions Don't worry, it's not coming.

As for being anti-n00b, that's not true . . . For instance, (everyone should do this, at least once) in Preferences, try to disable BackUps.


(edited by Jathys on 07-18-06 04:05 PM)
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 07-19-06 01:26 PM, in SMILE Version 1.0 Released Link
A bug in the text editor has been pointed out to me.
I've decided that I must move the location of torizo.ips (for anyone who's using it already, sorry... I'll make an undo patch for you if needed).
Gravity and Varia now appear as they should (Item/Value).

^--- All this is leading me to believe that I'll be doing version 1.1 sooner than expected (say, in a week or two).
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 07-20-06 02:18 AM, in SMILE Version 1.0 Released Link
...domino effect...

1) Room freeze ups - SMILE does some messed up stuff sometimes and this happens, sadly. If you had edited a few rooms, but had been openning/closing SMILE at all, you should have some back-ups . . . Never a better time to test out the recovery system than when you only have a little bit changed:-D

2) JTE.ips - This doesn't exist yet. I've got most of the ASM done for this and only need to put in some dummy graphics for most of the text to work. Still a bug or two to work out though. The patch should be available with SMILE's next release (possibly before).

3) Path Not Found - When exactly is the error popping up? Have you seen the box coming up asking for the clean rom? Have you seen the box thanking you for it after? What about asking for the ROM you wish to edit? I'm guessing it happened immediately upon starting the program and before anything else popped up though . . . Only things that come to mind right now...... You unzipped all the contents? What folder did you unzip them to? If there are any unusual characters in the path (or an unusually long path) there might be a conflict of some sort. Don't know too much of what to tell you, except that I can troubleshoot more with answers to those questions.
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 07-20-06 01:07 PM, in SMILE Version 1.0 Released Link
Something most people don't realize (because most people don't read) . . . Check your SMILE folder . . . See "Lunar Compress.dll" in there? There's a reason. SMILE uses the same DLL for decompression/compression and IPS's.
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 07-21-06 01:42 AM, in SMILE Version 1.0 Released Link
MadMike: That tells me what path it is, but I still don't know when the pop-up is appearing. Is it *immediately* as you start the program? Did you ever get asked for the clean rom? Is is when you choose the rom you will edit? etc....
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 07-21-06 01:27 PM, in SMILE Version 1.0 Released Link
Open App.Path & "\files\backups\clean_rom\CLEAN_000.SMC" For Binary As #1

^--- First line of executed code in SMILE. What's it do? Checks to see if that file exists or not. No error, unless the folder doesn't exist.

My guess is that you have one of those unzipping programs that fails to unzip empty folders. Make sure you have:
\files\backups\
\files\backups\clean_rom\
\files\backups\killed\
\files\temp\
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 07-21-06 01:38 PM, in SMILE Version 1.0 Released Link
Black screen as soon as you start the game, or after you've selected to start a new game? I've heard of this from one or two other people as well, though rare. Do a test with that being the ONLY change to the rom. If it still fails, let me know and I'll find a more stable way of doing this.
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 07-26-06 12:26 AM, in SMILE Version 1.0 Released Link
Screenshots of the "messages that have numbers"?
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 08-11-06 12:47 AM, in What's your deathday? Link




Your Death Day!
LJ Username
You will die in the year 2011
In Bed
With
Your last words will be: I wonder what this button is for?
This Quiz by maggiebloome - Taken 24 Times.
New - Dating Advice written by YOU!



^--- I know it's not me, but it's damn appropriate.
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 12-17-06 02:55 PM, in Approval Request Link
I mostly make level editors . . . SMILE, HME, and Shampoo come to mind. Currently (but very slowly) working on super metroid and harvest moon hacks. Don't know if they'll ever get done, but I saw some SMILE questions on the boards and no one has answered them.

The fact that I'm almost 30 now guarantees that I'll have another mid-life crisis soon, ensuring another surge of activity one of these days.
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 12-17-06 06:13 PM, in Approval request Link
The stickies say you can bump you thread every couple of days. He waited a full week. Patience is strong in this one.
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 12-18-06 01:35 PM, in SMILE Questions Link
>

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*
Jathys

Goomba


 





Since: 12-26-05

Last post: 6282 days
Last view: 6280 days
Posted on 12-18-06 01:54 PM, in Super metroid hack: Ice. Link
>if you find a way to change the palette an area uses on a screen-to-screen
>basis, you should maybe change Brinstar to look more like the normal Brinstar
>the closer you get to Norfair


I don't think that's quite possible, but something close could be. Not only that, but it *may* not be too hard to implement.

Instead of a screen-to-screen basis, I suggest having the palette change gradually as Samus moves across the room. Say she's all the way on the left and running right. As she runs right, the palettes could all shift towards the new values. No gradient would be visible, as this would affect all tiles equally.

In any case if you're interested, let me know. As long as you'd have a use for it, I'll try to code it (as I'd have use for this too).
Pages: 1 2
Acmlm's Board - I3 Archive - - Posts by Jathys


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.020 seconds; used 439.00 kB (max 566.48 kB)