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The13thProdigy
Posted on 05-22-07 04:41 AM, in Super Metroid Hack Help FAQ Link | Quote | ID: 37346


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From: Playing Super Metroid. AAAAAA nostalgia

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Hey...here I am, a total n00b at both SMILE and Super Metroid hacking in general, begging for anyone's help with anything.

See I have this great idea for a hack, and awesome maps, level design and new ideas, but I have no idea how to actually make the hack, unfortunately. I don't know anything about working SMILE - pointers, PLMs, index, unknown, all the offsets, hex editing, the door editor in general, size of rooms, ANYTHING. I'm in the total dark.

Before I continue actually making the rooms, I want to do my research:
1. Can I make more rooms per world?
2. Could I add worlds (3 - Acheron, Kraid, Ridley)
3. I want to split the powers of the Gravity Suit so there's an item that gives you lava resistance
4. Many events that require something to be activated for a gray door somewhere to open

Once I know if these are possible, I can reconfigure the maps, and go from there. The maps are hand-drawn on graph paper right now, and written in a color-coded theme that's kinda hard to understand. Maybe I'll make one and post it here...

Much thanks to anyone who responds, and puts up with me, I'm terribly sorry for my n00bness but we all start somewhere

The13thProdigy
Posted on 05-23-07 05:11 AM, in Super Metroid Hack Help FAQ Link | Quote | ID: 37640


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Posted by Kejardon
Of course, learning to hack in general will take a lot of time and effort. There's no way to avoid that. I don't recommend starting a full-scale hack as a way to learn.


Yeah, I know...right now I'm working on a mini-hack with only about ten to fifteen rooms, just to see what I could do. Glad new rooms are possible - very glad - and as far as the worlds go, I really only need Acheron, so I'll use that Debug one. The other two I can mix into Brinstar and Norfair respectively. SM maps have the capacity to be way too huge XD

I'm absolutely prepared to do a hell of a lot of work and practice with this - I've got a back-up file, and let's go!
1. What would I need to do to start editing a room? Pointers, scroll data, door editor - all confuzzle me.

The13thProdigy
Posted on 05-23-07 05:34 AM, in Super Metroid Hack Help FAQ 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 ^^

The13thProdigy
Posted on 05-25-07 03:28 PM, in Super Metroid Hack Help FAQ 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 ^^

The13thProdigy
Posted on 05-26-07 01:18 AM, in Super Metroid Hack Help FAQ Link | Quote | ID: 38448


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Really? I'll check that out, thanks.

The13thProdigy
Posted on 06-19-07 02:10 PM, in Mario's Lost World Link | Quote | ID: 46830


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Wowsa. Those are some serious kickass graphics. I really like the forest, jungle castle, switch palace and vine world the best. "Tribal Towers" also looks sweet. Of course, what matters more than anything is level quality - one could still make unbelievable levels with the original GFX - which the levels also appear to have. I'd love to give it a try, looks phenomenal.

The13thProdigy
Posted on 06-20-07 12:45 PM, in Sparx's STILL Un-named Hack. [ss] [demo] Link | Quote | ID: 47191


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Hm...not bad at all! The graphics are really appealing, and the level design is very nice. I really liked the first level...except for that part with the bloody flying fish X_X...

How come you can only go to the Abandoned House once? I thought it was for multiple saves or something, like after you beat a difficult level and didn't want to start over.

The13thProdigy
Posted on 06-21-07 02:15 PM, in REVIVED: Super Mario Alchemy: The Mushroom Elements [SS] Link | Quote | ID: 47515


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Oh, sweet! A good SMW hack without all the glamour and glitter of ExGFX - what I intend to do, at least the majority of my hack. I won't lie and say there isn't any ExGFX - a lot, actually - but the majority is all original graphics.

Man, this looks awesome. I'm not gonna lie. I think you've inspired me to actually name my levels again, rather than just "Emerald Forest 1" or whatever.

I thought about a non-linear path for SMCIA 2...whenever I finish the first one. Bwahaha...

The13thProdigy
Posted on 06-27-07 06:49 PM, in REVIVED: Super Mario Alchemy: The Mushroom Elements [SS] Link | Quote | ID: 50184


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Aw, man. I was gonna use elemental temples. Whateva...I'll call them by the latin names for the elements. Works.

