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

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

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Quietus

I was kinda planning on expanding the existing sets, while adding some new stuff in.  No matter. :^_^:

thelicker

Is there a way to create more colors than the limit of the pallete without overwrite the next pallete?

Smiley

Quote from: thelicker on April 22, 2010, 08:56:44 AM
Is there a way to create more colors than the limit of the pallete without overwrite the next pallete?
Yes. Read this and you'll learn.
Note: You can't actually ADD any colors, you can only edit them. Thus you are limited to 8 palettes per tileset.

(Also remember that questions belong in Engine Works :wink:)

Quietus


DSO

Said patch can also be found on the first page of this topic. The M2k2 one is probably the old version which has a location conflict with DC's expanded map patch.

Quietus

You know, I went through this thread front to back, and back again, at least twice, and didn't see it.  That's why I used the m2k2 link.  I think I'm having one of those days. :neutral:

thelicker

Thanks dudes, I did it.
Now I need some more help. I applied the ShineSpark Control patch and the Spin Jump Restarting patch. Now when I do ShineSpark, the game broken. I need a fix  :neutral:

Scyzer

Most likely Falcon and I have used the same free space location at $8763A. If you open up the ASM file for restarting spin jumps, there's a note saying that the location I put it tends to be where people put custom code, so you should check to see it's free.
As BF's patch would be a lot harder to repoint the many hijack points he mostly likely put in, I recommend you DL the ASM file for spin jumps, and change the "org $90F63A" to the start of free space after applying BF's patch. Then just apply the ASM with Xkas.

You know, this happens quite a lot with conflicting patches (mostly between me and BF lolz), so maybe I should make a thread that lists the locations for code that people make... it could help all this conflicting stuffs maybe =)

JAM

Quote from: Sadiztyk Fish on April 23, 2010, 01:15:28 AM
You know, this happens quite a lot with conflicting patches (mostly between me and BF lolz), so maybe I should make a thread that lists the locations for code that people make... it could help all this conflicting stuffs maybe =)
I think, every public patch should have a note like this: "this patch overwrites your data from $start to $end". In the end, we should get a list of patches that are conflicting with each other. If some patches will be rewriten, it could partly fix the problem, but not fully. Free space in banks $84 and $90 is limited and in bank $91 i'd say very extremely limited

Quietus

I mentioned this recently with the BTS changes, but it still stands a as a good idea, as we're going to end up with things overwriting other things.


gunnargumpert

I have a document, that shows of, how a missiles door is working - it tells, what hex must be changed, to let it work, if you COPY it to another location (internal pointers are the problem, if you move the door) --> i marked EVERY code, that is important for editing/ changing the door, grafics, sounds ...

it is the first missiles PLM, but works for every missiles PLM

the link is

http://gunnargumpert.jimdo.com/app/download/4037024856/4bd1a92c/2eb8a647d405c8ab5ffb54339137264c0956f9b3/Missile+Door.rtf

look at it and release it, if it is good and new. but i think there is no *.RTF file uploaded bevore.

main credits of dokument to JAM - he told it to me. NOTE: a few things of the code-knowledge can be used for modifying grafics, frames and sound of the PLM's.

enjoy! - PM me if something is missing - i'll answer and complete it!

Smiley

thelicker:
Short for DownLoad.

Gunnargumpert:
I didn't take a look at the document, but i'll give you a little tip about uploading files:
Instead of uploading them to different site(s) and then linking them here, simply attach them to your post.
[spoiler=Check this if you don't know how to do it][/spoiler]

Edit: Not gonna make a new post because it gets harder to find something if i do that :razz:
Could you then at least upload them to an English page? I know you're German, but still...


[attachment deleted by admin]

DSO

As it turns out, the IPS version 1.1 of my area palette blend patch is not actually compatible with DC's map patch. I thought it was because the 1.1 version of the ASM file is. Apparently I forgot to update the patch. Anyway, here's the ASM file.

begrimed

Dunno if I'll use this. I was curious if doing it would work. It did. Samus' energy and/or supplies will instantly refill after the room transition finishes. Might could come in handy for a boss room, or some kind of gauntlet challenge.

