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Metconst Lost and Found

Started by OmegaDragnet9, December 06, 2022, 11:36:06 PM

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OmegaDragnet9

#25
Quote from: H A M on February 11, 2023, 05:07:48 PM
i found a workaround:
replace incsrc ROMProject/ASM/path-to file with actual file path

Very glad you found a workaround for that. To be honest I hadn't been able to look into it due to time constraints this week. I've also not attempted all of the Subversion ASM myself so props for that as well.

Now that you mention it, that reminds me of an issue I ran into regarding the Room Names ASM. Basically, in order to get the "incbin" command to work right, I stored the graphics file in my C Drive due to Xkas being funny about paths to filenames with spaces in them (the username on my laptop had several spaces and that threw Xkas off.)

OmegaDragnet9

This was the blog post Quote58 posted on Discord regarding Project Base 0.8 and the ACID Engine. A lot of good information here, shedding light on some of lesser known aspects of the ACID Engine:

https://good-quotations.com/2022/08/11/project-base-0-8/

TobiMikami

While perusing the forums in search of a graphics dump by Red Monkey that I vividly remember from my tenure here in 2012-2013, or possibly my return under this account in 2014 (I know it was before I moved up to Game Maker) I happened to stumble upon this wonderful thread, which thanks to @Aran;Jaeger I was able to grab exactly what I needed and them some in PNG format, however I know many of these tilesets are not on the main site, and they really should be! They're already in TLP format where I would've extracted them as bitmaps for my purposes if necessary, but these should be set up for some of the newer SM hacking tools, besides the pallet/gfx files that Fusion and ZM hackers could use as well. If you guys haven't seen these you may want to check them out, quite a few juicy sets there. A few are on the main site (Like Vismond's Sunhine Oddity) but many are not. I figured this thread is the perfect spot for something like this.
https://forum.metroidconstruction.com/index.php/topic,4815.msg64359.html#msg64359

OmegaDragnet9

Thanks TobiMikami! I remember stumbling upon that thread many months ago, but forgot its location. (Finding and losing things like this is what motivated this topic in the first place.) Real great you brought this here. And thanks to Aran Jaeger as well.

TobiMikami

No problem!! I'm glad I shared right away otherwise I was afraid I'd have the same thing happen to me if I didn't. The collab thread has been around since like forever, it's lengthy and there's a surprising amount of pure gold in there that's somehow not on the main site, this thread was nothing short of PURE GENIUS my friend. If an admin is reading this, may I please suggest we pin this thread, like the Collab thread, so that no matter what it will always be top of the page for years to come. Not only can users come here to check for stuff, but we're also basically creating a consolidated list of content that isn't on the resources page that the admins can add at their convenience.

If anyone happens to have a quick info guide out there on ripping PNGs into Tile Layer Pro they'd like to throw my way, I have a few sets I'd be willing to release, a couple are okd versions of custom tiles I made for The Tallon IV Project, I also found a couple tilesets that Physix released on another forum, two of Von Richter's original snow tiles, the snow and icicles and the original frost cave, not the cartoon-y kinda one ge posted on Spriters Resource. Unless more people picked up using mine/Kousoru's engine or MEngine, I can't offer much in the way of code, but I got a bunch of artwork over the years that's not going to make the final game, I'd love to be able to get that out here for you guys. I appreciate everything this community has done.

OmegaDragnet9

Realized today I've been visiting this page for a while, (and a lot today) and there are a few things here that aren't on the wiki:

Old Site Documents

http://old.metroidconstruction.com/documents.php?x=top

Quote58

Quote from: TobiMikami on February 23, 2023, 01:22:39 AM
If anyone happens to have a quick info guide out there on ripping PNGs into Tile Layer Pro they'd like to throw my way, I have a few sets I'd be willing to release, a couple are okd versions of custom tiles I made for The Tallon IV Project, I also found a couple tilesets that Physix released on another forum, two of Von Richter's original snow tiles, the snow and icicles and the original frost cave, not the cartoon-y kinda one ge posted on Spriters Resource. Unless more people picked up using mine/Kousoru's engine or MEngine, I can't offer much in the way of code, but I got a bunch of artwork over the years that's not going to make the final game, I'd love to be able to get that out here for you guys. I appreciate everything this community has done.

