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zero_mission:basic_guides:mage [2023/11/03 16:03] felixwrightzero_mission:basic_guides:mage [2024/03/23 17:14] (current) felixwright
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 FIXME (INCOMPLETE)\\  FIXME (INCOMPLETE)\\ 
  
 +<color orange>This wiki has some limitations. Refresh the page if images stop loading.</color>
  
-Note: This guide was made in reference to [[http://labk.org/mage/doc.html | MAGE 1.4.0 Documentation]] **<color #fff200>and is HEAVILY based on the</color>** [[https://www.metroidconstruction.com/SMMM/ | Super Metroid Mod Manual (SMMM)]] by [[https://begrimed.com/sm/ | begrimed]]. +Note: This guide was made in reference to [[http://labk.org/mage/doc.html | MAGE 1.4.0 Documentation]] **<color orange>and is HEAVILY based on the</color>** [[https://www.metroidconstruction.com/SMMM/ | Super Metroid Mod Manual (SMMM)]] by [[https://begrimed.com/sm/ | begrimed]]. 
  
 Quick Links: Quick Links:
-[[zero_mission:data_maps:clipdata|Metroid Zero Mission - Clipdata List]]+[[zero_mission:data_maps:clipdata|Metroid Zero Mission - Clipdata List]]  
 +\\ 
 \\  \\ 
 ---- ----
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 ====== GETTING READY TO ROM HACK ======     ====== GETTING READY TO ROM HACK ======    
 </WRAP> </WRAP>
 +\\ 
 \\  \\ 
 ---- ----
- ===== Guide Expectations =====+ 
 +===== Guide Expectations =====
  This guide expects the reader to be using Microsoft Windows operating system to hack.  This guide expects the reader to be using Microsoft Windows operating system to hack.
  If you are using Mac or a Linux distro, congrats! It is doable now! Though you may need to perform some workarounds.  If you are using Mac or a Linux distro, congrats! It is doable now! Though you may need to perform some workarounds.
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 \\  \\ 
 ---- ----
- ===== Create a ROM Hacking Folder =====+ 
 +===== Create a ROM Hacking Folder =====
  Create a rom hacking folder of some kind. The name and the way it gets organized doesn't matter much.  Create a rom hacking folder of some kind. The name and the way it gets organized doesn't matter much.
    
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 \\  \\ 
 ---- ----
- ===== Obtain a USA Metroid Zero Mission ROM =====+ 
 +===== Obtain a USA Metroid Zero Mission ROM =====
  You must either dump your ROM or search online. Check the first footnote to see how to dump your ROMs. **((https://dumping.guide/carts/nintendo/gba#methods \\ https://wiki.no-intro.org/index.php?title=Game_Boy_Advance_Dumping_Guide \\ Note: The download link for GBA Backup Tool is down. Use the following links instead: \\ https://www.gamebrew.org/wiki/GBA_Backup_Tool \\ https://kotei.blog.ss-blog.jp/2008-10-26))**  You must either dump your ROM or search online. Check the first footnote to see how to dump your ROMs. **((https://dumping.guide/carts/nintendo/gba#methods \\ https://wiki.no-intro.org/index.php?title=Game_Boy_Advance_Dumping_Guide \\ Note: The download link for GBA Backup Tool is down. Use the following links instead: \\ https://www.gamebrew.org/wiki/GBA_Backup_Tool \\ https://kotei.blog.ss-blog.jp/2008-10-26))**
  
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 \\  \\ 
 ---- ----
- ===== Download a Game Boy Advance (GBA) emulator =====+ 
 +===== Download a Game Boy Advance (GBA) emulator =====
  Download [[https://mgba.io/downloads.html | mGBA]]. It loads fast, is cross-platform, and accurate enough. For the easiest experience, download and run the installer.  Download [[https://mgba.io/downloads.html | mGBA]]. It loads fast, is cross-platform, and accurate enough. For the easiest experience, download and run the installer.
  
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 \\  \\ 
 ---- ----
- ===== Download MAGE and make sure it works =====+ 
 +===== Download MAGE and make sure it works =====
  [[https://metroidconstruction.com/resource.php?id=90 | MAGE can be downloaded here]].   [[https://metroidconstruction.com/resource.php?id=90 | MAGE can be downloaded here]]. 
  
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 \\  \\ 
 ---- ----
- ===== MAGE's files =====+ 
 +===== MAGE's files =====
 ^               Name                                            ^                  Description                                                                   ^ ^               Name                                            ^                  Description                                                                   ^
 | mage.exe                                                      | Metroid Advance Game Editor                                                                    | | mage.exe                                                      | Metroid Advance Game Editor                                                                    |
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 \\  \\ 
 ---- ----
- ===== Set up MAGE for easy room testing =====+ 
 +===== Set up MAGE for easy room testing =====
  Use ''File -> Open ROM...'' to find and select your Metroid Zero Mission ROM. Alternatively, drag and drop your ROM over MAGE once it is open.\\  Use ''File -> Open ROM...'' to find and select your Metroid Zero Mission ROM. Alternatively, drag and drop your ROM over MAGE once it is open.\\
 If all is well, you should be loaded into the very first room in Brinstar. If all is well, you should be loaded into the very first room in Brinstar.