Door heal ASM

;Some simple ASM for doors. Last 4 digits ($8F####)
;of the free space will be your door scroll pointer.
;For example, this writes to free space at $8FEB50.
;So, your door's "scroll pointer" in the door editor = EB50
;Uses 7-31 bytes (7EB50~7EB6E), depending on what the door refills

;This only replinishes all of Samus' energy,
;but you can make it refill other things by un-commenting
;the additional LDA/STA pairs. Do this by removing the ; in front

lorom
org $8FEB50   ;free space in bank $8F

LDA $09C4   ;Max health
STA $09C2   ;Current health

;LDA $09D4   ;Max reserve tanks
;STA #09D6   ;Current reserve tanks

;LDA $09C8   ;Max missiles
;STA $09C6   ;Current missiles

;LDA $09CC   ;Max super missiles
;STA $09CA   ;Current super missiles

;LDA $09D0   ;Max power bombs
;STA $09CE   ;Current power bombs

RTS

gunnargumpert

Delete this Post

thelicker

DSO.
I saw in a video made by Black_Falcon a glow patch based in a glow patch made by you.
Where I can download your glow patch?

DSO

It's not uploaded anywhere, I just sent it to some people who I thought would make some good use of it at the time. The file itself is not as optimized as it can be, and in fact it has a system set up to run its coding that I later found out was completely unnecessary and wasteful. Plus, now that I know DMA, I'll probably make a far more optimized version when I get around to making custom glows in my own hack, but until then, sorry, you'll have to sit tight.

begrimed

"RINKA" enemy edits

Adds four new enemies to the game that can be used anywhere. The GIF and TXT files that show you a picture of the enemy and explain how to use them all need to go in the "smile\files\Enemies\" folder. The new IDs are F7E0, F820, F860 and F8A0. Look for these at the bottom of the enemy list in SMILE after you apply this IPS and put those GIF/TXT files into Enemies folder.

These enemies use Rinka's graphics. Y'know, those glowing rings from Tourian. Except now they have different behavior and cool new color schemes.

Safe to apply if you haven't written any new data in banks $A0, $A2 or $AF at these locations:

$A0 - 1077E0-1078DF (4 new sets of enemy DNA; 64 bytes each, 256 bytes total)
$A2 - 1174A0-11751F (4 new enemy palettes; 32 bytes each, 128 bytes total)
$AF - 17EC00-17EFFF (copied Rinka graphics; 1024 bytes)

The copied Rinka graphics in bank $AF were needed for a couple of these to work. This is because the AI that I copied the Rinka graphics to ran through more frames of animation than Rinka normally does (5), which caused graphical errors. So I made an 8-frame Rinka animation using some free space in bank $AF and just pointed to that instead.

Here are some specifics on each enemy if you don't want everything. Apply the patch to a clean ROM, copy bytes and repoint as necessary:

Enemy ID  : F7E0 (aka- RINNA)
Enemy DNA : 1077E0-10781F
Palette   : 1174A0-1174BF (pointer = F4A0)
Graphics  : Rinka's original GFX; pointer = AEB800)

Enemy ID  : F820 (aka- RIONKA)
Enemy DNA : 107820-10785F
Palette   : 1174C0-1174DF (pointer = F4C0)
Graphics  : 17EC00-17EFFF (pointer = AFEC00)

Enemy ID  : F860 (aka- RINKI)
Enemy DNA : 107860-10789F
Palette   : 1174E0-1174FF (pointer = F4E0)
Graphics  : 17EC00-17EFFF (pointer = AFEC00)

Enemy ID  : F8A0 (aka- RIINGA)
Enemy DNA : 1078A0-1078DF
Palette:  : 117500-11751F (pointer = F51F)
Graphics  : 17EC00-17EFFF (pointer = AFEC00)

gunnargumpert

This is a ((Unheadered)) Patch, That replaces the Power Bomb Door with a second Missiles Door.

It is ready.

Download it. Every needed Information and 2 Pictures are included. The IPS is Password saved. You need to read the Read me with Credits and Informations to find it out.

Please test it out, guys and link it to Patches.
To use My 4 New Doors just set the Power Bomb Door.

Quietus

Gunnar: You should probably remove the password from the file.  This topic is for created works that the creators are making available for everybody to use.  It's for everybody's benefit, and passwording things loses that 'help yourself' feel.

gunnargumpert

Fixed!




Download Here


please test it out, and tell your mind. and please link it to the Patch site on MetConst.


P.S.:
Added Changed Gifs for easy smile working and new PLM description

thelicker

lol dude...
It is not Metroid Redesign.
There is no need to put the password in the README.

gunnargumpert

there also were credits, not just for me (also to Jam and metruler1990)

it's better to read it, there also is standing, what else can be done and what should be done to use propely in SMILE.


well did you ore somebody else test it? i wnat a vote between 0 and 10

(10=very good; 0=bad/not working)

please tell your mind (AFTER TESTING :^_^:)

Scyzer

Is there any reason to vote? It's not a competition, it's a collaboration!