You'd be better off using Tile Molester, it allows you to directly import .png files and it's quite good at it. You'll want to grab the palette with something like snesGfx, which will get a 16bit palette from a png iirc. You then load the palette, make the canvas wide enough, import the .png, and it should associate the right colours with the palette, letting you make a .gfx file out of the png pretty easily. That's what I always used to do anyway.

Aran;Jaeger

Man I haven't checked into the forum in such a long time due to the collective activity shift to the MetConst Discord server, and so this makes it all that much more funny that this mention/ping isn't even all that old by now, relative to the time of me checking back in.

But yeah thanks TobiMikami, and yes the tilesets aren't among the resources so far, but I'm not sure in what format they'd have to be for that, since all of it is actually built from the vanilla tilesets (using what has been coined the "persian carpenter" art style, namely exploiting mirror symmetry or a 1-tile shift applied to that for a more dynamic look of walls, floors, and ceilings; and this in combination with static background such that for partially transparent foreground tiles many intriguing new looks can be created by placing tiles into the background behind them, to have just the right parts of them shine through). However, I do have put up a bunch of IPS patch files (for which one though likely needs the mdb and level_entries text files for the Template hack that I provided in the referenced thread about it, to be able to open the rooms in at least the older SMILE editor) in the MetConst Discord server before that contain all the showcased tile-looks (and far more), and I'd be really glad if they'd get more use (besides that from SM Clocktoberfest), because I probably will not be able to make all that much use of them myself anyway, and so I'm carrying over those IPS patch files here, too:

https://cdn.discordapp.com/attachments/370769325851803648/1081140026680803398/Extension_1_for_G4__both_Kraid_Lairs.IPS
https://cdn.discordapp.com/attachments/370769325851803648/1081140047400669194/Extension_2_for_G4__both_Kraid_Lairs.IPS
https://cdn.discordapp.com/attachments/370769325851803648/1081140068183445514/Extension_3_rest_of_both_Kraid_Lairs__G4.IPS
https://cdn.discordapp.com/attachments/370769325851803648/1081140087263338617/Extension_4_for_Mushroom_tilesets.IPS
https://cdn.discordapp.com/attachments/370769325851803648/1081140104468381776/Extension_5_further_Mushroom_tilesets.IPS
https://cdn.discordapp.com/attachments/370769325851803648/800819712455868466/1_Extension_6_for_Draygon_tileset.IPS
https://cdn.discordapp.com/attachments/370769325851803648/800819837122248739/Extension_7_further_Draygon_tileset.IPS
https://cdn.discordapp.com/attachments/370769325851803648/800819828276461619/Extension_8_more_DraygonWS_tileset.IPS
https://cdn.discordapp.com/attachments/370769325851803648/800819907944120370/Extension_9_bonus_Draygon_tileset.IPS
https://cdn.discordapp.com/attachments/370769325851803648/800819947391287346/Extension_10_extra_Draygon_tileset.IPS
https://cdn.discordapp.com/attachments/370769325851803648/800819943314554971/Extension_11_pre-final_Draygon_tileset.IPS
https://cdn.discordapp.com/attachments/370769325851803648/800819973227282442/Extension_12_final_Draygon_tileset.IPS
https://cdn.discordapp.com/attachments/370769325851803648/1081140123724414986/Extension_13_for_green_G4.IPS
https://cdn.discordapp.com/attachments/370769325851803648/1081140144142295130/Extension_14_for_more_green_G4.IPS
https://cdn.discordapp.com/attachments/370769325851803648/1081140163046023188/Extension_15_rest_of_green_G4.IPS
https://cdn.discordapp.com/attachments/370769325851803648/1081140182931222548/Extension_16_all_other_areas.IPS
https://cdn.discordapp.com/attachments/370769325851803648/1081140200589246494/Extension_17_more_of_all_other_areas_unfinished.IPS