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 \\  \\ 
 ---- ----
- ===== THE INSANELY ABSOLUTE IMPORTANCE OF MAKING REGULAR ROM BACK-UPS =====+ 
 +===== THE INSANELY ABSOLUTE IMPORTANCE OF MAKING REGULAR ROM BACK-UPS =====
 All you have to do is click ''File -> Create Backup''. The filename of the backup is a timestamp, in the format ''YYYY-MM-DD_HH-MM-SS.gba''\\ All you have to do is click ''File -> Create Backup''. The filename of the backup is a timestamp, in the format ''YYYY-MM-DD_HH-MM-SS.gba''\\
 Alternatively, you can right-click your ROM and select 'copy'. After that, right-click a second time and select 'paste'. The filename of the backup is in the format ''filename (copy #).gba''\\ Alternatively, you can right-click your ROM and select 'copy'. After that, right-click a second time and select 'paste'. The filename of the backup is in the format ''filename (copy #).gba''\\
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 \\  \\ 
 ---- ----
 +
 ===== Constant Experimentation, Trial and Error, Broken ROMs and Strange Crashes are Normal. ===== ===== Constant Experimentation, Trial and Error, Broken ROMs and Strange Crashes are Normal. =====
  Stay calm and don't let it get you down! It is pretty much impossible to avoid experiencing all of these things and more as you journey through creating your own Metroid Zero Mission hack. Constant experimentation especially - you will need to test everything constantly as you're working on it, or you might waste huge amounts of time stepping backwards through your edits to figure out the problem. TEST EVERYTHING, ALWAYS.  Stay calm and don't let it get you down! It is pretty much impossible to avoid experiencing all of these things and more as you journey through creating your own Metroid Zero Mission hack. Constant experimentation especially - you will need to test everything constantly as you're working on it, or you might waste huge amounts of time stepping backwards through your edits to figure out the problem. TEST EVERYTHING, ALWAYS.
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 If you discover a crash or some kind of bug with MAGE itself, click "Help -> About Mage -> https://forum.metroidconstruction.com/index.php/topic,3969.0.html" and write out a clear description of the error that you experienced. Can the bug be done consistently, or did it only happen once? Is it possible to take a screenshot of the error? If you discover a crash or some kind of bug with MAGE itself, click "Help -> About Mage -> https://forum.metroidconstruction.com/index.php/topic,3969.0.html" and write out a clear description of the error that you experienced. Can the bug be done consistently, or did it only happen once? Is it possible to take a screenshot of the error?
 <WRAP centeralign> <WRAP centeralign>
 +\\ 
 +\\ 
 ---- ----
- 
  
 ====== PART 1: MAGE'S EDITORS & OPTIONS    ======     ====== PART 1: MAGE'S EDITORS & OPTIONS    ======    
 +<color orange>REMINDER: This wiki has some limitations. Refresh the page if images stop loading.</color>
 +
 {{zero_mission:basic_guides:mage_tut_diagram.png}} {{zero_mission:basic_guides:mage_tut_diagram.png}}
 </WRAP> </WRAP>
 +\\ 
 +\\ 
 ---- ----
  
  ===== Main Window =====  ===== Main Window =====
 +\\ 
 +\\ 
 ---- ----
 +
  ==== Menu Bar ====  ==== Menu Bar ====
 +\\ 
 +\\ 
 ---- ----
 +
  === 1. File Menu ===  === 1. File Menu ===
 ^        Name        ^                  Description                                                                                        ^ ^        Name        ^                  Description                                                                                        ^
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 \\  \\ 
 ---- ----
 +
  === 2. Edit Menu ===  === 2. Edit Menu ===
-^        Name              ^                  Description                                                                                        +^        Name              ^                  Description                                                                                                                      
-| BG Editing Mode          | Used to edit blocks on background layers and their collision properties (clipdata).                                 +| BG Editing Mode          | Used to edit blocks on background layers and their collision properties (clipdata).                                                               
-| Object Editing Mode      | Used to edit objects like enemies, doors, and camera scrolls.                                                       +| Object Editing Mode      | Used to edit objects like enemies, doors, and camera scrolls.                                                                                     
-| Use Selected Clipdata    | When selected, blocks placed (or pasted) will use the clipdata value from the drop-down list above the tileset.     +| Use Selected Clipdata    | When selected, blocks placed (or pasted) will use the clipdata value from the drop-down list above the tileset.                                   
-| Undo                     | Steps back edits one at a time. MAGE can remember up to 100 edits.                                                  +| Undo                     | Steps back edits one at a time. MAGE can remember up to 100 edits.                                                                                
-| Redo                     | Steps forward edits one at a time. MAGE can remember up to 100 edits.                                               +| Redo                     | Steps forward edits one at a time. MAGE can remember up to 100 edits.                                                                             
-| BG 0                     | Place blocks on Background layer 0. BG0 is a very special layer, but most of the time it's on top.                  +| BG 0                     | Place blocks on Background layer 0. BG0 is a very special layer, but most of the time it's on top.                                                
-| BG 1                     | Place blocks on Background layer 1. BG1 is where all the blocks samus and enemies collide with should be.           +| BG 1                     | Place blocks on Background layer 1. BG1 is where all the blocks samus and enemies collide with should be.                                         
-| BG 2                     | Place blocks on Background layer 2. BG2 is for blocks behind samus and enemies, like plants or rocks for scenery.   +| BG 2                     | Place blocks on Background layer 2. BG2 is for blocks behind samus and enemies, like plants or rocks for scenery.                                 
-Clipdata                 List of recently opened ROMsCan be used to reload ROM if undesirable changes are made                           |+Clip                     "Clip Data." Set the type of block used at that X/Y position in the roomClip can be edited with one layer simultaneously(ex: Edit BG1 & Clip) |
 Note: You cannot use both BG editing mode and Object editing mode at the same time. You pick one or the other Note: You cannot use both BG editing mode and Object editing mode at the same time. You pick one or the other
 \\  \\ 
 \\  \\ 
 ---- ----
- 
  
  === 3. View Menu ===   === 3. View Menu === 
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 \\  \\ 
 ---- ----
 +
  === 5. Tools Menu ===   === 5. Tools Menu === 
 ^        Name                                  ^ Description                                                                                                                                                        ^ ^        Name                                  ^ Description                                                                                                                                                        ^
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 \\  \\ 
 ---- ----
 +
  === 6. Options Menu ===   === 6. Options Menu === 
 ^       Name       ^ Description                                                                                                                                                         ^ ^       Name       ^ Description                                                                                                                                                         ^
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 \\  \\ 
 ---- ----
 +
  === 7. Help Menu ===   === 7. Help Menu === 
 ^       Name       ^ Description                                                                                                                                                         ^ ^       Name       ^ Description                                                                                                                                                         ^
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 \\  \\ 
 ---- ----
- ===== Tool Bar =====+ 
 + ==== Tool Bar ====
 Quick access to editors and frequently used actions with interactible icons.  Quick access to editors and frequently used actions with interactible icons. 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 8. Open / Save ROM ===   === 8. Open / Save ROM === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 9. Undo / Redo ===   === 9. Undo / Redo === 
  Note: Click the small arrow ▼ to undo/redo multiple steps at a time.  Note: Click the small arrow ▼ to undo/redo multiple steps at a time.
