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

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The13thProdigy
Posted on 05-23-07 05:34 AM Link | Quote | ID: 37642


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Yeah, I was asking either for personal instructions or directions to a FAQ. I suppose I should just get off my ass with the basic stuff...yeah, I know hexidecimal, basically, I use it when hacking Yoshi's Island, so I have a general understanding.

Thanks ^^

me-is-liam
Posted on 05-24-07 08:14 PM Link | Quote | ID: 38055


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Posted by Kejardon
2) ... There is currently 1 unused area (DEBUG) you could use, which shouldn't take much work.


so using debug would do nothing to the ROM? is it just a normal area like crateria and brinstar? i thought (not that i had a reason) that it shouldnt be edited.

Kejardon
Posted on 05-24-07 11:38 PM Link | Quote | ID: 38156


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I've never used it for anything, but I see no reason why you wouldn't be able to use it.

The13thProdigy
Posted on 05-25-07 03:28 PM Link | Quote | ID: 38323


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Okay, it's learning time

I've been messing around a bit but to no avail, it seems I can't get very far. Apparently Samus' ship needs to stay in the same exact place otherwise the game won't load...and I can't figure out how to change the scroll things (green, blue, red) let alone the PLMs themselves. Still don't really know what I'm doing with pointers...those numbers confuse the bloody hell out of me...and the door editor is beyond me. I'm not going for a full hack yet, just a little one, maybe a series of little ones, to get used to SMILE. That's step 1, and it's taking forever X_X

Thanks for your help ^^

SuperMetroid
Posted on 05-25-07 10:38 PM Link | Quote | ID: 38407


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You can edit where samus's ship land's in "Area Load Stations".

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The13thProdigy
Posted on 05-26-07 01:18 AM Link | Quote | ID: 38448


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Really? I'll check that out, thanks.

Legato
Posted on 05-26-07 05:54 PM Link | Quote | ID: 38664


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Is there any way to use Ceres station graphics in other parts of the game? I have tried all kind of things to get them working (mainly by working with room related pointers), but rom still seems to lock up (screen gets filled with bg-color) when the game is doing the room transition scroll.

SuperMetroid
Posted on 05-26-07 11:29 PM Link | Quote | ID: 38718


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You could copy a room and make a door in cateria etc. Lead to that room.

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Legato
Posted on 05-28-07 12:14 AM Link | Quote | ID: 39008


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Posted by SuperMetroid
You could copy a room and make a door in cateria etc. Lead to that room.


Thanks for the help, that's one way. Duh, I feel so stupid. It seems that only thing I had to do was to change room header type to "Ceres".

SuperMetroid
Posted on 06-01-07 04:31 AM Link | Quote | ID: 40455


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I beleive you also have to change the GFX scenery sheet.


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Legato
Posted on 06-01-07 12:02 PM Link | Quote | ID: 40808


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Posted by SuperMetroid
I beleive you also have to change the GFX scenery sheet.



Of course but I didn't mention that because I thought it was so obvious that I had changed the tileset at the beginning and that was the reason why it was locking up.

SuperMetroid
Posted on 06-02-07 08:20 PM Link | Quote | ID: 41414


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I forgot how too make enemies, i have a basic understanding of how too, but i'd appreciate help.

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SuperMetroid
Posted on 06-05-07 02:48 AM Link | Quote | ID: 42419


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????

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me-is-liam
Posted on 06-05-07 07:01 PM Link | Quote | ID: 42636


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brand new enemies or stronger versions and the such?

SuperMetroid
Posted on 06-06-07 10:50 PM Link | Quote | ID: 43066


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Both.

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SuperMetroid
Posted on 06-12-07 05:09 AM Link | Quote | ID: 44685


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Zomg i got banned again.

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me-is-liam
Posted on 06-15-07 06:23 PM Link | Quote | ID: 45885


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you make copies of species with a hex editor, you:
open the enemy in smile, find the address of its dna by searching the first few lots of data from the dna in the hex editor.
go to the last adress that ends in 'f' before the adress you get, and copy 64 bytes.
paste the data into an empty space end then in the enemy editor in smile, type the pointer of the enemy into the enemy id.

now my own questions:
ive copied enemies in the above way but when i change the pallette of the original species, it does the same for my copy, and vice versa. i changed the pallette pointer of my copy but nothing happened, what do i do?

why dont some enemies make use of the speed variable? what is the rule for which ones do?

SuperMetroid
Posted on 06-15-07 08:22 PM Link | Quote | ID: 45918


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Pallete should be the same because it's an exact copy.
My question i want to change the level data of the event part of a room how?
I know how to edit level data normaly aka: e5 e6
I now i have to follow the pointer but i usually screw that up, any help?

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Kejardon
Posted on 06-15-07 08:37 PM Link | Quote | ID: 45920


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palletes: You need to make a new pallete entry in the same bank as the enemy's data bank. For that you need to convert from in-game address to file address. (e.g., bank A2 means 110000 to 117FFF, A3 means 118000 to 11FFFF, and so on)
Palletes are 32 bytes each. As usual, find empty (FF) space and put your new pallete there.

Speed: This is a custom use variable. It's *often* used as speed, but it's really up to the individual enemy's code to determine how to use it - there are no defaults. If you want to know how to use it, disassemble the enemy.

Oddly enough, the main part of your post that makes sense is E5E6 (and I just now noticed that SMILE actually mentions those numbers). If I understand you right, you'll want to pick a roomstate to edit, then change the Level Data pointer to something new where you'll have plenty of space.

SuperMetroid
Posted on 06-15-07 08:50 PM (rev. 2 of 06-15-07 09:04 PM) Link | Quote | ID: 45922


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Ahh
EDIT:
Im an idiot lol i think of the hardest things to do first, i was thinking of have to do something in hex.


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

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