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HYPER METROID project help

Started by Vener, January 30, 2011, 03:28:20 PM

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Vener

Great !!
every 00/01 per 03 and every FF per FD , and seems to be not too glitchy .

Vener

#51
Hey people !  :^_^:
there is someone who can explain me how to make this ?

0010:2896 (time for how long ennemies stay frozen in norfair . 2C 01 is the original value , but i have changed per 2C 00) : 2C 00 become 2C 01 exclusively when using charge beam .

0008:604F (diagonal bomb distance) : 20 1B 8F become EA EA EA exclusively when using spring ball .

0008:F625 (spin jump can't loose speed when jumping) : 23 become 22 exclusively when using screw attack .

0008:1E98 (delay for how using space jump . 02 is the original value , but i have changed per 03) : 03 become 00 exclusively when using screw attack .

____________________________________________________________

other things ,

1) Phantoon can work in crateria ? (boss icon map pointed , and same reaction on the gold statue)
2) sky scrolling can be fixed ?
3) the grey door in the bomb torizo room react only if bomb item are inventoried . how make react this door per another item ?
4) !!! TOTALY OPTIONAL !!!, but , i want to know if i can add a new music on the game , made by me , and played in maridian rooms (it's a very short minimal sample , during some secondes . but, very adapted has the ambience).
5) the distance that the samus ship goes through for landing on zebes (and for escape at the end) can be modified (X and Y ship position in the room) ?
6) certainly a strange question , but , if someone know how the spike blocks on the left wall in crocomir room can be changed per other type of CRE blocks (including the sequence when crocomir squelleton takedown the wall). i ask because i remove the spike blocks in my CRE , then ...
7) how place correctly all ennemies in rooms ?

Fe

1) Yes.
2) Yes, go to engine works, check "Commonly asked Q/A"
3) You can, not sure how though.
4) It's very possible, I think Grime was talking about it on IRC a while back. I recommend asking him.
5) Not sure.
6) Could be done, not sure how.
7) No, you have to use the enemy pop/allowed pointers.

As for the item changes, you have to know ASM. If you do, it should be quite simple if you can find the hijack points.

Sorry about being a n00b, hope this helps!  :^_^:

Vener

hey , don't apologize , it's already a help .
thank you for having answered the questions  :wink:

pomtt

Quote from: Vener on March 12, 2011, 06:21:09 AM
3) the grey door in the bomb torizo room react only if bomb item are inventoried . how make react this door per another item ?
Quote from: XavierSMRH on March 12, 2011, 11:14:09 AM
3) You can, not sure how though.
guys ya know sniper18 well in his metroid flood hack he has done that but he cant remember and will tell me how to when he remembers.

Smiley

Quote from: Vener on March 12, 2011, 06:21:09 AM
3) the grey door in the bomb torizo room react only if bomb item are inventoried . how make react this door per another item ?

Open your ROM in a hex editor and go to 23A73. You'll see 00 10 there. Edit those bytes to whatever you need. (Check the item values from SMILE. Remember to switch the bytes around [00 10 = 10 00 = the value for bombs]).
If you want to check for beams instead, you'll have to change two more bytes. More about that if you need to check for beams instead.

Also, don't forget that "Engine Works" is here for a reason.

X-tradyte

yeah, thats mainly what engine work is for, asking questions and getting help. I'm looking forward to HYPER MTETRIOD! :D

Vener

#57
Hello everybody !

I think that there are, here, persons who like the challenges of ASM  :^_^:
I also believe that you are tired by the normal and too easy questions .  
Then I have a special questions , which is maybe impossible has to realize, but, you never can tell ..

1)
I wanted to know if someone could create an ASM script who would allow that, when we kill one enemies (only if he is already frozen), he bursts by using the graphics of the death by "screw attack" (or, another graphics which I could create , it's better , if there is enough place for adding new tiles), BUT, reading the palette of ice beam/frozen effect to the place of the normal palette, AND , Which would play sound, on the place of the sound of the death by "screw attack", the sound which we hear when we smash the window of "mother brain", or then , a new sound added, that I could create, always if there is enough place for , of course .  :?:    


2)
I want to change the spike blocks on the left wall in the crocomir room per another type of CRE block , because i deleted the spikes in my hack . the problem is that i can change easily the spikes blocks per another type , but the spike damage property stay anyway , and , when the crocomir squeletton takedown this wall , even if i have changed the spikes per another block type , the spikes appear on the pieces of the wall which fall on the ground .
then i suppose that each pieces of the wall is composed per 2 tiles (wall/spike) , and each is stored one per one and are read during the scene .  