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 \\  \\ 
 ---- ----
 +
  === 10. BG / Object Editing Mode ===   === 10. BG / Object Editing Mode === 
-Quick access to switch between editing blocks (speedbooster) or objects like enemies (morphball). <color Orange> You will be using this a LOT. </color>+Switch between editing blocks (speedbooster) or objects (morphball). <color Orange> You will be using this a LOT. </color> 
 +\\  
 +When a sprite is added in object editor mode, you can quickly change it with [ or ]\\ 
 +On QWERTZ keyboard, the keys for this are "ß" and "´" 
 +\\  
 +Door Exit Distances: 
 +10- Right, no hatch 
 +20- Right, hatch 
 +E0- Left, hatch 
 +F0- Left, no hatch
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 11. View Sprites / Outlines / Doors / Scrolls ===  === 11. View Sprites / Outlines / Doors / Scrolls ===
 +^       Icon       ^ Description                                                                                                                                                         ^
 +| Metroid     | Show/Hide Sprites (enemies and objects with AI, e.g. morph ball item)                                                                               |
 +| Green Box   | Show/Hide Sprite Outlines (actual position of the objects/enemies)                                                                                  |  
 +| Blue Box    | Show/Hide Doors (objects used to link rooms)                                                                                                        |
 +| Yellow Box  | Show/Hide Scrolls (objects used to restrict the player camera)                                                                                      |  
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 12. Header Editor ===   === 12. Header Editor === 
 +ADD IMAGE TODO
 +
 +BACKGROUND DATA
 +^       Name       ^ Description                                                                                                                                                         ^
 +| Tileset     | Show/Hide Sprites (enemies and objects with AI, e.g. morph ball item)                                                                               |
 +| Transparency   | Show/Hide Sprite Outlines (actual position of the objects/enemies)                                                                                  |  
 +| BG3 Scroll    | Show/Hide Doors (objects used to link rooms)                                                                                                        |
 +| Effect  | Show/Hide Scrolls (objects used to restrict the player camera)                                                                                      |  
 +| Effect Y Pos     | Show/Hide Sprites (enemies and objects with AI, e.g. morph ball item)                                                                               |
 +
 +POINTER
 +| BG0   | Show/Hide Sprite Outlines (actual position of the objects/enemies)                                                                                  |  
 +| BG1    | Show/Hide Doors (objects used to link rooms)                                                                                                        |
 +| BG2  | Show/Hide Scrolls (objects used to restrict the player camera)                                                                                      |  
 +| BG3     | Show/Hide Sprites (enemies and objects with AI, e.g. morph ball item)                                                                               |
 +| CLIP   | Show/Hide Sprite Outlines (actual position of the objects/enemies)                                                                                  |  
 +
 +PROP (BG PROPERTY)
 +| BG0    | Show/Hide Doors (objects used to link rooms)                                                                                                        |
 +| BG1  | Show/Hide Scrolls (objects used to restrict the player camera)                                                                                      |  
 +| BG2     | Show/Hide Sprites (enemies and objects with AI, e.g. morph ball item)                                                                               |
 +| BG3   | Show/Hide Sprite Outlines (actual position of the objects/enemies)                                                                                  |  
 +
 +SPRITESET DATA
 +
 +POINTER
 +| DEFAULT    | Show/Hide Doors (objects used to link rooms)                                                                                                        |
 +| FIRST  | Show/Hide Scrolls (objects used to restrict the player camera)                                                                                      |  
 +| SECOND     | Show/Hide Sprites (enemies and objects with AI, e.g. morph ball item)                                                                               |
 +
 +SET
 +| DEFAULT   | Show/Hide Sprite Outlines (actual position of the objects/enemies)                                                                                  |  
 +| FIRST    | Show/Hide Doors (objects used to link rooms)                                                                                                        |
 +| SECOND  | Show/Hide Scrolls (objects used to restrict the player camera)                                                                                      |  
 +
 +EVENT
 +| FIRST     | Show/Hide Sprites (enemies and objects with AI, e.g. morph ball item)                                                                               |
 +| SECOND   | Show/Hide Sprite Outlines (actual position of the objects/enemies)                                                                                  |  
 +
 +MISCELLANEOUS
 +| MAP X    | Show/Hide Doors (objects used to link rooms)                                                                                                        |
 +| MAP Y  | Show/Hide Scrolls (objects used to restrict the player camera)                                                                                      |  
 +| MUSIC     | Show/Hide Sprites (enemies and objects with AI, e.g. morph ball item)                                                                               |
 +
 +^       Name       ^ Description                                                                                                                                                         ^
 +| AREA   | Show/Hide Sprite Outlines (actual position of the objects/enemies)                                                                                  |  
