The Great Metroid Construction Collaboration Hunt - Post your resources here!

Started by Zhs2, July 20, 2009, 07:55:03 PM

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DSO

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.

[spoiler=demo vid]http://www.youtube.com/watch?v=uGN2WlKjp-0[/spoiler]

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

Quietus

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

Oh, and thanks a bunch. :^_^:

DSO

Quote from: Quietus 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? :O_o:

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.

Quietus

Quote from: DSO on March 07, 2010, 09:34:03 PMI'm afraid I have no idea how to make a good fade process though, if that's even possible.

OK.  Thanks again. :^_^:

DSO

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

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.

thelicker

About the transparency blocks, it's affecting my Layer 2/Normal BG. I want it just affect the blocks, how I do it?
Grateful.

DSO

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

Quote from: DSO 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.

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.

Quietus

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...

Scyzer

Quote from: Quietus 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...

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).

Black Falcon

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!

gunnargumpert

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:
[spoiler][/spoiler]

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:
[spoiler]http://gunnargumpert.jimdo.com/app/download/3904591256/4ba10a27/b8e0aa42e9f6d9b59565c1e4757acfb45584ce85/CRE+HACK.zip[/spoiler]
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!



Gunnargumpert - I can!


Edit: (Update)

Now Graphicset 1 is Ready:

[spoiler][/spoiler]

Download here:
[spoiler]http://gunnargumpert.jimdo.com/app/download/3904971956/4ba38b2e/1826bcdb4c6e055b8283bb1f52019aeeea66aa40/Set1.zip[/spoiler]

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)

[spoiler=Preview][/spoiler]

[spoiler=Download set 3&4]http://gunnargumpert.jimdo.com/app/download/3906914656/4ba3cc02/028eabce6532adaa49b99c4c4340a15e8b46b8df/Set3_4.zip[/spoiler]

Antidote


gunnargumpert

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?

Scyzer

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?

FullOfFail

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.

gunnargumpert

Quote from: Sadiztyk Fish on March 17, 2010, 10:47:29 PM
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:

[spoiler=CRE.GFX][/spoiler]
[spoiler=Explenation]I did make a ready patch, because it´s a work of 1 hour, to put all the tiles together into the 16X16 CRE. also it's very hard to find the correct order ore the 8x8 tile. it´s a salad of tiles, not perfect order, so it´s better[/spoiler]

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!

Katelyn

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:

[spoiler][/spoiler]


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

thelicker

Quote from: Shadox on March 18, 2010, 09:34:21 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:

[spoiler][/spoiler]


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.

gunnargumpert

Quote from: Shadox on March 18, 2010, 09:34:21 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:

[spoiler][/spoiler]


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

yeah! you´re right, just happy the CRE patch isn´t broken! - the cre worked! i maybe used a changed rom, to make the patch. i´ll repaint all the tiles! - maybe today! - i swear, to do that!


edit: file is ready now!




2nd edit: set 3 and 4 is ready!

personitis

Quote from: Shadox on March 18, 2010, 09:34:21 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:

[spoiler][/spoiler]


If i were you, i would fix that problem....
Though I'm sure his patch would've done this, it wouldn't hurt to expand the CRE in the pre-patched ROM before it becomes patched.

begrimed

Or just post the .GFX file for your CRE set so people can take the graphics that they want from it without having to apply things to their hack.

gunnargumpert

i´ll soon sent a zip file with all gfx and palette files, the table, too

and than an explenation, how to repoint!

this patches aren´t working to changed roms, what a shit.


but at the moment i´m busy, i can´t do it now. plese be patiently.