I dunno. I like Spirit Island 2, but I think the background should be darker than the foreground, not lighter. I just think it'd look cooler. The Water Element temple looks cool, if not difficult.

The13thProdigy
Posted on 06-28-07 01:00 PM, in REVIVED: Super Mario Alchemy: The Mushroom Elements [SS] Link | Quote | ID: 50385


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Yeah, I'll probably use Ignis for fire, Aequeous for water, ecetera.

The13thProdigy
Posted on 06-28-07 07:54 PM, in Bleh. Link | Quote | ID: 50442


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I have a problem - I open a level, and it's fine, but when I return to the level from any pipe there's a bunch of garbaled GFX at the bottom. I know I've been told how to fix this in the past but I don't remember. Like, the background gets all messed up, being cut off into pale blue animated tiles. Eh...

The13thProdigy
Posted on 06-29-07 01:21 AM, in Bleh. Link | Quote | ID: 50527


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Actually, I've been hacking SMW for like, five years. I keep forgetting why this happens, is all. I'm no newb...thanks, though. I'll fix it.

The13thProdigy
Posted on 07-04-07 01:57 PM, in Luigi's Last Desire Link | Quote | ID: 52204


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Aw, sweet. I love YI graphics. I keep trying to rip the jungle ones from the first screenshot with no success at all ...

It looks really good, actually. I'm amazed you've come this far in 3 weeks! My hack takes me god damn forever. Psyched to play it, keep it going man

The13thProdigy
Posted on 07-04-07 04:18 PM, in Super Mario Eternity: Secret of Forever Isle (SS and demo) Link | Quote | ID: 52217


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Wow, I'm not even gonna lie here: I was running out of ideas and you've just jump-started my inspiration drive. Yay, metaphors.

Really awesome. There's very few hacks I'd actually spend some time playing, and rest assured this is one of them. Great job, really.

Oh, wait...hell, I'm gonna go play the demo. That sounds like a good idea. ^^;...

The13thProdigy
Posted on 07-06-07 05:53 AM, in Mario's Key-Tastrophe (SS) Link | Quote | ID: 52656


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Dude, that's sick. I loved Mario vs. Donkey Kong. The key theme was great. I was using that for my Special World. Your levels look pretty good. I really dunno how to get that "name of the level on the top of the screen thing" to work, I'll mess with it. I really like Legato Shrine ^^

The13thProdigy
Posted on 07-13-07 01:46 PM, in ExGFX Hack Link | Quote | ID: 54530


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Oh, SICK! That's totally awesome! I've needed Metroid tiles for a while - not in the levels I'm working on now, but I could definetely use them, yeah - but man...this brings up all kinds of possibilities.

If the hack had Super Metroid GFX, I'd be really impressed

The13thProdigy
Posted on 07-14-07 12:34 AM, in ExGFX Hack Link | Quote | ID: 54720


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Posted by Ice Man
Heh, thanks. I might rip some Super Metroid GFX, too.


Awesome. Red Brinstar...all of Maridia...Wrecked Ship...Lower Norfair...that'd cover it XD...

(man, I wish I knew how to goddamn rip stuff myself instead of being such a lazy bastard XD)

The13thProdigy
Posted on 07-16-07 01:26 PM, in Super Mario Omega [Lots of SS] Link | Quote | ID: 55409


Red Paragoomba
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It's nice to see stuff like Wario Land and DKC2 in there. I have that tileset you used for the ancient ruins...and now you've inspired me for a spotlight level. Yay! This looks really promising. Awesome job, I'll have to check this out when it's released.

The13thProdigy
Posted on 07-16-07 01:44 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 55411


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How about a block that's only passable if the light switch is off? Like, the switch that activates the spotlight in the room before Bowser in the original SMW. That way you could make a puzzle requiring you to find the blocks over and over again

The13thProdigy
Posted on 07-26-07 02:15 PM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 58317


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Ohhhh, I totally get this macro thing now. So you apply a certain attribute, backlayer and foreground data for a tile in the whole tileset so whenever you post it in a level it carries those attributes with it, so you don't have to mess around with the attributes all the time. Sweet.
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Main - Posts by The13thProdigy

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