 +| ROOM    | Show/Hide Doors (objects used to link rooms)                                                                                                        |
 +| OFFSET  | Show/Hide Scrolls (objects used to restrict the player camera)                                                                                      |  
 +| APPLY    | Show/Hide Doors (objects used to link rooms)                                                                                                        |
 +| CLOSE  | Show/Hide Scrolls (objects used to restrict the player camera)                                                                                      |  
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 13. Tileset Editor ===   === 13. Tileset Editor === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 14. Graphics Editor ===   === 14. Graphics Editor === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 15. Palette Editor ===   === 15. Palette Editor === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 16. Tile Table Editor ===   === 16. Tile Table Editor === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 17. Animation Editor ===   === 17. Animation Editor === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 18. Sprite Editor ===   === 18. Sprite Editor === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 19. Spriteset Editor ===   === 19. Spriteset Editor === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 20. Connection Editor ===   === 20. Connection Editor === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 21. Minimap Editor ===   === 21. Minimap Editor === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 22. Text Editor ===   === 22. Text Editor === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 23. Demo Editor ===   === 23. Demo Editor === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 24. Physics Editor ===   === 24. Physics Editor === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 25. Weapon Editor ===   === 25. Weapon Editor === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 26. Room Options ===   === 26. Room Options === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 27. Test Room ===   === 27. Test Room === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 28. Minimap Tile Builder ===   === 28. Minimap Tile Builder === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 29. Add ===   === 29. Add === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  === 30. Patches ===   === 30. Patches === 
 \\  \\ 
 \\  \\ 
 ---- ----
 +
  ===== Room Editor =====   ===== Room Editor ===== 
 +{{zero_mission:basic_guides:mage_room_ed_diagram.png}}
 \\  \\ 
 \\  \\ 
 ---- ----
- === 31. Edit Layers === + 
 + === 1. Edit Layers === 
 \\  \\ 
 \\  \\ 
 ---- ----
- === 32. View Layers === + 
 + === 2. View Layers === 
 \\  \\ 
 \\  \\ 
 ---- ----
- === 33. Location === + 
 + === 3. Location === 
 \\  \\ 
 \\  \\ 
 ---- ----
- === 34. Spriteset === + 
 + === 4. Spriteset === 
 \\  \\ 
 \\  \\ 
 ---- ----
- === 35. Clipdata === + 
 + === 5. Clipdata === 
 \\  \\ 
 \\  \\ 
 ---- ----
- === 36. Tile Select === + 
 + === 6. Tile Select === 
 \\  \\ 
 \\  \\ 
 ---- ----
- === 37. Current Tile Information === + 
 + === 7. Current Tile Information === 
 \\  \\ 
 \\  \\ 
 ---- ----
- === 38. Cursor === + 
 + === 8. Cursor === 
 \\  \\ 
 \\  \\ 
 ---- ----
- === 39. Tooltip === + 
 + === 9. Tooltip === 
 \\  \\ 
 \\  \\ 
 ---- ----
- ===== Editor Windows =====+ 
 +=== Part 1- BG Editing Mode === 
 + 
 +The first step to editing rooms is selecting what layer you want to change. There are 3 layers of tiles that changes how the room looks and one layer that determines how the player will interact with those hitboxes. 
 + 
 +  * BG 0 – The foreground objects lie here, they appear in front of everything (including the player) 
 + 
 +  * BG 1 – This is most commonly what is used for the player to walk on.   
 + 
 +  * BG 2 – Includes background objects, which do not usually affect the gameplay and are there for decorative purposes (rocks and plants). They appear behind everything 
 + 
 +  * BG 3 - This is the entire background image. You can't select this for editing, but you can turn it on or off. 
 + 
 +You can only have one of these selected at a time to edit. You can also click on their views to show/hide them in case you need to see something from a different perspective. Keep in mind that all of these layers scroll at the same rate, and as such you will not experience any parallax scrolling with them. 
 + 
 +//Brinstar, Room 6 with and without BG 0 view// 
 + 
 +{{http://i.imgur.com/JSESD6y.png}} {{http://i.imgur.com/ZwMIruE.png}} 
 + 
 +The final choice of importance is “clipdata”. Clipdata is not tied to any layer; rather, it decides how a specific block in the room will act. You can select to edit clipdata along with layers while making blocks; however, since you may want to edit clipdata for several different blocks at the same time it is possible to select clipdata without any other option. 
 + 
 +{{http://i.imgur.com/Cr4HSOT.png}} 
 + 
 +Shown above is the drop down menu for selecting clipdata. I will explain the different types of clipdata later in this chapter. Keep in mind that some types of clipdata have only minor differences that may wreak havoc upon level design if used incorrectly (i.e. no reform and never reform).
 \\  \\ 
 \\  \\ 
 ---- ----
- ==== Header Editor ==== + 
 +=== 1A- Layers === 
 + 
 +This section will explain how to edit how a layer “looks”, but not how it works (clipdata). Make sure that you have selected the correct layer to edit before you start editing the room you have chosen. Also, make sure to choose the correct layer that corresponds with the type of block you want to work with. 
 + 
 +**Controls** 
 +  * Left Click - Paste Block(s) 
 +  * Right Click - Copy Block(s) 
 + 
 +When selecting blocks to copy, you can select from either the tile table or from the map. If you select blocks from the map, it will only copy blocks from the layer you are currently on. This can be used to build pre-determined structures more quickly or to copy things that you may want to reuse several times in a room. 
 + 
 +For example, in the pictures below a door is selected. Later, it is pasted into the room as a whole set of blocks (the red box is the outline for where it would be placed if the mouse left clicked again). 
 + 
 +{{http://i.imgur.com/625YAXT.png}} -> {{http://i.imgur.com/DvPaPE0.png}} 
 + 
 +A general rule of thumb for editing layers is to make the blocks that Samus can stand on be Layer 1, since Layer 2 will always appear behind her.
