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[SM] Doors don't work properly for me in Smile RF Offline Tutorial

Started by Mar99troid, August 01, 2017, 10:53:30 AM

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Mar99troid

Hello, I'm new to Smile and I'm starting to learn using it by following the offline guide written by begrimed. (You should be able to look it up on google. The one that says: "How to edit Super Metroid") I'm new in Part 2-18 of the tutorial and the doors in the new room just won't work correctly.
My door from 7E9A0 (BTS 1) to 795FF (BTS 2) works totally fine, but when I enter the door in 7E9A0 (BTS 0) leading to 7948C (BTS 3) the door cap closes normally behind me, but when I try to shoot it to go back where I came from, another door cap spawns under it. It's wierd that this doesn't happen, when I go from 7948C to 7E9A0 first. But when I enter 7E9A0 and then try to go back to 7948C again, the door cap closing animation doesn't play. I can shoot the door cap and it opens, but I can't return to 7E9A0. The game simply won't let me.

I have a simular problem with the entrance from 7E9A0 (BTS 2) to 793AA (BTS 1). Entering 7E9A0 from 793AA results in Samus spawning one block over the point where she is supposed to spawn. The metal door thingies in the entrance animation also don't line up by one block. That's not that bad, but trying to go from 7E9A0 to 793AA spawns Samus one block under the point where she's supposed to spawn which leads to getting stuck in the floor. How do I fix this?

I tried to change the door cap Y bites, but that doesn't do anything good. Here are the bytes for all the doors. Please help me if you can.:

7E9A0 to 7948C: Door $00 - AD70       Yellow Box: 948C Room ID 00 Door Bitflag 06 Direction 16 Door Cap X 00 Door Cap Y 01 Screen X 00 Screen Y 0140 Distance To Spawn 0000 ASM
7948C to 7E9A0: Door $03 - ADE4       Yellow Box: E9A0 Room ID 00 Door Bitflag 07 Direction 06 Door Cap X 2D Door Cap Y 00 Screen X 02 Screen Y 01C0 Distance To Spawn EA51 ASM

7E9A0 to 793AA: Door $02 - AD88       Yellow Box: 93AA Room ID 00 Door Bitflag 05 Direction 1E Door Cap X 05 Door Cap Y 01 Screen X 00 Screen Y 8000 Distance To Spawn 0000 ASM
793AA to 7E9A0: Door $01 - ADAC       Yellow Box: E9A0 Room ID 00 Door Bitflag 04 Direction 01 Door Cap X 06 Door Cap Y 00 Screen X 00 Screen Y 8000 Distance To Spawn EA30 ASM

EDIT: I think I kindy know the problem for door $02 and $01 but I don't know how to solve it: Since there are 6 Blocks over $02, but only 5 Blocks over $01 the game gets confused I guess. The door caps open correctly but Samus spawns at the wrong point though. Is there a value you can edit that tells Samus where to spawn in front of the door?


P.JBoy

Screenshots are accepted and very welcome. Is there any chance you could generate an IPS patch as well? That would be ideal
...


Mettyk25jigsaw

Going by the pictures, the left & right door transitions seem to be like that because one door has seven tiles underneath the door and 5 tiles on top and the other door has six on both the underneath side and on the top. when placing doors, no 1 rule is both doors have to have equal amount of tiles underneath the door going both directions and same with the top tiles going both directions.

For example, usually you would put a door with six tiles either side of door going both directions, otherwise you could have say 4 underneath going both directions and eight above going both directions, however with this option, you'll need to tweak the door editor inside the yi option box to suit the closing door animations (or xi options for door going down/up).

As for the down and up doors in your pictures, are the scrolls located at the door Green, because doors going up/down need to have green scrolls always.

Mar99troid

Quote from: Mettyk25jigsaw on August 01, 2017, 05:26:33 PM
Going by the pictures, the left & right door transitions seem to be like that because one door has seven tiles underneath the door and 5 tiles on top and the other door has six on both the underneath side and on the top. when placing doors, no 1 rule is both doors have to have equal amount of tiles underneath the door going both directions and same with the top tiles going both directions.

For example, usually you would put a door with six tiles either side of door going both directions, otherwise you could have say 4 underneath going both directions and eight above going both directions, however with this option, you'll need to tweak the door editor inside the yi option box to suit the closing door animations (or xi options for door going down/up).

As for the down and up doors in your pictures, are the scrolls located at the door Green, because doors going up/down need to have green scrolls always.

The problem is that the door cap closes correctly, but Samus doesn't spawn in the right spot. I tried changing the door cap y and x variables, but then Samus still spawns in the same wrong spot [WTH] and the door cap's closing sequence is also broken. I would just move the door one tile above or down if this was my hack, but since I'm following a tutorial I try to abide the rules as much as I can. Take a look at screenshot http://www.directupload.net/file/d/4801/j6y2vq4t_png.htm and http://www.directupload.net/file/d/4801/omh3qyq3_png.htm. Notice that the door caps are fine, but Samus spawns one block above/under where she's supposed to spawn.

