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Metroid Construction - Two parts Metroid + five parts you
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Author Topic: Metroid Editors/Help Thread  (Read 1261 times)
Zhs2
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« on: May 26, 2009, 07:39:33 PM »

There are currently TWO Metroid Editors as of late floating around on the internet. Editroid is the more complete editor as of late, although the other editor, MetEdit, does exist. :icon_razz:

Feel free to post here if you have any questions about Metroid 1 editing in general; I myself may be able to answer them with my cursory knowledge of hex editing with NES game.

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« Reply #1 on: July 25, 2009, 04:55:31 PM »

Wow, so this topic has been 'moderated' extensively. Nothing useful has been removed, but the conversation is disjointed.

(click to show/hide)
« Last Edit: July 25, 2010, 09:41:50 AM by snarfblam »

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« Reply #2 on: October 29, 2009, 04:37:59 PM »

this is cool thanks Zhs2

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    « Reply #3 on: October 29, 2009, 05:12:59 PM »

    Although bumping a sticky is debatable still

    Quote from: MetConst Rules
    3. No pointless bumping - Topic bumping is allowed, as long as one is able to add to the subject matter at hand with a thoughtful and intelligent post (or new content otherwise, since this is a hacking forum.) Violations of this manner will usually result in a warning.

    Another violation damn it.
    Bloodsonic
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    « Reply #4 on: November 08, 2009, 12:23:09 AM »

    Sup guys.
    I just downloaded editroid to see what I could do.
    Now I need some help- how do I edit structures? The structure editor seems to be just a clusterfrak of tiles in three different places. I don't know how to switch structures or... well... do anything.
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    « Reply #5 on: November 08, 2009, 07:23:09 AM »

    RTFM
    person701
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    « Reply #6 on: November 18, 2009, 05:01:30 PM »

    How do I move items from screen to screen? And uhh, what manual?

    Since when did people use scientific fact to justify hacking laziness?

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    « Reply #7 on: November 18, 2009, 06:04:43 PM »



    The map is made of screens. (They are re-used. A lot.) Screens are made of structures. Structures are made of combos. Combos are made of tiles. Each tile has its own graphics and physics.

    A combo is just four tiles combined. In the window, the combo area doubles as an editor and selector. Click on a combo to select it and draw it on the structure. To edit a combo, select a tile and then hold shift and draw on the combos.

    You can expand a structure if there is free memory. Memory is freed up by removing combos from other structures (right-click a structure and click delete and the combo you clicked goes away). Because of the way the game works, all combos within a structure's row must be contiguous, and there can not be rows without rows between them, so there are limitations on where you can add or delete combos from structures.

    The structure that is selected in the main window is the one that will show up in the editor.

    How do I move items from screen to screen? And uhh, what manual?

    There isn't really a manual for 2.0 yet. Cause it's not done.

    Also, do you mean items as in power-ups? If so, you can select "Show Items" in the menu, and they will appear on the map. Then you have to drag them around on the map to move them to a different screen.

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    « Reply #8 on: November 28, 2009, 03:11:55 PM »

    Will you post what you DO have for the 2.0 manual ? I mean this program is NICE, can it now do everything metedit can do and more?

    If not, what can metedit do that it can't?
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    « Reply #9 on: November 30, 2009, 05:38:09 PM »

    i've always seen editroid as easier to use, more straight-forward, and just generally better.

    In Metroid, Samus, X, Samus always wins because Samus beats Metroids, who wont attack (Fusion) Samus, who is (Regular) Samus, but eats X.
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    « Reply #10 on: November 30, 2009, 06:15:11 PM »

    There is no help available for version 2.0 yet because It's not finished. If you download version 1.2 and look at the help there, most of it applies to 2.0.

    As far as what it can and can't do, it can do everything Metedit can, except Metedit can generate and decipher passwords. (This is not the same as generating password data, which tells the game which bits of the password mean what. Editroid can do this.)

    Also, I'm about ready to put an updated version of Editroid 2.0, with the following changes:

    Known issues:
    • Bug: Applying an IPS patch to current rom is STILL frakING BUGGY
    • Bug: Default selection is often not shown (ex: when changing room index)
    Fixed:
    • bug: items are shown on map after saving
    • bug: When editing structure, if a screen is selected from different level without selecting a struct, the struct editor will continue to show the same structure until you try to edit it, then switch to a different structure
    • bug: If no struct is selected, the struct editor doesn't reflect changes
    • bug: Click-detection not working right on edited structs
    • bug: struct editor changing palette when an enemy is modified (but not selected)
    • bug: struct editor does not show correct palette after deleting an item, if the newly selected item has different palette
    • BUG: Typing number of invalid enemy causes it to disappear and become unselectable.
    Added:
    • Icon that identifies when the selected screen has associated password data (click to bring up password data)

    More on that later.

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    « Reply #11 on: December 04, 2009, 01:18:07 PM »

    yay! i cant wait! also, at the Editroid page, i noticed Zelda Tech. is that one of your projects too? or is it someone else's hosted on the same server?

    In Metroid, Samus, X, Samus always wins because Samus beats Metroids, who wont attack (Fusion) Samus, who is (Regular) Samus, but eats X.
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    « Reply #12 on: December 04, 2009, 04:41:11 PM »

    Yes, Zelda Tech (and the companion dungeon editor, Dungeon Master) is also a project of mine, but it doesn't really get any updates anymore. I was thinking about applying some of the new features from Editroid 2.0 (multi-screen editing, undo) to the Zelda editors, but that's a lot of work and would be far down the road, if ever.

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    « Reply #13 on: December 04, 2009, 05:28:53 PM »

    It's ok to admit you love Metroid more snarfblam.

    Since when did people use scientific fact to justify hacking laziness?

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    « Reply #14 on: December 07, 2009, 03:10:37 PM »

    Okay, for anyone interested in editing NEStroid, I've put together a couple of (awful, awful) video how-tos demonstrating useful techniques for customizing the graphics in Metroid.

    Watch them here.

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    « Reply #15 on: December 13, 2009, 01:29:25 PM »

    A new build of Editroid 2.0 (still alpha) with aforementioned fixes and then some is available at:
    http://ilab.ahemm.org/editroid/download

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    « Reply #16 on: April 11, 2010, 09:12:03 AM »

    Hi i dont know if its still ok to post in this thread but
    when i use Editroid 2.0 and i make a room were you can go up and down the bottom and top of the room are treated as lava and you cant progress
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    « Reply #17 on: April 11, 2010, 01:43:24 PM »

    Is the room from which you enter horizontal? It should be. All room connections must be horizontal to vertical or vice-versa. The exception is when you use the horizontal-horizontal doors (type 4 instead of 3). Without assembly hacking it is impossible to have a vertical room connected directly to a vertical room.

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    « Reply #18 on: April 11, 2010, 02:04:09 PM »

    i wish i could upload a video to show you the bugs that i need fixing but i dont know how to record one
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    « Reply #19 on: April 11, 2010, 08:23:38 PM »

    If you have a vertical room that refuses to scroll and the top/bottom acts like lava then it is because the game is treating it like a horizontal room. Is the room from which you entered vertical or horizontal?

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