 \\  \\ 
 \\  \\ 
 ---- ----
- ==== Tileset Editor ==== + 
 +=== 1B- Clipdata === 
 + 
 +In bland terms, Clipdata is how each block works. Each tile location in a room has a certain clipdata value assigned, be it 0 for air or 10 or solid. There are FF (255) slots available for different types of clipdata, however many are unused. Be very careful when editing clipdata in a room, because clipdata will work how it wants whether or not you have a block placed in a slot (for example, you can have an invisible slope in the air due to clipdata that has been assigned to empty squares). This means that any block that you do not want to be special will be assigned clipdata value 0, which indicates "air"
 + 
 +Clipdata is edited in the same way as block layers, with the only difference being that if you select a large group of blocks in the tile table, they will all share the same clipdata. MAGE is very generous in explaining what each clipdata number does, so I will just explain the important values whose functions may not be obvious at all. 
 + 
 +[[zero_mission:data_maps:clipdata|Metroid Zero Mission - Clipdata List]] 
 + 
 +Individual Clipdata and how to use them is explained in the above link! 
 +Alternatively, you can read the next sections on the most used functions in rooms (highly recommended).
 \\  \\ 
 \\  \\ 
 ---- ----
- ==== Graphics Editor ==== + 
 +=== a. Basic Blocks === 
 + 
 +The most common types of blocks you will use are ground blocks. Clip0 and Clip10 ("Air" and "Solid Block", respectively) will likely be your most used blocks in the room. Other blocks, such as Clip11 or Clip16 ("/ Steep Floor Slope" and  "\ Lower Right Floor Slope"
 + 
 +{{https://i.imgur.com/A9rePYz.png}} 
 + 
 +As seen above, solid clipdata prevents any sprites from moving through it. This includes the player, enemies, and projectiles (ok wave beam sure it passes through). Samus can pass through passages with a height of 2. Morph ball can pass through a passage with a height of 1. Slopes will work like they sound, they gradually make the player go lower. Keep in mind that Samus's head can not clip through the ceiling when going up or down a slope, so make sure to plan the overhead accordingly (shown bottom). 
 + 
 +{{https://i.imgur.com/GkKsVde.png}}
 \\  \\ 
 \\  \\ 
 ---- ----
- ==== Palette Editor ==== + 
 +=== b. Item Tanks === 
 + 
 +Item tanks are much easier to use than they may seem at first. All one has to do is select the proper tile in the tileset and use the corresponding clipdata on the tile. For example, a missile would use Clip5D to denote its "tankiness." If you have clipdata showing, expansion tanks will be shown as purple. Also, only Energy Tanks, Missile Tanks, Super Missile Tanks, and Power Bomb Tanks can be placed this way. All other items must be taken from a Chozo Statue (a set of sprites which I will explain later). 
 + 
 +{{https://i.imgur.com/yUlFxJY.png}} 
 + 
 +"But One," you may be asking, "how do I set the tanks to have the properties of the blocks around them?" Well, this is very simple. Use Clip6C-Clip6F for expansions hidden in blocks that must be shot (like in the picture above on the right) or Clip7C-7F for expansions that are placed underwater.
 \\  \\ 
 \\  \\ 
 ---- ----
- ==== Tile Table Editor ==== + 
 +=== c. Breakable Blocks === 
 + 
 +An important type of block to have is the breakable block. This includes anything from crumble blocks (which break under the player's feet) to screw attack blocks (which can only be broken with the screw attack). These come in 3 varieties: Reform, No Reform, and Never Reform. Reform means the block will reform after approximately 5 seconds. No Reform means that the block will not come back until the player leaves the room and returns. Never Reform indicates that the block will never reappear, no matter what happens in the world. Unfortunately, not every type of breakable block has each of these 3 settings (actually, none of them (excluding normal shot blocks) have all three; they usually have 2). 
 + 
 +{{https://i.imgur.com/mlKvmjV.png}} 
 + 
 +A breakable block to note is the horizontal and vertical bomb blocks. These can be used to create the infamous bomb chains that Zero Mission and Fusion have. 
 + 
 +{{https://i.imgur.com/qsZG6Ty.png}}
 \\  \\ 
 \\  \\ 
 ---- ----
- ==== Animation Editor ==== + 
 +=== d. Water, Acid, and Lava === 
 + 
 +Clipdata A0, A1, and A2 are used for Weak Lava (which varia suit is immune to), Strong Lava (which gravity suit is immune to), and Acid (which nothing is immune to). These are fine to be used, however it is more recommended to use header effects (explained later) instead of these. The same goes for water, which is clipdata 1B. 
 + 
 +{{https://i.imgur.com/aX1NoVY.png}}
 \\  \\ 
 \\  \\ 
 ---- ----
- ==== Sprite Editor ==== + 
 +=== e. BG0 Transparency === 
 + 
 +There are several clipdata blocks that affect layer 0. These are pretty odd, but essentially they change either the transparency of bg0 tiles or make it brighter/darker. Keep in mind that these apply effects to lava/acid/water if you have them in the room by using the room headers. 
 + 
 +{{https://i.imgur.com/5JpeO1H.png}}
 \\  \\ 
 \\  \\ 
 ---- ----
- ==== Spriteset Editor ==== + 
 +=== f. Door Transition Tiles === 
 + 
 +Doors are an essential part to any hack. Their use is not obvious, but it is rather simpler than one might expect. However, seeing as doors should be paired with sprites, I will explain how to use them in the sprites section.
 \\  \\ 
 \\  \\ 
 ---- ----
- ==== Connection Editor ==== + 
 +=== Part 2- Object Editing Mode === 
 + 
 +{{https://imgur.com/4TSgBx3.png}} {{https://imgur.com/6TPC4dC.png}} {{https://imgur.com/KSrfMxR.png}} 
 + 
 +Sprites can be easily edited by clicking the morph ball symbol at the top of MAGE. To access the sprite editor, click the long beam button. To access the spriteset editor, click the eticoon/dachora symbol to the right of the long beam.
