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Metroid Construction - Because Nintendo is too slow.
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Author Topic: The Great Metroid Construction Collaboration Hunt - Post your resources here!  (Read 6721 times)
DSO
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    « Reply #100 on: March 07, 2010, 12:18:10 PM »

    This patch contains blocks that turn layer2 transparent and back, one changing the FX A/B bits to the transparent layer 2 setting, and another restoring your original settings for the room.

    (click to show/hide)

    BTS 07 activates transparency, BTS 08 restores the settings to what they were.

    * TransBT.asm (0.51 KB - downloaded 18 times.)

    Quietus
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    « Reply #101 on: March 07, 2010, 04:13:14 PM »

    Is there a way to make it disappear too, instead of just transparency?  Without wishing to push my luck, how about a fade process? what the--

    Oh, and thanks a bunch. ^_^
    « Last Edit: March 07, 2010, 04:16:44 PM by Quietus »
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    « Reply #102 on: March 07, 2010, 09:34:03 PM »

    Is there a way to make it disappear too, instead of just transparency?  Without wishing to push my luck, how about a fade process? what the--

    Oh, and thanks a bunch. ^_^
    In the ASM file, there's an LDA #$001A in the code for the block with BTS 07. Change that to #$0004 and it'll make it disappear completely. It just sets the same values as what the A/B bits in SMILE's FX1 window, so you could use the same kind of code to set rooms to ugly darkness, or maridian water, and so on... I'm afraid I have no idea how to make a good fade process though, if that's even possible.

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    « Reply #103 on: March 08, 2010, 06:54:18 AM »

    I'm afraid I have no idea how to make a good fade process though, if that's even possible.

    OK.  Thanks again. ^_^
    DSO
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    « Reply #104 on: March 08, 2010, 06:54:54 PM »

    Faster elevator going down bugfix:

    Faster elevator bugfix for elevator speed going down
    At $119581 (Unheadered address), type 9C 99 07 A9 08 00 CD 98 09 D0 0A BD 7E 0F 18 69 03 00 9D 7E 0F FE 7E 0F EA

    IIRC the 08 is the speed the elevator moves at, it can go from 00 to 08.

    Values for elevator speed in other directions can be found in Grime's hex tweaks.

    DSO
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    « Reply #105 on: March 08, 2010, 09:51:05 PM »

    This patch makes door transitions completely fade all colors, including CRE, when transitioning.

    Requested by GF_Kennon but he has permitted me to post it for all.

    * DoorFade.asm (0.1 KB - downloaded 22 times.)

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    « Reply #106 on: March 09, 2010, 07:50:25 PM »

    About the transparency blocks, it's affecting my Layer 2/Normal BG. I want it just affect the blocks, how I do it?
    Grateful.
    « Last Edit: March 09, 2010, 09:16:53 PM by thelicker »

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    « Reply #107 on: March 09, 2010, 11:16:24 PM »

    Basically you have to place the blocks you want to turn transparent in layer2 and nothing else. So the rest of your foreground and background have to be in layer1. It's somewhat limiting, but some clever tile editing and stuff will open up your options.

    Crashtour99
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    « Reply #108 on: March 10, 2010, 08:07:17 AM »

    This patch contains blocks that turn layer2 transparent and back, one changing the FX A/B bits to the transparent layer 2 setting, and another restoring your original settings for the room.

    BTS 07 activates transparency, BTS 08 restores the settings to what they were.

    I wonder, could you do this with layer 1 as well and still have both work in the same room/screen?  Something like BTS 07 and 08 for layer 2, and BTS 09 and 0A for layer 1.  I haven't played around with the FX A/B bits so I have no clue how they work...

    If it's possible then I'm sure with proper tile/layer usage it could create some very interesting effects.


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    « Reply #109 on: March 10, 2010, 08:54:05 AM »

    I wouldn't imagine there's any reason why not.  While on the subject, is it an easy fix to alter which BTS slot these changes replace?  I ask because over time, we'll probably have a number of changes / alterations, and if we wanted to apply a few at once, it may become hassle if some replace the same slots.  Perhaps a list somewhere...
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    « Reply #110 on: March 10, 2010, 08:35:58 PM »

    I wouldn't imagine there's any reason why not.  While on the subject, is it an easy fix to alter which BTS slot these changes replace?  I ask because over time, we'll probably have a number of changes / alterations, and if we wanted to apply a few at once, it may become hassle if some replace the same slots.  Perhaps a list somewhere...

    If you look in the ASM file that DSO provided (or do a file compare if it's just a patch), the values in bank $94 are the BTS block code, incremented by $2 for each block BTS.

    The code for BTS $02 is at $9498B0, BTS $03 is at $9498B2, $04 at $9498B4, etc. It's just a pointer to code that runs in the same bank. Most of them just point to RTS ($D797 or something like that).

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    « Reply #111 on: March 14, 2010, 12:36:38 PM »

    Releasing an updated version of the shinespark control.
    This time Samus doesn't get stuck in the floor when shinesparking diagonally down.
    Same for ceiling / shinespark diagonally up.

    Old versions can be easily replaced!

