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Deep_Space_Observer
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« Reply #2380 on: September 15, 2008, 05:06:36 pm » |
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About GFX ripped by SMILE:
Are all the white X blocks usuable 8x8s, or should I leave them alone?
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playerman1230
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« Reply #2381 on: September 15, 2008, 06:03:11 pm » |
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About GFX ripped by SMILE:
Are all the white X blocks usuable 8x8s, or should I leave them alone?
It's possible to use them. About editing them, use a backup, because writing them over is like making a data eater.
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To be: The Guy-Play I Wanna Be The Guy, still awake-drink coffee, happy-party up, seen-stand up, heard-speak up, respected-shut up.  What I'm playing right now: MechWarrior 2 (I want to play MW3), Portal, Zelda: Twilight Princess. MKWii FC: 3265-5590-8584
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Acheron86
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« Reply #2382 on: September 15, 2008, 07:36:51 pm » |
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If you mean the tilesheet, it should be fine. If you mean the tile table, be wary. Sometimes nothing bad happens, sometimes you break other tilesets. Best way to do it is to move the tile tables to free space and re-point.
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<@Acheron> I guess link could laugh <@Acheron> it doesn't count as talking <@MathOnNapkins> > Laugh <@MathOnNapkins> Don't Laugh
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Jathys
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« Reply #2383 on: September 16, 2008, 12:01:44 am » |
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In the 8x8 tile table editor, feel free to edit the x's, as they aren't used in the game... As mentioned before though, the more changes you make, the larger the compressed size. For extensive changes, consider moving the tile table.
As for the "tilesheet" Acheron was referring to... Usually, those will start out as the gfx you choose for them, but certain things can overwrite them in-game, iirc. Certain PLM's (was it the message boxes?) load graphics to those spots sometimes. Not 100% sure what is was anymore.
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Sadiztik Fish
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« Reply #2384 on: September 16, 2008, 12:27:03 am » |
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I just had the bestest idea ever for my hack (though I haven't played every hack out there so it may have been done before...)
Is it possible to make an elevator go up OR down? Or have an elevator in one room that goes up and then another elevator in a room below it that goes up to the other elevator? Or a room with two elevators would be OK I guess...
I know this will almost definitely require ASM, but for this idea, I'll learn - even if it takes me a year.
EDIT: well i didnt word that well. I meant an elevator that can go both up and down from the same platform.
But I have another question now. How do I make a path that is solid when you come from a different path. Hard to explain. On the attachment, the green area is the normal foreground path and you pass straight through the red path. But if you enter from a yellow part, the red path becomes solid and you can go through it as though it were a normal path. It was done in Redesign a few times, and I'm sure I've seen it in another hack too. I know I could just make two copies of the same room with different solid blocks but how do I do it with one room.
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« Last Edit: September 16, 2008, 02:02:34 am by Sadiztik Fish »
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Signature??? Hell no!!
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Acheron86
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« Reply #2385 on: September 16, 2008, 07:01:51 am » |
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I know I could just make two copies of the same room with different solid blocks but how do I do it with one room.
You just answered your own question.
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<@Acheron> I guess link could laugh <@Acheron> it doesn't count as talking <@MathOnNapkins> > Laugh <@MathOnNapkins> Don't Laugh
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Deep_Space_Observer
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« Reply #2386 on: September 16, 2008, 01:18:40 pm » |
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In the 8x8 tile table editor, feel free to edit the x's, as they aren't used in the game... As mentioned before though, the more changes you make, the larger the compressed size. For extensive changes, consider moving the tile table.
As for the "tilesheet" Acheron was referring to... Usually, those will start out as the gfx you choose for them, but certain things can overwrite them in-game, iirc. Certain PLM's (was it the message boxes?) load graphics to those spots sometimes. Not 100% sure what is was anymore.
Well, I copy/pasted the data and repointed the tile table pointer for one save room tileset. Does that mean I would be safe to edit these X blocks that litter the area? (I don't know what exactly the tile table and tilesheet are) Thanks, DSO.