I found this on the site :

"CROCOMIRE (enemy ID: DDBF)
----------
123A06 - 00 00 to 10 00
Charged plasma beam shots no longer insta-kill Crocomire.

120D58 - 00 03 to ?? ??
Speed of Crocomire attempting to crawl out of the acid. 03 to 02 = slower, 03 to 04+ = faster, etc.

120DF6 - 30 06 to ?? ??
Distance (in pixels?) that Crocomire travels backwards before falling through the floor and triggering his death animation. Only useful if you're making his hallway longer.

120EE5-120F34
This chunk of bytes determines which blocks for Crocomire to break and fall through. The values for each block (from left to right) are: 61, 62, 63, 64, 65, 66, 67, 68, 69, 6A. Only useful if you're making his hallway longer.

1218D0-121901
Spike wall and room shaking as Crocomire prepares to bust it down in skeleton form. There are 7 groups of bytes here, FF FF 08, FF FF 0C, FE FF 10, FE FF 10, FC FF 08, FE FF 03, FF FF. These are what determine the rising intensity of the shake. The lower the first byte, the higher/more intense the shake. FA FF is as low as they can be set; F9 and below cause errors. The second value, which is always FF, shouldn't be edited at all. The values directly after those, 08, 0C and so on are how long that particular portion of the shake cycle lasts. The 5 extra values between each set, which are 00, 01 and 02 don't really need to be edited.

121953 - E0 01 to ?? ??
Something to do with the positioning of Crocomire's skeleton after it breaks down the spike wall. E0 01 to 60 00 looks pretty badass."


So , i suppose that each scene blocks are stored towards this place . i have checked , but i'm not Kejardon :lol:
then , it's hard for me to find :S


5)
I would like to create new one enemy.

I explain:
-using the emplacement of E8FF(ROBO) and possibly E93F(ROBO2) , for made a new emplacement for ennemie tiles (i don't use those ennemies).
-the ennemie size must be 3 tiles of width and 6 tiles of height . he haven't need to be "Giffed" , need to only one image (no animation , static ennemie).
-the hit box size must be 3 tiles of width and 6 tiles of height .
-the ennemie must using the same pallette as E7FF(KAGO)
-when we fire one the ennemie , the screen must shake like Kago .
-after that we killed him , he don't owe ré-appear  when we exit and re-enter in the room . (but no with using events!)
-HP must be changeable for each (using "orientation" or "speed 1/2" bytes to edite HP between 0001 has FFFF) .

It's to make one enemy-barrier , like this :


(It is only a scrawl to show the idea  :lol:)

with the aspect of a kind of root with many HP.
One classic concepts which we find in many games ..


8)
in the maridian scenery , there are a pixel movement in the part 2 and 3 of the maridian pallette . part 2 is for anime the sand , and part 3 is for anime the water falls (there is also a transparent effect on). do you think that it's possible to make this pixel movement in other scenerys (brinstar and norfair) , without apply this movement function on some parts of the pallette , but only in some tile emplacements in the scenery ? it's hard to explain .

hum , this is an exemple :





make the pixel movement function like maridia , for the part 4 of the norfair palette , but , only activated in the 6 green square tile places of the tile table .
i ask this because each parts of norfair and brinstar pallettes are used and importants , then , impossible to apply this function on the totality of the tile table .  

it's for make lava cascades for norfair , and water cascades for brinstar .

Lunaria

All of that is possible and not even super complex to make, I'd think. But you would need to write a whole lot of code. With the exception of the sound. As the sound of mother brains glass shattering is not in the generic sound back that is always loaded, it's going to be a bit of a tricky part to get that to work, but I'm sure it's possible.

JAM

Quote from: Vener on March 12, 2011, 06:21:09 AM
1) Phantoon can work in crateria ? (boss icon map pointed , and same reaction on the gold statue)
Yes to both. But don't sure about death part of Phantoon. He may not disappear correctly, if he is not in Wrecked Ship.

