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me-is-liam
Posted on 04-13-07 06:40 PM, in a few SMILE questions (rev. 3 of 05-24-07 07:25 PM) Link | Quote | ID: 26335


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From: rexacoricofallapatorius

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actually its more like alot, but i need help, if anyone can answer any of my questions i'll be really happy, and closer to finishing my hack.

1) how can i make the different beams so they are not compatable with each other apart from charge? (only charge and one other can be equiped at once), i know this is quite specific, so if someone could just describe the rule for editing 'beam compatability' as i call it i'd be grateful.

2)SOLVED

3)how can i make a player start with some inventory items when they first play the game, and how can i make them lose items at some point later in the game?

4)SOLVED

5)SOLVED

6)SOLVED

7)i thought i knew about the scroll plms, but theyre not working for me. i think ive noticed that each one is made to 'reveal' a certain scroll area, how do i change that scroll area?

8)3) in super metroid: redesign, i noticed some effects which i thought were impossible until i saw them, mainly the only be able to wall jump with certain tiles, and the 'lost caverns' effect, which seems to be one room that changes itself as you move in it (it has one continuous scroll). out of curiosity, does anyone know how this was done?

me-is-liam
Posted on 04-13-07 11:44 PM, in a few SMILE questions (rev. 2 of 04-29-07 05:37 PM) Link | Quote | ID: 26400


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From: rexacoricofallapatorius

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thanks for replying, i shouldnt have called the thread this because i knew that some of them couldnt be done in SMILE

i suppose i was just asking for a way of doing them, and getting addresses maybe.

me-is-liam
Posted on 04-24-07 05:57 PM, in a few SMILE questions Link | Quote | ID: 29517


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From: rexacoricofallapatorius

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another question

the scroll PLMs, they allow one of the red scroll areas in a room to pass onto the screen, and im pretty sure which red scroll it 'uncovers' it determined by the index and unknown, but how do i make sense of this in order to choose the scroll area it reveals?

me-is-liam
Posted on 04-25-07 04:38 PM, in a few SMILE questions (rev. 2 of 04-25-07 08:31 PM) Link | Quote | ID: 30031


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From: rexacoricofallapatorius

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when i edit the 'manual' address it changes the automatic fire in the game, when i change the automatic address, nothing noticable happens. what am i doing wrong?

me-is-liam
Posted on 04-26-07 04:33 PM, in Smile Questions again. sorry Link | Quote | ID: 30324


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From: rexacoricofallapatorius

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im not sure about doors, but adding new rooms can be done in a hex editor, i know the basics of how to do it but i always do it wrong, so i wont teach you any of my idiocy

me-is-liam
Posted on 04-27-07 04:39 PM, in a few SMILE questions (rev. 4 of 05-24-07 07:29 PM) Link | Quote | ID: 30670


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From: rexacoricofallapatorius

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well, the adress you said was 'manual cooldown for beams', affects the firing rate when you hold the button down, and does nothing to the rate when rapidly pressing it. when i edit the adress you said was for 'autofire cooldown for beams', i cannot see the difference it makes to the game,it may be the ROM, the ROM i am using is either the [J] or [JU] and its
3093 Kb

[edit] done

me-is-liam
Posted on 04-27-07 06:09 PM, in Smile Questions again. sorry (rev. 2 of 04-27-07 06:10 PM) Link | Quote | ID: 30698


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From: rexacoricofallapatorius

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i normally avoid going over data limits by keeping rooms the same size or if i make them larger i keep them simple. the point of changing pallettes is, as an example, theres a maridia room that you want to use in norfair to add bulk, you change the pallette to norfairs.

http://www.hhdsoftware.com/Products/home/hex-editor-free.html is a link to a free hex editor, its not the full version but it should get done what you want to do. i always create a back up file of my ROM before using hex, just to be safe. so to what i know, this may not be exact, you have to:

1) look at the yellow pull-down menu in SMILE, those are the hex addresses of all the rooms, find the room you want to duplicate (you will be able to change it later) and look at the address, remember that and the address of the next room.

2)open the ROM in the hex editor, go to the address of the room you want to duplicate (and $200 bytes further if your ROM has a header), copy the bytes up untill the address of the next room (again, $200 bytes further if the ROM has a header), and paste them into an empty space ('ff's) in the same bank.

3) open the smile/files/mdb in notepad, this is a list of all the room addresses that SMILE uses, add the address of your room to it (if your ROM has a hearder, add the address that is $200 bytes before it).

