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

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SuperMetroid
Posted on 06-19-07 06:56 PM (rev. 5 of 07-16-07 07:11 PM) Link | Quote | ID: 46897


Red Goomba
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Since: 04-26-07

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I have tried everything to make this work, but no matter how hard i try i can't fiz the freaking room. I'd appreciate all help, run this on a unheadered rom... i think. Also the door leading to the room on the left part leads to the next room. but goes black and stays black.

And you will understand the problem please help.
->http://www.mediafire.com/?0y1n9z3wc9x<-

Thank you too everyone that tries to help.

---

EDIT:

for get the above post, it is an old question that i have figured ot myself.

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me-is-liam
Posted on 08-09-07 12:52 AM Link | Quote | ID: 61232


Red Paragoomba
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Since: 04-13-07
From: rexacoricofallapatorius

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SMILE shows the map space as giant, the maps have a much larger capacity than what is actually used. but when ive tried to use the full potential of the maps there is mess round the sides in game, it looks like the map is looping over itself. whats causing this? im guessing that the limitations are tighter than SMILE shows, but if there is a way to stop this happening i'd like to know. also, if SMILE shows the map space as larger than it actually is, why?

Kejardon
Posted on 08-09-07 04:03 AM (rev. 2 of 08-09-07 04:04 AM) Link | Quote | ID: 61303


Red Koopa
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Since: 02-21-07

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The overflow is because of how the game displays the maps: They're simply pasted onto BG1 in their entirety and BG1 is scrolled as needed. But if you know much about how the backgrounds work, you'll know that the SNES will 'loop' the background automatically. So when BG1 is scrolled too far to the right or left (or up or down, for that matter) you'll end up with tiles wrapping around.
Incidentally, I just did a small fix there for Drewseph. So I have that info handy.

First off, there's a check if you're in Maridia. If so, the screen can scroll 3 additional blocks to the left.
You can disable that by changing 82/9F07 to 80 (it's currently D0)
Next, the game has values for how far it can scroll past the farthest block mapped. It's measured in pixels though, so divide by 8 to calculate how many blocks it can scroll past.
Left: 82/B943
Right: 82/B955
Up: 82/B96B
Down: 82/B97D

And for the conversion if you don't know it, SNES LoRom offsets 828000 - 82FFFF = File Offsets 10000 - 17FFFF

Jathys
Posted on 08-10-07 06:40 AM Link | Quote | ID: 61595

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>also, if SMILE shows the map space as larger than it actually is, why?

I don't think it does, but if it does then it's because I screwed up (that happens a lot).

JoeZero
Posted on 05-12-08 09:41 PM Link | Quote | ID: 83455

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From: Natols

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Earlier using "debug" as a new area was mentioned.

I've been using that as a new area myself, and have run into a few problems.


First, start button can't be disabled there.

Second, it loads the map for Crateria. (plus Crateria is displayed as area name)

Third, if you edit the map for Debug and try to access it in-game by pressing start, the game crashes.

Fourth, certain effects you might want like heat bit or glow effects... well, debug doesn't have anything like that. Just the basic spike animation and the like.

I have a question of my own as well- if I wanted to move my Debug area to Colony, is there anything that might go wrong? Editing rooms in ceres has caused me much pain and suffering in the past.

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MathOnNapkins
Posted on 05-12-08 09:45 PM (rev. 2 of 05-12-08 09:46 PM) Link | Quote | ID: 83456


Super Koopa
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Since: 02-19-07
From: durff

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You're about 9 months late to the party .

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JoeZero
Posted on 05-12-08 10:12 PM (rev. 2 of 05-12-08 10:13 PM) Link | Quote | ID: 83457

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From: Natols

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How many napkins did it take for you to figure that out?

sorry, that was mean. I was just frustrated at missing yet another party.

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