Quote from: Vener on March 12, 2011, 06:21:09 AM
5) the distance that the samus ship goes through for landing on zebes (and for escape at the end) can be modified (X and Y ship position in the room) ?
Yes. You'll also need to change positions of Load Stations in Crateria. Spots you need to change is 00, 10 and 12.
00 and 10 should match a place where your ship is.
12 is an entry point of your ship.

And ship icon should be moved too

Vener

Hi Crys  :yay:
maybe , have you an idea about how the "scripte" must be structured ?

Vener

#61
Hello everybody !

I think that there are, here, persons who like the challenges of ASM  :^_^:
I also believe that you are tired by the normal and too easy questions .  
Then I have a special questions , which is maybe impossible has to realize, but, you never can tell ..

1)
I wanted to know if someone could create a script who would allow that, when we kill one enemies (only if he is already frozen), he bursts by using the graphics of the death by "screw attack" (or, another graphics which I could create , it's better , if there is enough place for adding new tiles), BUT, reading the palette of ice beam/frozen effect to the place of the normal palette, AND , Which would play sound, on the place of the sound of the death by "screw attack", the sound which we hear when we smash the window of "mother brain", or then , a new sound added, that I could create, always if there is enough place for , of course .  :?:    


2)
I want to change the spike blocks on the left wall in the crocomir room per another type of CRE block , because i deleted the spikes in my hack . the problem is that i can change easily the spikes blocks per another type , but the spike damage property stay anyway , and , when the crocomir squeletton takedown this wall , even if i have changed the spikes per another block type , the spikes appear on the pieces of the wall which fall on the ground .
then i suppose that each pieces of the wall is composed per 2 tiles (wall/spike) , and each is stored one per one and are read during the scene .  

I found this on the site :

"CROCOMIRE (enemy ID: DDBF)
----------
123A06 - 00 00 to 10 00
Charged plasma beam shots no longer insta-kill Crocomire.

120D58 - 00 03 to ?? ??
Speed of Crocomire attempting to crawl out of the acid. 03 to 02 = slower, 03 to 04+ = faster, etc.

120DF6 - 30 06 to ?? ??
Distance (in pixels?) that Crocomire travels backwards before falling through the floor and triggering his death animation. Only useful if you're making his hallway longer.

120EE5-120F34
This chunk of bytes determines which blocks for Crocomire to break and fall through. The values for each block (from left to right) are: 61, 62, 63, 64, 65, 66, 67, 68, 69, 6A. Only useful if you're making his hallway longer.

1218D0-121901
Spike wall and room shaking as Crocomire prepares to bust it down in skeleton form. There are 7 groups of bytes here, FF FF 08, FF FF 0C, FE FF 10, FE FF 10, FC FF 08, FE FF 03, FF FF. These are what determine the rising intensity of the shake. The lower the first byte, the higher/more intense the shake. FA FF is as low as they can be set; F9 and below cause errors. The second value, which is always FF, shouldn't be edited at all. The values directly after those, 08, 0C and so on are how long that particular portion of the shake cycle lasts. The 5 extra values between each set, which are 00, 01 and 02 don't really need to be edited.

121953 - E0 01 to ?? ??
Something to do with the positioning of Crocomire's skeleton after it breaks down the spike wall. E0 01 to 60 00 looks pretty badass."


So , i suppose that each scene blocks are stored towards this place . i have checked , but i'm not Kejardon :lol:
then , it's hard for me to find :S


3)
There is some physics changes that i haven't found on the site . if you have an idea for the adresses ...

-speed of rise/fall bomb jump with morph ball .
-duration of the speed booster effect after running and concentrate the energy .
-horizontal and vertical distances for the normal jump and for the high jump , just for wall jumps .  
-To allow a delay of wait between moment or we put quite its bombs (basicaly , maximum number is 5 , i have changed per 2) , and the moment or we can begin again to put it the others.    
- where are located the bytes which suppress wall jump property on the "plateforme" ennemies ?


4)
I ask if someone would be capable of coding the ROM so that she can repoint all of the scrolling data in another bank , because at present, we can point them only in bank 8F .
i know that There are already a patch that can repoint all PLM's in whatever banks , just must specify (E0 for exemple)
if the bank 8F can be still more cleared , it would allow to be able to add more new rooms to the ROM, the events moreover, etc . I really believe that it would be profitable for quite the persons who wish to make very vast Hacks .
I don't know about what i speak, indeed on, but I imagine that if it was possible to make it for them PLM's , it must also be possible to make it for scrolls ..