For the door going down: Yes, I have a green scroll in the room where you go down. It activates when you step on the PLM I placed right in front of the door. However I don't think I have a green scroll for the door going up. I'll test that when I have the time today.

Mettyk25jigsaw

Quote from: Mar99troid on August 02, 2017, 06:54:01 AM
The problem is that the door cap closes correctly, but Samus doesn't spawn in the right spot. I tried changing the door cap y and x variables, but then Samus still spawns in the same wrong spot [WTH] and the door cap's closing sequence is also broken. I would just move the door one tile above or down if this was my hack, but since I'm following a tutorial I try to abide the rules as much as I can. Take a look at screenshot http://www.directupload.net/file/d/4801/j6y2vq4t_png.htm and http://www.directupload.net/file/d/4801/omh3qyq3_png.htm. Notice that the door caps are fine, but Samus spawns one block above/under where she's supposed to spawn.

That is not exactly what I am saying, you need to alter the grey part of door inside the room where there are seven tiles underneath door and five tiles on top and leave the room with the door with 6 tiles on top and bottom of door alone. Move grey part of door down one tile, so there are six tiles above and below in 'both' rooms. Now if door cap is currently attached to the grey part of door correctly, you will need to move that one down one too. You will also need to change the level data around in same room so the door is positioned in alignment to the path to the door at the same time if that makes sense. Good luck.

EDIT: Samus will always emerge at the same height as she goes in the door transition, changing the xi and yi will not change samus' entry height, however what usually is 8000 (distance from door) in door editor for left and right doors may or may not do what you want, you definitely can make her load away from the door with this at a different distance by altering it but I do not know about a different height.

EDIT2: Even if you can get Samus to spawn at a different height, you would then need to change the grey part of door scrolling issue in your second image on your second post. This may be possible though by using one of them patches like 'door fade' by I think it was Scyzer from memory (my apologies if I have this wrong) which will make everything including the cre disappear during a door transition. may just work.

Scyzer

http://forum.metroidconstruction.com/index.php?topic=4277.msg58407#msg58407
See point 4.

Quote from: Mettyk25jigsaw on August 02, 2017, 07:20:04 AM
This may be possible though by using one of them patches like 'door fade' by I think it was Scyzer from memory (my apologies if I have this wrong) which will make everything including the cre disappear during a door transition. may just work.

I don't think it was me, but I'm sure other people know what ASM I've made for them more than I know myself xD

Mar99troid

Alright, I just moved the right door one tile down in the one room with the horizontal door, although it looks different in the SMMM tutorial as you can see here.


But the other room is still a problem. I tried adding a green scroll (PLM Scroll) for the other room with the door that leads upwards, but for some reason it still doesn't scroll upwards and doesn't show the full door, although it works for the bottom part of the room since you can see the secret area in these screenshots:
http://www.directupload.net/file/d/4802/teyamzoa_png.htm
http://www.directupload.net/file/d/4802/shjzx4en_png.htm
I know it looks ugly, but since this is only a test ROM...

At least the new scroll fixed the new spawning door cap under the door, but now when I go down from 7E9A0 to 7948C the door cap closing animation doesn't play and when I try to go back, the door cap opens but the game doesn't let me back. Simular to before with the difference that the door link from the room below to the room above seems to work perfectly fine. Just the door link from the room above to the room below doesn't work correctly now, no matter which room I entered first. Progress I guess...

Smiley

The room is just fine. The reason you can't see the entire door is simply because it's covered by the HUD.

As for the second problem, it's probably because you didn't set the "Play door closing animation" bit in the door editor. Click the image in the door editor to change that.
As for why you can't go through the door... sounds like bad door data.

Mar99troid

Quote from: SMILEuser96 on August 02, 2017, 12:18:25 PM
The room is just fine. The reason you can't see the entire door is simply because it's covered by the HUD.

As for the second problem, it's probably because you didn't set the "Play door closing animation" bit in the door editor. Click the image in the door editor to change that.
As for why you can't go through the door... sounds like bad door data.

But the image shows Samus in Morph Ball Mode with the blue door cap. The door leading down has a direction value of 06. The one leading up has 07. Still doesn't work properly though. Is there a way to fix "bad door data" ? The other door in the room leading down worked perfectly from the start so I don't know why this one should have bad door data. Could be a possibility though... I used a hex editor to add new doors in the rooms after all.


Mettyk25jigsaw

Quote from: Quietus on August 02, 2017, 01:10:41 PM
Quote from: Scyzer on August 02, 2017, 10:22:04 AM
Quote from: Mettyk25jigsaw on August 02, 2017, 07:20:04 AM
like 'door fade' by I think it was Scyzer
I don't think it was me
It was DSO. :^_^:

OK thanks quietus, my apologizes goes to DSO then. And thanks for your input too Scyzer.