 \\  \\ 
 \\  \\ 
 ---- ----
- ==== Minimap Editor ===+ 
 +=== a- Sprite Editor === 
 + 
 +{{https://imgur.com/ttnoeCj.png}} 
 + 
 +  * Red - Sprite Preview, shows how the sprite looks. Some sprites like geemers and zeelas don't have their alternate colors shown since those are decided by their AI 
 + 
 +  * Orange - Sprite number and Primary/Secondary selection. 
 + 
 +  * Yellow - Health and Damage selection. Damage may not be accurate for boss sprites. Suit Reduction only applies to Fusion, where first number is varia suit and second is gravity 
 + 
 +  * Green - Drop Probability, the total for all drop chances must equal 400 (in hex). The probability is the drop's number divided by 400 (in hex). 
 + 
 +  * Blue - Vulnerability checkmarks. This decides what can damage an enemy. 
 + 
 +  * Purple - GFX and Pallete offsets. You can directly go to the graphics editor with these. 
 + 
 +  * Black - AI Offset. This just indicates to where the AI for the sprite is.
 \\  \\ 
 \\  \\ 
 ---- ----
- ==== Text Editor ===+ 
 +=== b- Spriteset Editor === 
 + 
 +Each room has a specific spriteset chosen for its room that can only have up to 8 rows of sprite graphics. This means that stuff like bosses and larger enemies may create problems if you want to have a lot of enemy variety in your room. 
 + 
 +{{https://imgur.com/fhGxoQ5.png}} 
 + 
 +  * Red - Graphics layout. Each spriteset can only have 8 rows of graphics. The bottom two rows are reserved for messages, so make sure that you don't have anything in those two rows if your room contains an item. 
 + 
 +  * Orange - Preview. Shows the currently selected sprite. 
 + 
 +  * Yellow - Palletes. These are all the sprite palette rows being used up by sprites in the spriteset. 
 + 
 +  * Green - Selection of spriteset editor and slot. There can be as many as F slots (aka 15 enemies), however this isn't particularly useful since you can only have 8 rows of graphics anyways. 
 + 
 +  * Blue - Sprite selection for the current slot you have selected. Then you also select what row the top row of the gfx should be on. 
 + 
 +  * Purple - Import/Export. You can import and export spritesets.
 \\  \\ 
 \\  \\ 
 ---- ----
- ==== Demo Editor ==== + 
 +=== 2A- Sprites === 
 +[[https://forum.metroidconstruction.com/index.php/topic,3969.msg68497.html#msg68497 | Port this (Forum Link)]]FIXME 
 + 
 +Right clicking anywhere on a room whilst in sprite edit mode will bring up the following menu 
 + 
 +{{https://imgur.com/WADuDY9.png}}
 \\  \\ 
 \\  \\ 
 ---- ----
- ==== Physics Editor ==== + 
 +=== 2B- Doors === 
 +[[https://forum.metroidconstruction.com/index.php/topic,3969.msg68497.html#msg68497 | Port this (Forum Link)]]FIXME
 \\  \\ 
 \\  \\ 
 ---- ----
- ==== Weapon Editor ==== + 
 +=== 2C- Scrolls === 
 +FIXME
 \\  \\ 
 \\  \\ 
 ---- ----
 + ===== Header Editor ===== 
 +\\ 
 +\\ 
 +----
 +
 + ===== Tileset Editor ===== 
 +\\ 
 +\\ 
 +----
 +
 + ===== Graphics Editor ===== 
 +\\ 
 +\\ 
 +----
 +
 + ===== Palette Editor ===== 
 +\\ 
 +\\ 
 +----
 +
 + ===== Tile Table Editor ===== 
 +\\ 
 +\\ 
 +----
 +
 + ===== Animation Editor ===== 
 +\\ 
 +\\ 
 +----
 +
 + ===== Sprite Editor ===== 
 +\\ 
 +\\ 
 +----
 +
 + ===== Spriteset Editor ===== 
 +\\ 
 +\\ 
 +----
 +
 + ===== Connection Editor ===== 
 +\\ 
 +\\ 
 +----
 +
 + ===== Minimap Editor ===== 
 +\\ 
 +\\ 
 +----
 +
 + ===== Text Editor ===== 
 +\\ 
 +\\ 
 +----
 +
 + ===== Demo Editor ===== 
 +\\ 
 +\\ 
 +----
 +
 + ===== Physics Editor ===== 
 +\\ 
 +\\ 
 +----
 +
 + ===== Weapon Editor ===== 
 +\\ 
 +\\ 
 +----
 +
 <WRAP centeralign> <WRAP centeralign>
 ====== PART 2: CREATING A ROOM                 ====== ====== PART 2: CREATING A ROOM                 ======
Line 620: Line 950:
 --------------------------------------------- ---------------------------------------------
  
-===== Part 1- BG Editing Mode ===== 
- 
-The first step to editing rooms is selecting what layer you want to change. There are 3 layers of tiles that changes how the room looks and one layer that determines how the player will interact with those hitboxes. 
- 
-  * BG 0 – The foreground objects lie here, they appear in front of everything (including the player) 
- 
-  * BG 1 – This is most commonly what is used for the player to walk on.   
- 
-  * BG 2 – Includes background objects, which do not usually affect the gameplay and are there for decorative purposes (rocks and plants). They appear behind everything 
- 
-  * BG 3 - This is the entire background image. You can't select this for editing, but you can turn it on or off. 
- 
-You can only have one of these selected at a time to edit. You can also click on their views to show/hide them in case you need to see something from a different perspective. Keep in mind that all of these layers scroll at the same rate, and as such you will not experience any parallax scrolling with them. 