5)
I would like to create new one enemy.

I explain:
-using the emplacement of E8FF(ROBO) and possibly E93F(ROBO2) , for made a new emplacement for ennemie tiles (i don't use those ennemies).
-the ennemie size must be 3 tiles of width and 6 tiles of height . he haven't need to be "Giffed" , need to only one image (no animation , static ennemie).
-the hit box size must be 3 tiles of width and 6 tiles of height .
-the ennemie must using the same pallette as E7FF(KAGO)
-when we fire one the ennemie , the screen must shake like Kago .
-after that we killed him , he don't owe ré-appear  when we exit and re-enter in the room . (but no with using events!)
-HP must be changeable for each (using "orientation" or "speed 1/2" bytes to edite HP between 0001 has FFFF) .

It's to make one enemy-barrier , like this :


(It is only a scrawl to show the idea  :lol:)

with the aspect of a kind of root with many HP.
One classic concepts which we find in many games ..


6)
i really need REDESIGN GATES :bounce: lool

if i can maybe help someone to understand how they works .
in redesign , i take for exemple , the maridian room with the 4 blue gates :



those gates are coded like this :                

interuptor 1 : high D2 , low 02 -------> gate 1 : high 00 , low 00
interuptor 2 : high D4 , low 21 -------> gate 2 : high 00 , low 20
interuptor 3 : high D5 , low 33 -------> gate 3 : high 00 , low 30
interuptor 4 : high D3 , low 10 -------> gate 4 : high 00 , low 10

interuptor "high" is an index .
first caracter of interuptor "low" is for recognize which shutter of the room is commanded .
second caracter of interuptor "low" is for recognize what interruptor propertys is .
gates "low" is shutter number .

(I'm not sure in 100 %, but I know that it's in this direction) ...

About the no-returning Blocks redesign PLM (because i would also want her  :mad:) , there are one index for the no-returning bytes checks in the "High" , and for "low" , one caracter for specify what type of blocks no-return , and the other caracter for the width and height distance cover effect .


7)
i want to know if there are in the game "special rooms" Who have to keep in a compulsory way their offsets ?
i think for example about the boss rooms ..

I ask this because i repoint some room informations of the bank $8F to other banks , it's for recompact each rooms of the game for increase the $8F free space .


8)
in the maridian scenery , there are a pixel movement in the part 2 and 3 of the maridian pallette . part 2 is for anime the sand , and part 3 is for anime the water falls . do you think that it's possible to make this pixel movement in other scenerys (brinstar and norfair) , without apply this movement function on some parts of the pallette , but only in some tile emplacements in the scenery ? it's hard to explain .

hum , this is an exemple :





make the pixel movement function like maridia , for the part 4 of the norfair palette , but , only activated in the 6 green square tile places of the tile table .
i ask this because each parts of norfair and brinstar pallettes are used and importants , then , impossible to apply this function on the totality of the tile table .  

it's for make lava cascades for norfair , and water cascades for brinstar .


9)
do you think that i can add 20~30 new tile places in the green brinstar tile table , without repointing all of the brinstar data to free space ?
Otherwise , i don't use the graphic set 9 (white-red brinstar) , then , maybe it's possible to use some of those tile places and load them to graphic set 7 ?

same question for the CRE .


10)
how place ennemies correctly in rooms . when i say "correctly" , i want to say in the pixel meadows .
each ennemies have 16 bytes . there are X-Y position bytes in pixels ?

and , also , how use the palette of the silver chozo to the gold chozo ?



impossible to copy the silver part colour of the palette in the gold part because the two last colours of the palette (white and black) are used for the silver and the gold , then , i have no idea for how using silver part for facing left and for facing right ..

another thing , how make a delay between super missils shots ?

finally , there is really no possibility to make Phantoon can work in crateria correctly (with the reaction on the gold boss statue) ?


