INTERDPTH. Because there isn't a feature request or help thread.

Started by RealRed, February 06, 2011, 12:54:35 PM

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RealRed

I'm looking into editing suit palettes on metroid zero mission. Maybe even rooms, who knows. Problem is, while we have a few documented palettes for Samus' suits, there are dozens of palettes necessary to making consistent colors for a suit (ie. charge palettes, unmorphing, etc..). So basically I'm asking that you make a simple section in double helix, or gene splicer or whatever we're supposed to use now that lets you edit suit palettes with ease. Maybe even just document the locations of all the suit palettes so I can change them manually.

What happened to that "if so and so members join, I'll add a feature" anyway? ;D

zephyrtronium

Vaguely related.

[spoiler=Gravity Suit palettes]It is unknown exactly where the Gravity Suit palettes end, but this image almost certainly includes all of them.
[/spoiler]

interdpth

DH edits room palettes. And Sprite palettes but not samus. There's too fucking many.

Open up VBA, go to palette viewer, find the colorset you want to find, reverse bytes, search, bam palette.

FlamingCobra

Need help. First thing's first, the clipboard feature has never worked for me on any version.

Second, I can't seem to figure out how to set up a door connecting Crateria, Room 3 to Tourian, Room 9.

Third, all I ask is that there is a simple import and export BG3 feature so when I fuck with the tilesets I don't have to try to remake the whole background by hand.

EDIT: Oh, and a "preview music" button. You have no idea how much hassle that would save me.

EDIT2: Oh, and what does GRIT do?

Malpercio

First, nice necrobump.
Second, I've never tried the clipboard except for one time and it didn't work for me either, but it's not exactly necessary.
Third, do you are you using the actual door number? or trying to use the "room door" by mistake? I'm looking at the door editor now and it looks pretty clear cut. Try looking at other area transition doors and compare them to yours?
Fourth, the preview music button would be nice. Not as easy as just a list of value-song pairs.
Fifth, I think GRIT is for background importing, not that there's anything beyond the 256x256 option in Insert Stuff.

FlamingCobra

I honestly can't tell if you were chiding me or not.

Second, I'll have you know that if you right-click on the left-most door in Room 7, Crateria, it says "Actual Door: 12"
Now, if you go to Room 9, Tourian, and you right-click on the door all the way on the right-hand side, it says "Actual Door: 12"

What this means is that "actual door'' is only the door's number with respect to the area it is located in.

About the music button/list of value-song pairs thing. Not in all cases. Like my special case. But my hack hasn't become significant enough to post a thread about it yet.

The reason that I mention the clipboard thing is that in double helix version............... something....... idk, it's an old version of double helix. All I know is in that version of double helix, the thing is backwards, but it works.

Edit Level layer - correct - you can place tiles using the tileset.

Copy Level Layer - correct - pretty much: right-click= copy a tile on the map and left-click= paste

Edit Clip data - backwards - doesn't place the clip data you selected in the dropdown menu. but by right/left clicking you can copy/paste clipdata.

Copy clipdata - backwards - doesn't allow you to copy/paste clipdata from map tiles, but it does let you place the clipdata you selected from the dropdown menu.

Now in the latest version of double helix (that I am aware of), you can't copy clip data or level layer from existing map tiles at all. Which is a total pain in the ass. But it did fix what happens when you try to place clipdata for multiple tiles at the same time from the dropdown menu.

And that's why I keep a copy of both versions of DH.


Lastly... what the fuck is up with the palette editor for sprites? Why can't you select RGB values like in the level palette editor?

Malpercio

Frankly, I like hearing there's someone else here hacking Zero Mission, but the last post in this thread before you was over a year ago - Engine Works is the hacking questions/help forum.
and I suppose I never noticed that Actual Room is area-based because I'm still busy with Brinstar.
I don't mind the loss of copypaste, really. If I have to build a similar structure, doing it by hand again increases my personal chance that I'll use one of the different kinds of edge tiles, for example - variance is good, no?
I actually brought the messed up controls (in the most recent version of DH) up in IRC at some point, I don't remember what I found corresponds to what, but they seem to have a priority order i.e. "Copy Level Layer" forces edits on the level layer too, even if "edit clip data" is checked.

zephyrtronium

There at least used to be a guide for manually connecting doors between areas in DhHexHelp.txt or whatever it was included with DH, but it was very vague and I never understood it. If you want to do it, you'll probably have to dive into the game's code.

Malpercio

[spoiler]Area Connection Time.
durrr what's an area connection

Well kids, an area connection allows you to traverse through elevators and the like

It works like this
srcArea Door DstArea

They come in pairs of two

So you'll see srcArea Door dstArea srcArea Door dstArea

How they work well that's simple

Say you want to connect area 0 to area 1 with door 5 in area 0 and door 10 in area 1
the hex will be

00 05 01 01 10 00

There you go!

Now for the offsets
0x05EEB8 for ZM
0x06945c for MF[/spoiler]posted because relevant
So if I'm understanding it right the hex (for FlamingCobra's door) would be
05 <door> 06 06 <door> 05
and it would go somewhere in 0x05EEB8. What I don't know (and what doesn't seem to be explained) is where exactly.

interdpth

There is a table made up for coordinates at that offset, just modify them or repoint the table.