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[SM] Editing default buttons when you load up a fresh game?

Started by vivify93, April 18, 2017, 01:53:00 AM

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vivify93

Hi again everyone! This should be my last question. I seem to have figured everything else out on my own.

I want to swap the Aim Diagonal Up and Aim Diagonal Down buttons by default--as in when you start a new game for the very first time. I want potential players to have Aim Diagonal Up and Aim Diagonal Down reversed from the very moment they start the game with no previously saved data. However, the SMILE RF guide doesn't seem to have any information on how to do that from what I've read, and searching it on the internet doesn't seem to give me any helpful results.

Can anyone please point me in the right direction? Thank you kindly. :)

Vismund Cygnus

My personal advice? Don't change the default controls. If players want to change the controls to suit them, then it should be left to them. For example, the buttons being swapped in Hyper Metroid was one of the things that I believe was a complaint for many in the community. It seems like a really minor thing, but for those of us who are so used to the default control scheme of the game, even the tiniest change (like the one you're suggesting) can be infuriating.

Quietus

+1 to the above. Far easier for the minority to change them if they want, than having the majority change them back.

vivify93

Well, the real reason I wanted to swap them is that I'm just trying to make a small edit of Super Metroid: GBA Style, the hack that combines Control Freak and Project Base. In Control Freak, for some reason Aim defaults to R and Missile is on L, which is the opposite of how the GBA games do it. I thought I'd try to be consistent with Fusion and Zero Mission. :)

Quietus

Have you tried editing the .asm files to switch them round?

vivify93

Oh, that's true. I could do that! Thanks for pointing me in the right direction, Quietus. :)

Edit - In case anyone was curious, here's what I've done so far.

- The original item icons have returned.
- The text "CONTROL FREAK" in the options menu has been reverted to "OPTION MODE". (Credit to PHOSPHOTiDYL!)
- Restored tutorials when picking up Missiles, Super Missiles, Power Bombs, Bomb, the Speed Booster, the Grappling Beam, and the X-Ray Scope. It seems as though the variable button assignments got broken somehow in Project Base, so to keep them neutral, they just reference the button name as it is called in Control Freak's main menu. (e.g. Missiles say "select [missile] & press the fire button.") Currently thinking of putting button names in red to make them stand out a bit.
- Reverted X-Ray Visor's name to X-Ray Scope.
- Morphing Ball has been shortened to Morph Ball, with a space, to keep consistent with Zero Mission and Other M. (As well as AM2R.)
- Red Missile Doors have been reverted to require 5 Missiles to open. This is due to a visual error during the demo mode that arises from letting 1 Missile open the doors--Samus will open the door with one Missile but keep firing 4 more for no reason. I figured that this was the best solution.
- Lastly, as the topic states, I'm looking into swapping Aim-Lock and Brandish Item so that, by default, the former is on L and the latter is on R. Just like as in Fusion and Zero Mission.