11)
I really wish i could add a new music in the game , for maridia .
the only music that i don't use is the wrecked ship music . please , if someone know how add a music in the game like Sadiztyk Fish , tell me what is the format to convert the samples , how convert samples to bytes , how many seconds i can use without need to re-write data , or maybe if there is enough of free space . what the maximum sample numbers i can superpose , etc ..
i must create sounds one per one , separated (bass/pad/organ/hats/etc...) , or , all only in one sample ?
possibility to control and modify the volume level ?

gunnargumpert

Quote from: Vener on April 01, 2011, 12:03:45 AMcreate a script

Don't call it Script, since ASM is machine code, directly. A script is the following:

ThreadName(variable, integer)
{
while(!level scripts\threadname() && ent.getDvarint("some_variable") <= 60)
{
  ent.text = " + variable + "" + integer + ";
  ent thread iprintlnBold("Lol, this is an example: " + ent.text + ");
  wait .4;
}
}

Well, this will not do anything, but this is the way, a script would work. a script always needs to be compiled - writing it to assembler.


But asm uses machinecodes, without a special compiling program (just convert the text to binary symbols: 1 & 0).

begrimed

#63
1)
This is a nice idea, but like a lot of your suggestions I personally couldn't do the code to make it happen. I will say that using the mother brain glass breaking sound would seem too 'big' or loud for most enemies breaking out of the ice. Maybe the sound of the 4 boss statues' eyes exploding after the boss is dead?

2)
Most likely the spikes that re-appear as the wall is being broken are stored separately in the ROM and are not part of Crocomire's tileset. Mother Brain has a few tiles that do this when her container is breaking away. Try searching through the ROM in a tile editor and change any spike GFX you find which ones appear when Crocomire breaks the wall. Sorry to say I don't know anything about changing the spike block attributes or anything.

3)
- Don't know the speed of rising/falling, just how high bomb jumps go.
- Oddly enough I never found the actual timer for shinesparks, and I've looked several times.
- 82049 - 01 to ?? = Walljump left/right distance (with AND without high-jump boots, sorry).
- Interesting question. I'll look into this. 8427E - 00 10 = Delay between laying bombs.
- Search for the hex bytes "22 7F 96 94" and change them to EA EA EA EA, then test walljumping off of platform enemies AND frozen enemies (they might be different, I could be wrong). If neither works, change the bytes back from EA EA EA EA to what they were and search for more.

4)
Another nice idea. It certainly would save a lot of space if all room scroll / scroll PLM / door scroll ASM could be placed in its own bank, but I dunno how to do that.

5)
I've done some enemy editing, but to do what you're asking would take a lot of work I think. Most of that would involve setting up new tile maps for the enemy. I'm sure an experienced ASMer could make this happen pretty quick. No animation, and it sharing Kago's behavior seems to make it a simple edit, tile map aside.

6)
I honestly have no idea how those gate BTS things work. I feel like I should. I wouldn't mind a clear explanation myself sometime. Non-returning block PLMs or gates staying open after room transitioning is beyond me.

7)
I'm sure there is, but it probably depends on what kind of data you're repointing. Kraid's room is pretty bitchy about things like that.

8)
This is a pretty sweet idea. I'd like to see somebody do this and explain how others could.

Sorry I couldn't be more helpful, but it's better than nothing I guess. People, give this topic more attention.

Vener

#64
thanks Grime to have taken time to answer .

And do not apologize ! :^_^:

for the "sound of the 4 boss statues' eyes exploding after the boss is dead" , it's maybe better , yes .

or , why not use this sound for little ennemies , and use mother brain glass sound for the more biger ennemies (give an argument comparaison like ennemie tile size limitation for exemple , and load the one or the other one according to the ennemie size .  :grin: :grin: :grin: Hard !

Crashtour99

For the shinespark timer, set a breakpoint on this in your debugger.
7E:0A68    Samus's super jump timer. Also used by crystal flash.
When you see it load a value and then store it there, where it loads the value is the spot where you can change how long the timer is.

8)If it's what I think you're referring to, then the animated waterfall is done with palette changes, and I don't really know how that part works. 
However with the sand falling, that is done with animated tiles.  It would be best to read through DC's guide on animated tiles
http://forum.metroidconstruction.com/index.php/topic,457.0.html
but basically you'll need to copy the tiles from the maridian tileset to the norfair tileset (you will have to remake parts of your tiletable as well because they have to be copied to the EXACT SAME SPOT IN THE TILESET, very important) and then have to do some hex tweaking so you can get it to work via fx1.  It can be a bit complicated, but read through DC's documents slowly a couple times and you should be able to get it.