- 
-//Brinstar, Room 6 with and without BG 0 view// 
- 
-{{http://i.imgur.com/JSESD6y.png}} {{http://i.imgur.com/ZwMIruE.png}} 
- 
-The final choice of importance is “clipdata”. Clipdata is not tied to any layer; rather, it decides how a specific block in the room will act. You can select to edit clipdata along with layers while making blocks; however, since you may want to edit clipdata for several different blocks at the same time it is possible to select clipdata without any other option. 
- 
-{{http://i.imgur.com/Cr4HSOT.png}} 
- 
-Shown above is the drop down menu for selecting clipdata. I will explain the different types of clipdata later in this chapter. Keep in mind that some types of clipdata have only minor differences that may wreak havoc upon level design if used incorrectly (i.e. no reform and never reform). 
----- 
-==== 1A- Layers ==== 
- 
-This section will explain how to edit how a layer “looks”, but not how it works (clipdata). Make sure that you have selected the correct layer to edit before you start editing the room you have chosen. Also, make sure to choose the correct layer that corresponds with the type of block you want to work with. 
- 
-**Controls** 
-  * Left Click - Paste Block(s) 
-  * Right Click - Copy Block(s) 
- 
-When selecting blocks to copy, you can select from either the tile table or from the map. If you select blocks from the map, it will only copy blocks from the layer you are currently on. This can be used to build pre-determined structures more quickly or to copy things that you may want to reuse several times in a room. 
- 
-For example, in the pictures below a door is selected. Later, it is pasted into the room as a whole set of blocks (the red box is the outline for where it would be placed if the mouse left clicked again). 
- 
-{{http://i.imgur.com/625YAXT.png}} -> {{http://i.imgur.com/DvPaPE0.png}} 
- 
-A general rule of thumb for editing layers is to make the blocks that Samus can stand on be Layer 1, since Layer 2 will always appear behind her. 
- 
----- 
-==== 1B- Clipdata ==== 
- 
-In bland terms, Clipdata is how each block works. Each tile location in a room has a certain clipdata value assigned, be it 0 for air or 10 or solid. There are FF (255) slots available for different types of clipdata, however many are unused. Be very careful when editing clipdata in a room, because clipdata will work how it wants whether or not you have a block placed in a slot (for example, you can have an invisible slope in the air due to clipdata that has been assigned to empty squares). This means that any block that you do not want to be special will be assigned clipdata value 0, which indicates "air". 
- 
-Clipdata is edited in the same way as block layers, with the only difference being that if you select a large group of blocks in the tile table, they will all share the same clipdata. MAGE is very generous in explaining what each clipdata number does, so I will just explain the important values whose functions may not be obvious at all. 
- 
-[[zero_mission:data_maps:clipdata|Metroid Zero Mission - Clipdata List]] 
- 
-Individual Clipdata and how to use them is explained in the above link! 
-Alternatively, you can read the next sections on the most used functions in rooms (highly recommended). 
------ 
-=== a. Basic Blocks === 
- 
-The most common types of blocks you will use are ground blocks. Clip0 and Clip10 ("Air" and "Solid Block", respectively) will likely be your most used blocks in the room. Other blocks, such as Clip11 or Clip16 ("/ Steep Floor Slope" and  "\ Lower Right Floor Slope") 
- 
-{{https://i.imgur.com/A9rePYz.png}} 
- 
-As seen above, solid clipdata prevents any sprites from moving through it. This includes the player, enemies, and projectiles (ok wave beam sure it passes through). Samus can pass through passages with a height of 2. Morph ball can pass through a passage with a height of 1. Slopes will work like they sound, they gradually make the player go lower. Keep in mind that Samus's head can not clip through the ceiling when going up or down a slope, so make sure to plan the overhead accordingly (shown bottom). 
- 
-{{https://i.imgur.com/GkKsVde.png}} 
------ 
-=== b. Item Tanks === 
- 
-Item tanks are much easier to use than they may seem at first. All one has to do is select the proper tile in the tileset and use the corresponding clipdata on the tile. For example, a missile would use Clip5D to denote its "tankiness." If you have clipdata showing, expansion tanks will be shown as purple. Also, only Energy Tanks, Missile Tanks, Super Missile Tanks, and Power Bomb Tanks can be placed this way. All other items must be taken from a Chozo Statue (a set of sprites which I will explain later). 
- 
-{{https://i.imgur.com/yUlFxJY.png}} 
- 
-"But One," you may be asking, "how do I set the tanks to have the properties of the blocks around them?" Well, this is very simple. Use Clip6C-Clip6F for expansions hidden in blocks that must be shot (like in the picture above on the right) or Clip7C-7F for expansions that are placed underwater. 
----- 
-=== c. Breakable Blocks === 
- 
-An important type of block to have is the breakable block. This includes anything from crumble blocks (which break under the player's feet) to screw attack blocks (which can only be broken with the screw attack). These come in 3 varieties: Reform, No Reform, and Never Reform. Reform means the block will reform after approximately 5 seconds. No Reform means that the block will not come back until the player leaves the room and returns. Never Reform indicates that the block will never reappear, no matter what happens in the world. Unfortunately, not every type of breakable block has each of these 3 settings (actually, none of them (excluding normal shot blocks) have all three; they usually have 2). 
- 
-{{https://i.imgur.com/mlKvmjV.png}} 
- 
-A breakable block to note is the horizontal and vertical bomb blocks. These can be used to create the infamous bomb chains that Zero Mission and Fusion have. 
- 
-{{https://i.imgur.com/qsZG6Ty.png}} 
- 
----- 
-=== d. Water, Acid, and Lava === 
- 
-Clipdata A0, A1, and A2 are used for Weak Lava (which varia suit is immune to), Strong Lava (which gravity suit is immune to), and Acid (which nothing is immune to). These are fine to be used, however it is more recommended to use header effects (explained later) instead of these. The same goes for water, which is clipdata 1B. 
