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[SM]problems that i need help with

Started by Retroo, April 14, 2014, 03:54:24 PM

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Retroo

how do i remove this text on map? :O (brinstar)

Smiley

If you want to get rid of only that one, refer to Scyzer's map icon doc.
If you want to remove them all, open your ROM in TLP, go to 1B4000 and just blank out the graphics.

Retroo

thanks it worked =)

Retroo

i got a new problem i have trying to find a answer here on the forum but did not.
so the thing i wonder is how do i edit this white i know how to edit the other tiles but are there any way to edit this white?

Quietus

If you're referring to the white X's, then you need to be very careful.  A small number of them may be fine to be replaced, but you run the very real risk of overwriting important data elsewhere.  The safest bet is to repoint the graphics data.  Squishy wrote a guide about it here.

Alternatively, both Flamestar and DSO created patches that repoint the graphics.

Whatever you do, backup!

Retroo

thanks so much! but i still dont know how to find the X in tile layer pro... =)

Jordan5

Open smile and go tools -> graphics editor -> GFX -> Scenery -> import

then you want to open up that GFX file in TLP, to do this you have to allow TLP to view all file types when you're loading the file and once it's loaded you'll have to make sure you're viewing the graphics in SNES format or it'll all look like a jumbled mess.

You'll probably want to import the palette too, do this the same way but go to palette -> export in smile instead of GFX, then import it into TLP once the graphics are loaded in.

Retroo

i know that but the problem is  that the white X dont showing in tlp. maybe you  cant edit them

Smiley

If you can't see the x's in TLP, they're most likely from the CRE.

Quietus

You have to build the tiles manually from the 8x8 tiles in your graphics set.

Once you've imported your graphics back in, you need to click Tools > Graphics Editor, select one of the X tiles from the bottom box, then drag tiles from the right-hand side to create the new tile.

Here's a pic, to help illustrate:
[spoiler][/spoiler]

Then click 'Save 16x16 tile to ROM'.

For more visual help, check Shadow's videos (under TLP) in the Videos section. :^_^:

Retroo

yes that worked now i wonder what does the index of an item do?

Quietus

The items' indices need to count up throughout the hack.  It's like an individual identifier for that particular item.  Giving any two items the same index will cause both items to disappear when you collect one of them, so be sure to double-check them. :^_^:

Retroo

thank god need to fix that     :^_^:

Retroo

can something bad happen if i put the same index on doors?

Smiley

An item and a door can have the same index, no problem.

There's actually a neat little trick you can do. If you set a door's High to 02, it will "share" its index with an item. So if you have, for example, a missile pack with an index of 27 and a door with high/low of 02/27, picking up the item will make the door disappear.

Quietus

I think he meant giving two doors the same index.  If so, yes, it's bad, so don't do it.  You'll confuse the game terribly, and make Samus cry.  Since her suit is water tight, she'll drown in her own tears.

Retroo

 :^_^: but normally all items have different index? i guess...  i have not add any items to my rom

Quietus

Normally, yes.  Adding items is another no-no, unless you've repointed data. :^_^:

JAM

Quote from: Quietus on April 16, 2014, 05:10:53 PM
I think he meant giving two doors the same index.  If so, yes, it's bad, so don't do it.  You'll confuse the game terribly, and make Samus cry.  Since her suit is water tight, she'll drown in her own tears.
With one exception. All grey doors that will be never opened (Always closed) CAN use the same index. Just in case if 512 doors isn't enough for you.

Retroo


iRundas

Open SMILE:

1.) Click "Edit"
2.) Area Load Station
3.) Tinker around with "Samus's X and Y positions" until desired outcome.


Scyzer

Quote from: iRundas on April 25, 2014, 03:54:46 PM
Open SMILE:

1.) Click "Edit"
2.) Area Load Station
3.) Tinker around with "Samus's X and Y positions" until desired outcome.

Nope! Try again.

Quote from: retroknuckles on April 25, 2014, 09:20:29 AM
why does the map do so?

Maps in vanilla SM are saved in chunks (or rather, only some sections of the map are actually saved). If part of your map is not in one of those chunks, it's data won't be saved. Use this patch to fix it.

Retroo

worked! but just to be sure it will not overwrite anything? or do i need to make free space and asm things?...

Scyzer

It writes a bunch of stuff to $81:EF20, but you likely won't have put anything into that bank, so you should be fine. You can always just check a backup.

Retroo

#24
this is a weird one but can i change the buttons for the hotkeys? in SMILE