VideoGeemer

Quote from: Vener on April 01, 2011, 12:03:45 AM
I really wish i could add a new music in the game , for maridia .
the only music that i don't use is the wrecked ship music . please , if someone know how add a music in the game like Sadiztyk Fish , tell me what is the format to convert the samples , how convert samples to bytes , how many seconds i can use without need to re-write data , or maybe if there is enough of free space . what the maximum sample numbers i can superpose , etc ..
i must create sounds one per one , separated (bass/pad/organ/hats/etc...) , or , all only in one sample ?
possibility to control and modify the volume level ?


Maybe I'm just misinformed, but I had read that there was currently no way to edit music and put it into the ROM. If there is a way, I'm very interested as well.


VG

JAM

#67
Quote from: Vener on March 24, 2011, 10:25:42 PM
9)
do you think that i can add 20~30 new tile places in the green brinstar tile table , without repointing all of the brinstar data to free space ?
Nope, max you can add is 8 new 16*16 tiles to the SCENERY of tileset 7. I did it and tested several times.

But you can repoint another tileset's tiletable to the free space.

Quote from: Vener on March 24, 2011, 10:25:42 PM
Otherwise , i don't use the graphic set 9 (white-red brinstar) , then , maybe it's possible to use some of those tile places and load them to graphic set 7 ?
Actually, no. Tilesets 8 and 9 are using the same tiletables. And besides of that, next tiletable stored after tileset's 7 is belong to Kraid's tileset [number 27]. You can repoint it's tiletable instead.

Quote from: Vener on March 24, 2011, 10:25:42 PM
same question for the CRE .
Bottom 2 rows of 8*8 tiles can't be used.
But as for 16*16 tiletable, every tile consisting of 4 X's can be used AFAIK. Except for 4 such tiles located right after chozo ball.

It's better to show than to explain:

X-Tiles inside red border can't be used.


X-Tiles inside green border can be used. As well as any already existing tiles

Scyzer

Quote from: JAM on April 05, 2011, 08:53:27 PM
Quote from: Vener on March 24, 2011, 10:25:42 PM
same question for the CRE .
Bottom 2 rows of 8*8 tiles can't be used.
But as for 16*16 tiletable, every tile consisting of 4 X's can be used AFAIK. Except for 4 such tiles located right after chozo ball.

Every tile in the CRE table can be used. I've used all tiles successfully without graphic overwrites.
You can't use the last 2 rows of GFX along the bottom, as JAM said.

Not sure how many tiles can safely be added to the CRE table before breaking some backgrounds. First one to break will be the Ice Beam area.

JAM

#69
Quote from: Sadiztyk on April 05, 2011, 09:50:29 PM
Every tile in the CRE table can be used. I've used all tiles successfully without graphic overwrites.
Are you sure?
Well, I know that these 8 black tiles located above grey door are using for displaying items. Maybe, some of these 8 tiles while tile $C0 is used by gates.

Quote from: Vener on March 24, 2011, 10:25:42 PM
10)
how place ennemies correctly in rooms . when i say "correctly" , i want to say in the pixel meadows .
each ennemies have 16 bytes . there are X-Y position bytes in pixels ?
Yes, in pixels. And SMILE allows you to place enemies using 8 pixels grid. Like to X:40, Y:58 or to X: 48, Y:58. But you can also define enemy position more carefully, ignoring the grid.

More proper position can be set using hex, but I don't sure how the game will react. Maybe, the values will be just rounded down (47 to 40, 49 to 48) when spawning enemies.

Quote from: Vener on March 24, 2011, 10:25:42 PM
and , also , how use the palette of the silver chozo to the gold chozo ?



impossible to copy the silver part colour of the palette in the gold part because the two last colours of the palette (white and black) are used for the silver and the gold , then , i have no idea for how using silver part for facing left and for facing right ..
This is a special case. Chozo statue are using 32 colors instead of 16. Palette is loading by a code located in Initiation AI from different addresses. So, there are 32 colors for golden statue and 32 colors for silver statue. Alteration is based on Speed 2 (it doesn't matter if you even change palette pointer in DNA).

With value 0000, the statue acts like a Wrecked Ship one with silver color and faced left. With non-zero value, the statue acts like a Lower Norfair one with gold color and faced right.