- 
-{{https://i.imgur.com/aX1NoVY.png}} 
- 
----- 
-=== e. BG0 Transparency === 
- 
-There are several clipdata blocks that affect layer 0. These are pretty odd, but essentially they change either the transparency of bg0 tiles or make it brighter/darker. Keep in mind that these apply effects to lava/acid/water if you have them in the room by using the room headers. 
- 
-{{https://i.imgur.com/5JpeO1H.png}} 
- 
----- 
-=== f. Door Transition Tiles === 
- 
-Doors are an essential part to any hack. Their use is not obvious, but it is rather simpler than one might expect. However, seeing as doors should be paired with sprites, I will explain how to use them in the sprites section. 
- 
---------------------------------------------- 
- 
-===== Part 2- Object Editing Mode ===== 
- 
-{{https://imgur.com/4TSgBx3.png}} {{https://imgur.com/6TPC4dC.png}} {{https://imgur.com/KSrfMxR.png}} 
- 
-Sprites can be easily edited by clicking the morph ball symbol at the top of MAGE. To access the sprite editor, click the long beam button. To access the spriteset editor, click the eticoon/dachora symbol to the right of the long beam. 
- 
----- 
-=== a- Sprite Editor === 
- 
-{{https://imgur.com/ttnoeCj.png}} 
- 
-  * Red - Sprite Preview, shows how the sprite looks. Some sprites like geemers and zeelas don't have their alternate colors shown since those are decided by their AI 
- 
-  * Orange - Sprite number and Primary/Secondary selection. 
- 
-  * Yellow - Health and Damage selection. Damage may not be accurate for boss sprites. Suit Reduction only applies to Fusion, where first number is varia suit and second is gravity 
- 
-  * Green - Drop Probability, the total for all drop chances must equal 400 (in hex). The probability is the drop's number divided by 400 (in hex). 
- 
-  * Blue - Vulnerability checkmarks. This decides what can damage an enemy. 
- 
-  * Purple - GFX and Pallete offsets. You can directly go to the graphics editor with these. 
- 
-  * Black - AI Offset. This just indicates to where the AI for the sprite is. 
- 
- 
----- 
-=== b- Spriteset Editor === 
- 
-Each room has a specific spriteset chosen for its room that can only have up to 8 rows of sprite graphics. This means that stuff like bosses and larger enemies may create problems if you want to have a lot of enemy variety in your room. 
- 
-{{https://imgur.com/fhGxoQ5.png}} 
- 
-  * Red - Graphics layout. Each spriteset can only have 8 rows of graphics. The bottom two rows are reserved for messages, so make sure that you don't have anything in those two rows if your room contains an item. 
- 
-  * Orange - Preview. Shows the currently selected sprite. 
- 
-  * Yellow - Palletes. These are all the sprite palette rows being used up by sprites in the spriteset. 
- 
-  * Green - Selection of spriteset editor and slot. There can be as many as F slots (aka 15 enemies), however this isn't particularly useful since you can only have 8 rows of graphics anyways. 
- 
-  * Blue - Sprite selection for the current slot you have selected. Then you also select what row the top row of the gfx should be on. 
- 
-  * Purple - Import/Export. You can import and export spritesets. 
- 
----- 
-==== 2A- Sprites ==== 
-[[https://forum.metroidconstruction.com/index.php/topic,3969.msg68497.html#msg68497 | Port this (Forum Link)]]FIXME 
- 
-Right clicking anywhere on a room whilst in sprite edit mode will bring up the following menu 
- 
-{{https://imgur.com/WADuDY9.png}} 
- 
----- 
-==== 2B- Doors ==== 
-[[https://forum.metroidconstruction.com/index.php/topic,3969.msg68497.html#msg68497 | Port this (Forum Link)]]FIXME 
- 
----- 
-==== 2C- Scrolls ==== 
-FIXME 
---------------------------------------------- 
-====== Editors ====== 
-FIXME 
---------------------------------------------- 
-===== Header Editor ===== 
-FIXME 
---------------------------------------------- 
- 
-Exit Distances: 
-10- Right, no hatch 
-20- Right, hatch 
-E0- Left, hatch 
-F0- Left, no hatch 
-===== Tileset Editor ===== 
-FIXME 
---------------------------------------------- 
-===== Graphics Editor ===== 
-FIXME 
---------------------------------------------- 
-===== Palette Editor ===== 
-FIXME 
---------------------------------------------- 
-===== Tile Table Editor ===== 
-FIXME 
---------------------------------------------- 
-===== Animation Editor ===== 
-FIXME 
---------------------------------------------- 
-===== Sprite Editor ===== 
-FIXME 
---------------------------------------------- 
-When a sprite is added in object editor mode, you can quickly change it with [ or ]\\ 
-On QWERTZ keyboard, the keys for this are "ß" and "´" 
-===== Spriteset Editor ===== 
-FIXME 
---------------------------------------------- 
-===== Connection Editor ===== 
-FIXME 
---------------------------------------------- 
-===== Minimap Editor ===== 
-FIXME 
---------------------------------------------- 
-===== Text Editor ===== 
-FIXME 
---------------------------------------------- 
-===== Demo Editor ===== 
-FIXME 
---------------------------------------------- 
-===== Physics Editor ===== 
-FIXME 
---------------------------------------------- 
-===== Weapon Editor ===== 
-FIXME 
- 
---------------------------------------------- 
-====== Tools ===== 
-FIXME 
---------------------------------------------- 
-===== Room Options ===== 
-FIXME 
---------------------------------------------- 
-===== Minimap Tile Builder ===== 
-FIXME 
---------------------------------------------- 
-===== Add ===== 
-FIXME 
---------------------------------------------- 
-===== Patches ===== 
-FIXME 
 </WRAP> </WRAP>
zero_mission/basic_guides/mage.1699027425.txt.gz · Last modified: 2023/11/03 16:03 by felixwright