I'd liked to finish going systematically through foreground and background tile variations (and then sorting out what didn't look interesting enough, to leave normal, decent, and excellent stuff) for all the tilesets, but - if I remember correctly - after about 2 weeks of intensive work on them and later, I didn't have time and motivation for it, so it's unfinished, but maybe eventually I might continue to finish it up.

OmegaDragnet9

#33
Thanks TobiMikami, Aran Jaeger, and Quote58 for the input last week. Tiling and graphic Resources and tips are always appreciated.

Here's a modification to PHOSPHOTiDYL's No Planet Explosion script. I realized was a simple hijack to give the ending credits music again. The solution was right under my nose:

Edit: Realized what I had was inadequate as I was not properly silencing sounds from Libraries 1, 2, and 3. So I wrote to free space to properly silence all offending sounds before the credit roll.

Also tried to comment my changes better.

lorom

;Code by PHOSPOTiDYL
;Music Hijack OmegaDragnet7

;--------------------------------------------------------------;
org $828506 : lda #$de80 ;//[no planet explosion] instead of lda LDA #$D480 which is cinematic function $D480.

org $82850F ;Music Hijack

LDA #$0000 ;Track 0
JSL $808FC1
LDA #$FF0F  ;Song Set 0F
JSL $808FC1
LDA #$0005  ;Song 05
JSL $808FC1
LDA #$0002  ;Sound 2, sound library 1, silence
JSL $82F70F ;JSL to Freespace

org $82F70F ;Freespace

JSL $809021
LDA #$0071  ;Sound 71h, sound library 2, silence
JSL $8090A3
LDA #$0001  ;Sound 1, sound library 3, silence
JSL $809125
RTL

org $8be7b5 : jsl screwcreditz ;instead of JSL $80824F which is "Write Super Metroid to SRAM" hijack
org $8bfd00
screwcreditz:
lda #$381a : sta $7e319c : sta $7e31dc : sta $7e31a2 : sta $7e31e2 ;//[:]
ldx #$0000 : lda $09e0 : jsr timemath
ldx #$0006 : lda $09de : jsr timemath
ldx #$000c : lda $09dc : jsr timemath : rtl
timemath:
sta $4204 : jsr mathone : jsr mathreset : lda $4214 : jsr tricktimeone
lda $4216 : jsr tricktimetwo : rts
tricktimeone:
asl a : asl a : tay : lda $e741,y : sta $7e3198,x : lda $e743,y : sta $7e31d8,x : rts
tricktimetwo:
asl a : asl a : tay : lda $e741,y : sta $7e319a,x : lda $e743,y : sta $7e31da,x : rts
mathone:
sep #$20 : lda #$0a : sta $4206 : rts
mathreset:
rep #$20 : rts
;--------------------------------------------------------------;


TobiMikami

Since I know anyone who could use it is more likely to see it here than in his thread in SM especially over time, here's a repost for anyone else who may need this:
Quote from: GUZROCK on March 06, 2023, 07:28:12 PM
Hi, everyone.

I'm facing an issue in my hack which I suspect that's happening due to a bug using the patch "Super Missile Fix", because the game crashes in Ridley and in mother brain only with Super Missiles, as shown in the video below (with missiles this doesn't happen):

https://www.youtube.com/watch?v=rsBsc5pV3dg

Does anyone have a patch which removes that fix and make it original again? Otherwise I would lose everything I've done so far.

I don't have skill available to mess with Hex editor in this case, I got no idea how to solve this...