4)when you open SMILE, your room should be in the yellow pull-down list, it will look exactly like the room you copied. if im right you can now edit this room and its doors ect. into your own room.

theres no need to say sorry, if you need help you need help, though someone should make a thread that everyone uses for SMILE questions, that way the forum doesnt turn into list of SMILE threads

me-is-liam
Posted on 04-28-07 12:00 AM, in Hex Editor Help (Super Metroid) (rev. 2 of 04-28-07 12:02 AM) Link | Quote | ID: 30764


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From: rexacoricofallapatorius

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it can be located in any column, as any byte can. each line is a lot of F (15) bytes, the first column being 0, then 1, 2 ,3 ,4 ,5 ,6 ,7 ,8 ,9, A, B, C, D, E, and the last F in that line so basically, as an example, a byte on the 7th line down would be 6x, a byte in the 4th comlumn would be x3, the 4th byte in the 7th row would be 63, if that makes any sense at all. im sure someone can explain it better, but if you understand that you should be able to find the rooms address.

would it be okay with you for this to become THE thread for the topic of super metroid hex editing? because they normally get a few posts and die, the next day, another comes along, since they are only for one question.

me-is-liam
Posted on 04-28-07 12:36 AM, in Hex Editor Help (Super Metroid) (rev. 2 of 04-28-07 12:37 AM) Link | Quote | ID: 30770


Red Paragoomba
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From: rexacoricofallapatorius

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it should be the last byte in that line, count along starting with zero

me-is-liam
Posted on 04-28-07 12:40 AM, in Hex Editor Help (Super Metroid) Link | Quote | ID: 30773


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Posted by SuperMetroid
so startting from that number that i found i coun't until i reach F?


yes, remember 1 2 3 4 5 6 7 8 9 a b c d e f 10 11 ect

me-is-liam
Posted on 04-28-07 12:48 AM, in Hex Editor Help (Super Metroid) Link | Quote | ID: 30777


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From: rexacoricofallapatorius

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when the row reaches f981f, then the next number is f9820, i understand its quite completicated and sometimes even daunting when its new

me-is-liam
Posted on 04-28-07 12:52 AM, in Hex Editor Help (Super Metroid) (rev. 2 of 04-28-07 12:53 AM) Link | Quote | ID: 30779


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From: rexacoricofallapatorius

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you do know that the room f981f does not exist? they all start with 7 if you havent yet added them.

if you tell me the room you want to copy, i'll explain it with that in mind

me-is-liam
Posted on 04-28-07 12:55 AM, in Hex Editor Help (Super Metroid) Link | Quote | ID: 30781


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Posted by Sonicandfails
Those aren't room numbers, they are hex addresses. I suggest googling Hex Tutorial and learning everything you can before attempting this stuff.


all you rly need to know is how the numbers work, this is quite 'simple' and only requires copying and pasting, which to be honest, is just about all i can do myself

me-is-liam
Posted on 04-28-07 01:03 AM, in Hex Editor Help (Super Metroid) (rev. 2 of 04-28-07 01:05 AM) Link | Quote | ID: 30786


Red Paragoomba
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From: rexacoricofallapatorius

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youre not bugging me, its what you made the thread for.

open the ROM in SMILE.
load up the room you want to copy.
look at its "number" in the yellow rooms menu.
tell me what the room number is and i can help you better.

*edit* actually, i know this might be annoying, but its really late here, i'll post back tomorrow if you just leave the rooms number

me-is-liam
Posted on 04-28-07 02:23 PM, in Hex Editor Help (Super Metroid) Link | Quote | ID: 30883


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From: rexacoricofallapatorius

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so your room is 7990D, and the next room is 79938. those are the values you need to know.

open your ROM in a hex editor, if your ROM is unheadered:
copy the bytes from 7990D to 79937 (79938 is the start of the next room)

if your ROM is headered:
add $200 to each value and copy the bytes from 79B0D to 79B37

paste the data into an empty space in the file, it should look like "ff ff ff ff...", for example; i think 7EBB0 would work.

if you use 7EBB0 and your ROM is unheadered, open the smile/file/mdb in notepad, add 7EBB0 to the list and save it.

if you use 7EBB0 and your ROM is headered, take $200 away from the value (making it 7E9E0) and do the same.

you can use a different empty space if you like and use the same method.

then open your ROM in SMILE and it should be done


me-is-liam
Posted on 04-29-07 05:05 PM, in Super Metroid Hack Help FAQ (rev. 3 of 04-29-07 06:17 PM) Link | Quote | ID: 31251


Red Paragoomba
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From: rexacoricofallapatorius

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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.

me-is-liam
Posted on 04-29-07 05:41 PM, in Super Metroid Hack Help FAQ Link | Quote | ID: 31253


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From: rexacoricofallapatorius

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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, in Super Metroid Hack Help FAQ Link | Quote | ID: 33322


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From: rexacoricofallapatorius

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

me-is-liam
Posted on 05-06-07 06:04 PM, in Super Metroid Hack Help FAQ 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

me-is-liam
Posted on 05-06-07 08:56 PM, in Super Metroid Hack Help FAQ Link | Quote | ID: 33367


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thanks alot
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