You'll need to alter Chozo statue's Initiation code to make statue have silver palette but facing right. Or edit palette in I'm a Genius to get rid of golden chozo colors completly.


Quote from: Vener on March 24, 2011, 10:25:42 PM
another thing , how make a delay between super missils shots ?

Quote from hex tweaks topic:
8427B - 0A 14 = Speed that missiles can be fired. 0A = missiles. 14 = super missiles. Missiles can be changed to shoot faster or slower without any real problems. Super missiles can be changed to fire slower without issue, but to fire super missiles faster, you need to first apply Kejardon's super missile fix ASM so that more than one super missile can be shown on-screen at once.






Quote from: Vener on March 24, 2011, 10:25:42 PM
finally , there is really no possibility to make Phantoon can work in crateria correctly (with the reaction on the gold boss statue) ?
It should works. Not counting the part when is disappears. Something weird should happens to palette, I suppose. Why just not try to move his room to Crateria and try it by yourself?

As for statue, I suppose, it's just a single byte change. But address is unknown to me.

Scyzer

Quote from: JAM on April 06, 2011, 08:11:42 AM
Quote from: Sadiztyk on April 05, 2011, 09:50:29 PM
Every tile in the CRE table can be used. I've used all tiles successfully without graphic overwrites.

Are you sure?
Well, I know that these 8 black tiles located above grey door are using for displaying items. Maybe, some of these 8 tiles while tile $C0 is used by gates.

I used all those black tiles for morph doors (which were displayed correctly in game). Same with the 4 X tiles to the right of the Chozo Orb.
Before I made that post, I also tested putting graphics on all of the remaining X tiles, and placing them in several areas in a clean rom. They all appeared correctly.

I've also used Phantoon in any area. He works fine. I don't use the statues though, so I can't vouch for them.

Smiley

It is possible to add new music, however it's difficult and only a few people can do it at the moment, me not included.
Kejardon's music-related documents should help to get started, but don't expect yourself to be adding any complex songs anytime soon.

Parabox


VideoGeemer

Quote from: SMILEuser96 on April 06, 2011, 09:07:01 AM
It is possible to add new music, however it's difficult and only a few people can do it at the moment, me not included.
Kejardon's music-related documents should help to get started, but don't expect yourself to be adding any complex songs anytime soon.


Okay, I'll have to check that out. Ideally there'd be a way to program the notes with a GUI and all that, but I don't suppose that's been developed yet...


VG

Vener

Quote from: Sadiztyk on April 05, 2011, 09:50:29 PM
Every tile in the CRE table can be used. I've used all tiles successfully without graphic overwrites.

humm , sometime , yes ; sometime , no ...

Quote from: JAM on April 05, 2011, 08:53:27 PM
Quote from: Vener on March 24, 2011, 10:25:42 PM
9)
do you think that i can add 20~30 new tile places in the green brinstar tile table , without repointing all of the brinstar data to free space ?
Nope, max you can add is 8 new 16*16 tiles to the SCENERY of tileset 7. I did it and tested several times.

okey . and , where are located those 8 tile emplacements in the green brinstar tile table ?

Quote from: JAM on April 05, 2011, 08:53:27 PM
But you can repoint another tileset's tiletable to the free space.

when you said "free space" you mean free space in the normal ROM , or you mean free space added to the ROM (bank $E0 and more) ?

Quote from: JAM on April 06, 2011, 08:11:42 AM
Quote from: Vener on March 24, 2011, 10:25:42 PM
another thing , how make a delay between super missils shots ?

Quote from hex tweaks topic:
8427B - 0A 14 = Speed that missiles can be fired. 0A = missiles. 14 = super missiles. Missiles can be changed to shoot faster or slower without any real problems. Super missiles can be changed to fire slower without issue, but to fire super missiles faster, you need to first apply Kejardon's super missile fix ASM so that more than one super missile can be shown on-screen at once.

Thanks , great !  :yay:

Quote from: JAM on April 06, 2011, 08:11:42 AM
Quote from: Vener on March 24, 2011, 10:25:42 PM
finally , there is really no possibility to make Phantoon can work in crateria correctly (with the reaction on the gold boss statue) ?
It should works. Not counting the part when is disappears. Something weird should happens to palette, I suppose. Why just not try to move his room to Crateria and try it by yourself?

I would never ask questions before having tried .