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Main - ROM Hacking - Super Metroid Hack Help FAQ New thread | New reply

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SuperMetroid
Posted on 04-29-07 04:03 AM (rev. 2 of 04-29-07 04:16 AM) Link | Quote | ID: 31146


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Ok this is an official hack help topic.

First i need help, i have copied a room in super metroid; to do this do as follow's

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1)Get the address of the room you want to copy and get the address of the room next to it.

2)If your rom has a header add $200 byte's to the address, do the same with both.

3)Open your hex editor, find the address of the room you want to copy, then search for the address of the room next to it. Copy the bytes in between those two address including the address of the copying room and ecxcluding the addess of the room next to it.

3)Find a blank byte sentence (ff,ff,ff, etc) paste the bytes into the sentence, keeping note of the address of the new room. (to find this simply hover over the starting byte and look)

4)Go into Smile/files/mdb paste the new address (add $200 if it has a header) save.

5)Go into smile go under the roo hex's (yellow window) look for your new address and open it.

6) Voila!!

------------------------------------------------------------------------------------------

Ok know i need help, i duped a room and whenever i make a modifaction to the copied room, the origanal also recieves the mod's.

Below is a link to a IPS for my hack, if you need to use it too help me.

http://encodable.com/uploaddemo/?action=uploadcomplete&serial=b474a07041f7171c1f20fcf2eb34f92e45f7c8c8&numfiles=1&elapsedsecs=0&totalsize=1554&somefileswereblocked=&f1name=Super_Metroid.ips&f1urlpath=%2f&f1size=927&

I'll upload a video.

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Skreeny
Posted on 04-29-07 04:11 AM Link | Quote | ID: 31147


Cobrat
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Sounds like a lot of the data wasn't actually copied, rather you copied the pointers to the data. As such, when the editor edits the "room", it's editing what the pointers go to, which is still the original data--which both rooms share.

I could try to help fix the actual problem, but I have no clue how the actual data in the ROM is stored.

SuperMetroid
Posted on 04-29-07 04:14 AM Link | Quote | ID: 31148


Red Goomba
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well how could i fix it, could you breifly explain what bytes in suppost to copy?

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dirtbag
Posted on 04-29-07 11:54 AM Link | Quote | ID: 31225


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What's this thread numbered #6? What is this FFS?

I think you have answered your own question...

Posted by SuperMetroid

3)Open your hex editor, find the address of the room you want to copy, then search for the address of the room next to it. Copy the bytes in between those two address including the address of the copying room and ecxcluding the addess of the room next to it.



I've never played Metroid let alone hack it however to find out the level addresses you can either look at the level pointers as it sounds like you have the offset for that or maybe use a editor that tells reads the pointers for you.

It does sound like you need to read up on addressing. Also maybe saying thanks to people like HH you has been trying to help you rather than “yeah but how!?!?” a bit of gratitude will make people more inclined to help you.


Try reading this, pointer guide I hope it helps.

SuperMetroid
Posted on 04-29-07 03:48 PM Link | Quote | ID: 31241


Red Goomba
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Thank dude, but that hack dosen't really explain how to find level pointers.

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me-is-liam
Posted on 04-29-07 05:05 PM (rev. 3 of 04-29-07 06:17 PM) Link | Quote | ID: 31251


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hey SM, you kinda need to stop with the threads, i can see people getting anoyed, but as you said in the first post; this is the official thread. so i guess that means you've stopped posting them. may i ask where the "hex editing help (super metroid)" thread disapeared to?

anyway, after what youve done to the ROM so far, i believe you need to edit the pointers. if it has the same pointers as the original room, data is still saved in the same place, which means they will be identical. if you change the pointers to the new location, it should work. but maybe you should wait untill someone comfirms this

since this is the official thread, i need some help too. ive already posted my questions last week (i think) in the thread i started (a few SMILE questions) if anyone gets the chance to look. and also another question:

how do i add new items or enemies to the game? i know a totally new enemy would be very complex but id like to create stronger versions of enemies ect.

SuperMetroid
Posted on 04-29-07 05:39 PM Link | Quote | ID: 31252


Red Goomba
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which pointers should i change, the Level Data? Layer1_2? Door_Out??
which do i changed, and what do i change it too, and yes i know how pointers work.

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me-is-liam
Posted on 04-29-07 05:41 PM Link | Quote | ID: 31253


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as i said when you first asked, its something im wary of, this would be the part i cant do, sorry. but if theres anything else, i'll try to help

me-is-liam
Posted on 05-06-07 05:34 PM Link | Quote | ID: 33322


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anyone know how i can get rid of or move the area names for elevators ect on the map?

Lunaria
Posted on 05-06-07 05:53 PM (rev. 2 of 05-06-07 07:48 PM) Link | Quote | ID: 33329


Deddorokku
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Posted by me-is-liam
anyone know how i can get rid of or move the area names for elevators ect on the map?

Use SMILE's built in map editor.
-
Edit: Then you have to move it in hex. :/

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The fun has been doubled!

me-is-liam
Posted on 05-06-07 06:04 PM Link | Quote | ID: 33330


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Posted by Green-Kirby
Posted by me-is-liam
anyone know how i can get rid of or move the area names for elevators ect on the map?

Use SMILE's built in map editor.

you cant use SMILEs map editor to remove those labels, they dont show up in the editor only in the game, but thanks for the reply

Kejardon
Posted on 05-06-07 08:49 PM (rev. 2 of 05-06-07 08:50 PM) Link | Quote | ID: 33365


Red Koopa
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http://drewseph.zophar.net/Kejardon/AutoMapIcons.txt

Ignore the first half, you can just start reading at "Samus's Ship" to change where the icons are on the map.
Just make sure you know how to work with pointers beforehand.

::edit:: URLified ::/edit::

me-is-liam
Posted on 05-06-07 08:56 PM Link | Quote | ID: 33367


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thanks alot

me-is-liam
Posted on 05-09-07 07:27 PM Link | Quote | ID: 34164


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since that confused me ive got rid of them all together by deleting the sprites in tile layer pro, there may not be area names but atleast it wont look glitchy

burdy99
Posted on 05-09-07 11:33 PM Link | Quote | ID: 34208

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ive not been using smile and hex a long time but can someone tell me some offsets for the beams please

me-is-liam
Posted on 05-12-07 12:32 AM (rev. 6 of 05-13-07 03:57 PM) Link | Quote | ID: 34690


Red Paragoomba
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edit these in a hex editor, theyre for unheadered roms:

starting at 84254: the manual fire cooldown for beams

starting at 84283: autofire cooldown for beams

i cant remember that power for the beams, theyre all mixed up when it comes to that

burdy99
Posted on 05-12-07 08:09 PM Link | Quote | ID: 34882

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thanks

Gideon Zhi
Posted on 05-12-07 09:56 PM Link | Quote | ID: 34898


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Posted by me-is-liam
for headered roms


DUMB

Any utility that requires a header shot be fucking shot. It should detect the header, then strip it off, not work with it. I repeat: DUMB.

MathOnNapkins
Posted on 05-12-07 10:24 PM Link | Quote | ID: 34904


Super Koopa
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Except I don't see a utility. He just listed some offsets.

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Gideon Zhi
Posted on 05-12-07 11:38 PM Link | Quote | ID: 34920


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Point still stands. No reason to be hex editing a game with a header unless you want to confuse yourself.
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Main - ROM Hacking - Super Metroid Hack Help FAQ New thread | New reply

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