    * SC.Drain.IPS (0.24 KB - downloaded 7 times.)
    * SC.nodrain.IPS (0.25 KB - downloaded 8 times.)
    * SCI.Drain.IPS (0.29 KB - downloaded 9 times.)
    * SCI.NoDrain.IPS (0.3 KB - downloaded 8 times.)
    * SCI.Drainbeforecoll.IPS (0.3 KB - downloaded 8 times.)
    « Last Edit: March 14, 2010, 12:58:42 PM by Black Falcon »


    Hey yo!
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    « Reply #112 on: March 17, 2010, 12:47:36 PM »

    Here is my new CRE for your Hacks! You can use it for free, because all Tiles were already in the Game ore made/changed by me. This CRE gives much of the Redesign Atmosphere, without steeling Tiles form that Hack.

    And before opening the Spoiler with the Pic read this! THIS IS THE BIGGEST WORKING CRE IN THE HISTORY!

    Here a Pic:
    (click to show/hide)

    New:
    - Many (!) new Slopes
    - New Connecting Tiles
    - New PLM Items
    - New Item Storage
    - New Door Lamps
    - 1 New Grapple Block
    - a few Plants from Metroid Fusion

    [For Headered ROM]

    Now CRE

    Download here:
    Important: You can't use the elevator PLM anymore!

    Wish you fun! A few Pallets and Scenery files with new tiles, looking a bit like Redesign coming in the future, too!



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    Edit: (Update)

    Now Graphicset 1 is Ready:

    (click to show/hide)

    Download here:

    New:
    - Slope with Tube
    - 1/2 ; 2/1 Slope painted by me
    - Spike Blocks from Wrecked ship Tileset
    - New Green Sea Tiles
    - New inner Wall
    - Better Colorset

    Set 2 Tiles are the same as Set 1

    Set 3 & 4:

    New:
    - A few Crateria tiles
    - CRE in 3 colors per set
    - Repointed Tile tables and Palettes
    - Set 4 (bevore morphball - darker) has darker scenery Tiles now (lock at the right of the screenshot)
    - blue crateria, too
    - good for events (dark/bright colors are mirrored)

    (click to show/hide)

    « Last Edit: March 19, 2010, 02:16:03 PM by gunnargumpert »

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    « Reply #113 on: March 17, 2010, 02:46:28 PM »

    Gunnar


    :P

    Why the hell did you kill the elevator.

    gunnargumpert
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    « Reply #114 on: March 17, 2010, 04:54:40 PM »

    was that a real question?

    of corse, to get more space in the CRE!



    you can set the enemy "elevator" still at the bottom of the roo, it´s working! please try it!

    ORE: did you mean, i´ve stoolen the tiles? that would be 100,1% wrong. all is MY stuff. - just the idea, using the elevator tiles as others is from somebody in this forum. and the stile is a bit like Redesign, but not to much. ore want you see a picture of drewsephs CRE?

    -that is over - i´m not steeling stuff anymore, i´m just making ideas bigger with my own style... any questions left?

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    Sadiztyk Fish
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    « Reply #115 on: March 17, 2010, 09:47:29 PM »

    Actually, I think those CRE are quite good. I was preparing myself for an SM:R rip, but it doesn't really look like them at all =). The only except are the elevator tiles to the upper-right of the missile recharge, but Drew got those tiles from Fusion, so that doesn't matter anyway.

    Good job Gunner =P I can't actually use it though cause a lot of my CRE has been moved around and repointed. The only thing i'm worried about is wether the tiles that replaced the white X's actually show up as the tiles they are, or a random item. Did you test them all out?

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    « Reply #116 on: March 17, 2010, 10:34:16 PM »

    I don't ever use the CRE besides for the mandatory stuff so I'm not really worried about it. I like the new rounder gates, they look much better that way. Pretty soon I'm gonna have to give this whole thread a clean sweep and patch alot of this stuff.

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    « Reply #117 on: March 18, 2010, 06:48:58 AM »

    Good job Gunner =P I can't actually use it though cause a lot of my CRE has been moved around and repointed. The only thing i'm worried about is wether the tiles that replaced the white X's actually show up as the tiles they are, or a random item. Did you test them all out?



    well, i´m clever:

    look at this, all 2 rows of the X's are left, i used only 3 tiles for the crumble block for example - i have 1 free tile left, that with the last crumble animation...

    well, look at the GFX file:

    (click to show/hide)
    (click to show/hide)

    ohhhh!: Sadiztyk Fish - you can export CRE of YOUR rom AND my hack, then: goto TLP and put the tiles you want into YOUR gfx file. (just drag and drop) then import YOUR hacked gfx file back to the ROM. that shouldn't break the ROM. good luck, if you try it!

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    « Reply #118 on: March 18, 2010, 08:34:21 AM »

    Gunnar: I downloaded the patch so i could see what every tile looked like and give you my thoughts, but your patch did this to both headered and non-headered:

    (click to show/hide)


    If i were you, i would fix that problem....

    Super Metroid: Epsilon, my current hack. Go look at my topic. Now.
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    « Reply #119 on: March 18, 2010, 09:06:59 AM »

    Gunnar: I downloaded the patch so i could see what every tile looked like and give you my thoughts, but your patch did this to both headered and non-headered:

    (click to show/hide)


    If i were you, i would fix that problem....


    It's because the CRE gfx is in Scenery gfx.
    You can fix it by yourself, but I suggest to Gunnar just upload the CRE archive, not a IPS.

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