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Acheron86
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« Reply #2387 on: September 16, 2008, 03:01:08 pm » |
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Well, I copy/pasted the data and repointed the tile table pointer for one save room tileset. Does that mean I would be safe to edit these X blocks that litter the area? (I don't know what exactly the tile table and tilesheet are)
Thanks, DSO.
I've never run into the problem Jathys mentioned, so I assume he's referring to CREs. That tile sheet in the pic should be fine to edit.
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<@Acheron> I guess link could laugh <@Acheron> it doesn't count as talking <@MathOnNapkins> > Laugh <@MathOnNapkins> Don't Laugh
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Obbligato
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« Reply #2388 on: September 16, 2008, 06:29:01 pm » |
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So...How do I use Tile Layer Pro to edit specific tilesets? Whenever I import a CRE GFX file the only tiles I have access to are the generic Blue/Green/Pink/Orange doors, the chozo statue, energy/missile/SM/PB tanks and such.
How do you, say, edit the palette for Green Brinstar or Upper Norfair?
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Xaggoth
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« Reply #2389 on: September 16, 2008, 06:55:03 pm » |
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So...How do I use Tile Layer Pro to edit specific tilesets? Whenever I import a CRE GFX file the only tiles I have access to are the generic Blue/Green/Pink/Orange doors, the chozo statue, energy/missile/SM/PB tanks and such.
How do you, say, edit the palette for Green Brinstar or Upper Norfair?
I think you want to be making scenery gfx, not the cre. It's right below it in the graphics editor. What attribute is it that makes an enemy solid (samus can't run through them even when flashing)?
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Best time(s): Super Metroid Any%: 45 min Hacks: SM: MDZ SM: MockingBird Station
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Acheron86
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« Reply #2390 on: September 16, 2008, 07:13:32 pm » |
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Solid enemies have a Special of A###, not 2### (normal value).
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<@Acheron> I guess link could laugh <@Acheron> it doesn't count as talking <@MathOnNapkins> > Laugh <@MathOnNapkins> Don't Laugh
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playerman1230
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« Reply #2391 on: September 17, 2008, 08:06:49 am » |
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Regarding GFX, CRE is the generic stuff that comes in all tilesets, sans Ceres (in the tile table). Scenery, you can do.
I've been wondering, not to be noobish: How do you pick palette files for tilesets in SMILE? (Such as I want to do Set 1, Palette 4).
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To be: The Guy-Play I Wanna Be The Guy, still awake-drink coffee, happy-party up, seen-stand up, heard-speak up, respected-shut up.  What I'm playing right now: MechWarrior 2 (I want to play MW3), Portal, Zelda: Twilight Princess. MKWii FC: 3265-5590-8584
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The BigM
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« Reply #2392 on: September 17, 2008, 08:45:06 am » |
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this isnt a smile related question but how do you post a hacked rom?
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SleepingSeaweed
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« Reply #2393 on: September 17, 2008, 09:16:18 am » |
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I've been wondering, not to be noobish: How do you pick palette files for tilesets in SMILE? (Such as I want to do Set 1, Palette 4).
If you mean importing palettes from different graphic sets, open the graphics editor. Save the palette file you want by opening the graphic set that uses it (click "Save TO palette file"), and then loadi that palette to the set you want it in by clicking "Load FROM palette file". If you mean making a tile use one of the other 7 palettes that are already there, that is also done in the graphics editor by selecting a tile in the set and clicking on the numbers in the corners - they determine which one of the 8 palettes the 4 parts of the tile uses. Hope that helps in some way. this isnt a smile related question but how do you post a hacked rom?
You post it in IPS patch format. You *could* use Lunar IPS to create the patch, but now that function is included in SMILE. Go to tools > create a patch. You need a clean SM rom and the one you have edited. Never post a .smc file.
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squishy_ichigo
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« Reply #2394 on: September 17, 2008, 10:25:48 am » |
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Enjoy! Before we being let me say this guide is INCOMPLETE I still need to find A FEW of Mother Brains.
