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[SM] Kraid Tiletable overwrite.

Started by MetroidNerd#9001, November 21, 2017, 12:10:21 AM

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MetroidNerd#9001

For a completely unknown reason, the tiletable past the CRE for Kraid has been completely overwritten by repeating tiles. I tried to find my backups between where it went wrong, but my findings were inconclusive. Nothing that changed seemed to match up properly with the bank ROM map in the SMMM. When I tried to copy and paste the bytes that changed between versions, either it didn't fix it, or it fixed it and completely messed up something else. I'm not sure what I need to do. I tried to see if I could try to rebuild the tiles with the CRE tiles, but whenever I clicked on one of the tiles, SMILE will give a runtime error 0 and something about the tiletable being overwritten. Does anyone know how to fix this? Or am I stuck and have to copypaste my room data into another ROM again? (I've had to do that before) I'm sorry if it seems like I have a knack for destroying parts of ROMs.

Mentlegen

Maybe this sounds like a dumb question but it's still worth asking. Did you check to make sure kraid's room is using Graphics set 27? its specific to his room.

Crocomire has something similar for his room as well.

benox50

This can be the worse part of ROM hacking, but what you must do is find the pointers of the tileset and tiletable using smile graphic editor.
Then go in hex into a vanilla ROM to the location of where point those pointers, you must also know the location of the next tileset/tiletable so you know where to start copying bytes and where to stop. then paste those bytes into your ROM at the same location. Then kraid should looks okay, but something else will broke because that something else is what overwritted kraid in the first place. So now you know what you overwrote kraid with, so repoint that thing in freespace and done.

MetroidNerd#9001

It seems the problem was adding tiles in other tiletables overwriting the Kraid tiletable. When I originally tried to re-copy-paste the old data over the corrupted data, it would work, but then it would oddly corrupt the red brinstar graphics, putting solid colors over everything when loaded, and corrupting the HUD. I don't know quite for sure if the overwrite occurs because of the number of tiles in the red Brinstar tileset, or the placement of my new tiles. I'll see which one as I work on my hack. Thank goodness for backups.

The tiles circled are the ones that caused the glitch to occur.

benox50

#4
GFX is one of the most important thing to repoint if you want to edit the GFX. You can do it by yourself or the best should be to use DSO Tileset repoint. Because keeping the vanilla location isnt made to handle more than what it has. I use DSO Tileset repoint myself because its much better to just not have to care when editing the GFX. You will be able to import whole new tileset, having all different colors on the palette and fill-up all the tiletable space, this gives 768 different tiles per set, so you basically want it when doing edits on the GFX.