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Super Metroid the end

Started by dark_samus, May 15, 2011, 04:13:14 PM

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Quietus

ASM (Assembly) is not directly linked with Super Metroid.  Assembly is the language that was used to program the games for the SNES (and the Megadrive / Genesis).  I can guarantee that most people here (or anywhere else) did a lot of reading and experimentation to learn it, even if they did have assistance from others.  This gripe goes hand-in-hand with most other things relating to hacking.  Research, tinker, build, test.  Repeat ad infinitum.  Once you've done that, then it's OK to start asking for assistance.

In short, don't grumble about not getting the help you require.  Any help available, whether it's through documents, patches, IRC, the forum, or whatever, is ALL offered voluntarily, and there is no obligation whatsoever.

I'm not sayig 'don't ask', just that you should not whinge about not getting the help you're after, especially if you have made no real effort to figure things out for yourself.

X-tradyte

Quote from: Quietus on June 08, 2011, 10:57:51 AM
ASM (Assembly) is not directly linked with Super Metroid.  Assembly is the language that was used to program the games for the SNES (and the Megadrive / Genesis).  I can guarantee that most people here (or anywhere else) did a lot of reading and experimentation to learn it, even if they did have assistance from others.  This gripe goes hand-in-hand with most other things relating to hacking.  Research, tinker, build, test.  Repeat ad infinitum.
There ya go, you just answered your own question....I think...

Quietus

Oh, dear.  I had hoped that the rhetorical question would still infer that a number of experienced people were self taught, but it seems that even the obvious can be missed.

Crashtour99

#28
I can only speak from personal experience, but experimentation is crucial to the learning process.  If your asm doesn't work the first time, it tells you that you're not doing it right and you don't understand the codes you're using.  With my first bit of asm I went through 4 or 5 different versions before it finally worked right.  And that was simple checks and branching, haha.  Now it's rare for me to code something and have it break the ROM, though bugs do have a tendency to pop up so I still have a long way to go.  You'll only ever get out of it what you've put in, and experimenting is the surest test for if you really understand it.

Edit:  Wondering if this topic should be split, since we've derailed quite far.  LOL  Perhaps split the Ice Missile topic as well and merge since they're both dealing with learning asm?  Dunno, just a thought.

dark_samus

well you do have to learn what the program language requires IE:functions like LDA RTS RTL STA etc. and also what base you are using while in this language IE: hexadecimal, binary etc. it took me FOREVER to find anything that would help me learn simple stuff like this after that I don't need much help

dark_samus

worked on putting some more slopes in some other rooms
before
after

X-tradyte

Excellent work, but the BTS doesn't need to be on the plain floor tiles, or the corner tiles, unless in a double slope.

ProjectXVIII

Pretty sure you won't be able to roll through there in morphball, either.

Quietus

In the picture below, I've marked all of the BTS that has been placed incorrectly.

Note that I've included where you've placed two blocks behind a ramp.  While not technically incorrect, this is only recommended in areas where you can perform a shinespark into the ramp.



Edit: Hmm, what's up with Dropbox's imaging...  :O_o:  Here's a link, in case it's not showing.

zephyrtronium

That might be a permastuck if that room can be reached before morph; it's possible to enter that tunnel from the door side by spinjumping into it because the entrance is sloped, but it's not possible to enter it from the other side. I'm not sure that it's possible to get through the exit without morphing, but it definitely is possible to work through the entire thing up to that point.

dark_samus

#35

in the picture above I've highlighted the area where the morph ball will be located also quietus some of your highlighted BTS's I had to do as the morph tunnels are slim but I will definitely try to reduce the number of BTS's used and for any one wondering the morph ball does fit through that cavern

EDIT: weird all of the marked BTS's worked now but before they wouldn't let me through if I didn't have certain ones

Quietus

You can still fix all of the others. :heheh:

dark_samus


uzqap

every BTS Quietus marked can be deleted so those two can be.
If you jump over Morphball item you can still permastuck,
and the yellow rectangle shows how i would place the tiles.
(Note that you cant see the two top and bottom rows in game when you use blue scrolls or scroll pointer 0000)

Uploaded with ImageShack.us

It is already a huge improvement compared to the first pic, but there can be done allot more. Like a half on the screen to the left is unused and multilayering.
"It's just my opinion, though. There's really no need to go spreading around."

dark_samus

Actually I have a plan to hide some extra missiles in the wall with a small morph puzzle to help fill the area but thanks for the advice. Dark_Samus

dark_samus

fixed up the BTS's and added a small morph puzzle to the room with some missiles at the end

X-tradyte



There's still errors, I'll post a guide to the colors:

Orange: Missing BTS
Yellow, Wrong/Missing tile and Missing BTS
Blue: Remove this BTS/Make solid

This should finish your room up. :)

Quietus

Just FYI, the reason you need a solid block above the door is that with a ramp there, a player with enough speed can activate the door transition with the door bubble still closed.

dark_samus

thanks for the help guy's :grin: I hope to get this thing done but I don't have a lot of time lately... I will have a lot of time this week

dark_samus

OK finally got this finished

uzqap

sorry that i posted half wrong information.

I have marked the missing/unnecessary BTS

Also i have created 2 several redoes of the tunnel, the upper on is a stuck free version (not 100% sure (there might be 2 BTS missing),for the second one you need a "morph lock" asm or ips (found on the main site (and are easy to use)) to be glitch free.


Uploaded with ImageShack.us
And yes i have noticed the tile errors

dark_samus

worked on title screen graphics and finished them (hopefully)


Quietus

The main logo looks a little odd as far as the angles are concerned.  Remember that the logo is standing straighter in the middle, and just has the ends leaning in for the effect.  Your letters should follow the same lean, so your letters in the middle (the E's) should probably have straighter edges on the inside.  Think of the logo like this:
///|||\\\
There would obviously be gentler angles in between, but hopefully you get what I'm saying.

dark_samus

thanks for the help on title screen graphics  :^_^:, I was wondering if any one could help me find the missile pack graphics I can't seem to find them I'v used tlp, fatilety and yy-chr in graphic modes 2bpp GB 3, 4, 8 and mode 7 snes but I can't locate them  :stern: if any one can help I would appreciate it

Crashtour99

You must've been looking in the ROM.  They're actually in the CRE graphics (which are compressed in the ROM).
In Smile, go to tools>graphics editor>GFX>CRE>export and it will spit out a .gfx file of all the CRE graphics that you can edit in your tile editor of choice.