OFFSETS Torizo 150687 - 9F (Bomb Torizo and GT's Pre Fight Colors) 020032 - FF (GT's Fighting Colors) Spore Spawn 12E359 - CF (First 4 are during Fight, rest are for after) 12E4F7 - DF (Room colors after) Kraid Tileset 27 -> Tools -> Graphics Editor -> Pallete 07 (Kraid's main body starting colors) 138687 - 1F (Kraid's parts starting colors) {parts include: Arm, Legs, and Projectiles} 13B3F3 - 8F (Kraid's main body damaged colors) 13B533 - 7F (Kraid's parts damaged colors) Phantom 13CA01 - 0F (Projectiles) 13CB41 - 7F (Phantom) Crocomire Tileset 28 -> Tools -> Graphics Editor -> Pallete 07 12387D - 4F (Top two for Crocomire, didn't test the others) Ridley 1362AA - 2F (Starting Eyes) 13633A - C1 (WOO - HOO!) Botwoon 199319 - OF (Starting) 19971B - 7F (Damaged) --A side note on Botwoon, his eye color is the same as his projectile colors! Dragoon Tileset 29 -> Tools -> Graphics Editor -> Pallete 05 (Starting - Main body) 12A1F7 - 47 (Parting - starting) 1296AF - 1F (damaged) --Only Dragoon's belly changes colors with damage Mother Brain ---still missing after metroid colors, going grey colors, and a few others.... Tileset 15 -> Tools -> Graphics Editor -> Pallete 04 (Main body colors) 149472 - 6F (Before Fight colors and some projectiles) 14D264 - 3F (Glowing brain during fight)
IMPORTANT : Using the Beauty Salon on bosses messes up something with their code, and they glitch up! I don't know why, and don't really care, because heres an easy enough workaround.
Right click the boss -> scroll one to the left -> pallete [EDIT] Use this to edit boss colors instead. Its a little harder to use but it gets the job done! You only need to put in the last four numbers (Ex. Mother Brains Glowing brain = D264) Anything under 8000 a add 8000 to it. (Ex. Crocomires 387D = B87D) This editor only does 16 colors at once, so add $20 bytes to get to the next row of colors.
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« Last Edit: September 19, 2008, 06:45:26 am by squishy_ichigo »
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Acheron86
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« Reply #2395 on: September 17, 2008, 11:53:48 am » |
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Beauty Salon will only mess up bosses if you click "save" while displaying non-palette bytes. In other words, as long as all the colors showing on the screen are a part of a palette, you won't have any problems.
Thanks for that though, squishy. Hopefully Jathys will include this information with a future version of SMILE.
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<@Acheron> I guess link could laugh <@Acheron> it doesn't count as talking <@MathOnNapkins> > Laugh <@MathOnNapkins> Don't Laugh
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Deep_Space_Observer
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« Reply #2396 on: September 17, 2008, 10:50:54 pm » |
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Another problem, involving my saveroom tileset:
Copied/pasted the data to $330000 and set the tile table pointer to 00 80 E6 (That is E68000, right?). Sure enough, SMILE says the scenery tile table for this save room tileset is at $330000, while the other save room tilesets are still $21227B. I import my edited tileset and... all of the tilesets are affected still. Also, editing those X's doesn't seem to do anything, even after importing, SMILE continues to show them as X's.
What did I do wrong?
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Acheron86
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« Reply #2397 on: September 17, 2008, 10:54:37 pm » |
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Tile sheets and tile tables are both shared among those tilesets. You'll need to copy and repoint both before editing them.
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<@Acheron> I guess link could laugh <@Acheron> it doesn't count as talking <@MathOnNapkins> > Laugh <@MathOnNapkins> Don't Laugh
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Deep_Space_Observer
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« Reply #2398 on: September 17, 2008, 11:10:06 pm » |
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Thanks, now it's working without messing up the other tilesets, but the problem with the those X blocks I edited remains, they do not show up in the tileset. Is there any way to fix this, or am I stuck only using the tiles that were already used?
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Acheron86
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« Reply #2399 on: September 17, 2008, 11:12:21 pm » |
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Can you be more specific? What you're describing could be several different problems. A SMILE screenshot would help a lot.
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<@Acheron> I guess link could laugh <@Acheron> it doesn't count as talking <@MathOnNapkins> > Laugh <@MathOnNapkins> Don't Laugh
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