Thanks.
Quote from: GUZROCK on March 07, 2023, 08:07:11 PM
Thanks.

Actually, I found a newer version of that patch v1.2, which I applied and it worked!

The game stopped freezing.

if someone faces the same issue, I attached the ips here.  :grin:
Link in his original thread here: https://forum.metroidconstruction.com/index.php/topic,5639.0.html

TobiMikami

Another tidbit I stumbled across that someone may find helpful. 

Quote from: RealRed on December 03, 2014, 12:48:41 AM
Quote from: Jordan5 on December 02, 2014, 11:53:15 AM
downward treadmills :grin:
Treadmill with a BTS of 85 makes falling sand, treadmill with a BTS of 81 makes quicksand.

OmegaDragnet9

Thanks. Sometimes those BTS values that don't get used a ton can be a pain to track down when you need them.

TobiMikami

That was my thought, I didn't know that it was the treadmill BTS that does the sand, let alone the numbers. I know we got a hex tweak submission/hex index for what banks and addresses carry certain properties, I don't know how well BTS is documented, but I think a sort of index of all the original BTS blocks and the numbers/letters to input would be good to have around. I remember all the patches would usually specifcy "set air/fool/xray to E6 or whatever address they used" It's kind of ironically the vanilla ones that are the least documented. I bet if they were we'd see a lot more beginner and intermediate level hackers using wrecked ship treadmills or falling sand, and that would make for a nice change of pace imo.

P.JBoy

...

TobiMikami

Excellent. At last, 21st century solutions for 20th century problems. Why didn't someone think of this sooner considering these boards used to slap back in the days.


H A M

#41
https://github.com/Optiroc/SuperFamiconv
this thing can convert a tile table (as a png file) into a tilemapset
it can also create mode 7 levels from png for super metroid
mode 7 "level data" isn't stored in level data, it's stored in tileset

OmegaDragnet9

Quote from: H A M on March 24, 2023, 02:17:28 PM
https://github.com/Optiroc/SuperFamiconv
this thing can convert a tile table (as a png file) into a tilemap
it can also create mode 7 levels from png for super metroid

Thanks man!

TobiMikami

Quote from: OmegaDragnet9 on March 24, 2023, 02:43:01 PM
Quote from: H A M on March 24, 2023, 02:17:28 PM
https://github.com/Optiroc/SuperFamiconv
this thing can convert a tile table (as a png file) into a tilemap
it can also create mode 7 levels from png for super metroid

Thanks man!

I concur, incredibly useful go-between for SNES and modern game engines like Game Maker and Unity that use standard lossless like PNG.

OmegaDragnet9

Law shared this on the SMART Discord server:

https://wiki.chaoticlaw.com/games/metroid/smart/guides/music

Basically a short guide on how to make and import music to SMART.

TobiMikami

Ooooh music resources that's something we really need more of, admins should pin that to the main site!

H A M

trying to port zm music with the zm instruments using gba mus riper, openmpt, and mitroid but the instruments sound bad

OmegaDragnet9

Quote from: H A M on March 28, 2023, 02:37:25 PM
trying to port zm music with the zm instruments using gba mus riper, openmpt, and mitroid but the instruments sound bad

I recently downloaded a ZM soundfont that FelixWright had somewhere. I haven't tested it out on mitroid and SMART yet.

TobiMikami

Quote from: H A M on March 28, 2023, 02:37:25 PM
trying to port zm music with the zm instruments using gba mus riper, openmpt, and mitroid but the instruments sound bad
I'd say try Omega's suggestion with the FelixWright patch and let us know if it helps, that sounds like a good idea considering it's the tuning that's off, not that the song isn't playing. If that's the case then everyone will know to download the patch when trying to load GBA music to SM.

OmegaDragnet9

To correct what I had said, I am not sure if Felix posted it. I think I was mistaken.

I just went into the Discord and typed "soundfont" to remember where I found it. The user is deleted.