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FIXME (INCOMPLETE)\\ | FIXME (INCOMPLETE)\\ | ||
+ | <color orange> | ||
- | Note: This guide was made in reference to [[http:// | + | Note: This guide was made in reference to [[http:// |
Quick Links: | Quick Links: | ||
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---- | ---- | ||
- | ===== 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 ===== |
| | ||
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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:// | You must either dump your ROM or search online. Check the first footnote to see how to dump your ROMs. **((https:// | ||
Line 53: | Line 54: | ||
---- | ---- | ||
- | ===== Download a Game Boy Advance (GBA) emulator ===== | + | ===== Download a Game Boy Advance (GBA) emulator ===== |
| | ||
Line 68: | Line 69: | ||
---- | ---- | ||
- | ===== Download MAGE and make sure it works ===== | + | ===== Download MAGE and make sure it works ===== |
| | ||
Line 77: | Line 78: | ||
---- | ---- | ||
- | ===== MAGE's files ===== | + | ===== MAGE's files ===== |
^ | ^ | ||
| mage.exe | | mage.exe | ||
Line 90: | Line 91: | ||
---- | ---- | ||
- | ===== Set up MAGE for easy room testing ===== | + | ===== Set up MAGE for easy room testing ===== |
Use '' | Use '' | ||
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. | ||
Line 116: | Line 117: | ||
---- | ---- | ||
- | ===== 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 '' | All you have to do is click '' | ||
Alternatively, | Alternatively, | ||
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====== PART 1: MAGE'S EDITORS & OPTIONS | ====== PART 1: MAGE'S EDITORS & OPTIONS | ||
+ | <color orange> | ||
+ | |||
{{zero_mission: | {{zero_mission: | ||
</ | </ | ||
Line 176: | Line 179: | ||
=== 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 | + | | Use Selected Clipdata |
- | | 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 | + | | Clip | "Clip Data." Set the type of block used at that X/Y position in the room. Clip 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 | ||
\\ | \\ | ||
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=== 10. BG / Object Editing Mode === | === 10. BG / Object Editing Mode === | ||
- | Quick access to switch | + | Switch |
+ | \\ | ||
+ | When a sprite is added in object editor mode, you can quickly change it with [ or ]\\ | ||
+ | On QWERTZ keyboard, the keys for this are " | ||
+ | \\ | ||
+ | Door Exit Distances: | ||
+ | 10- Right, no hatch | ||
+ | 20- Right, hatch | ||
+ | E0- Left, hatch | ||
+ | F0- Left, no hatch | ||
\\ | \\ | ||
\\ | \\ | ||
Line 313: | Line 325: | ||
=== 11. View Sprites / Outlines / Doors / Scrolls === | === 11. View Sprites / Outlines / Doors / Scrolls === | ||
+ | ^ | ||
+ | | Metroid | ||
+ | | Green Box | Show/Hide Sprite Outlines (actual position of the objects/ | ||
+ | | Blue Box | Show/Hide Doors (objects used to link rooms) | ||
+ | | Yellow Box | Show/Hide Scrolls (objects used to restrict the player camera) | ||
\\ | \\ | ||
\\ | \\ | ||
Line 318: | Line 335: | ||
=== 12. Header Editor === | === 12. Header Editor === | ||
+ | ADD IMAGE TODO | ||
+ | |||
+ | BACKGROUND DATA | ||
+ | ^ | ||
+ | | Tileset | ||
+ | | Transparency | ||
+ | | BG3 Scroll | ||
+ | | Effect | ||
+ | | 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/ | ||
+ | | 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/ | ||
+ | |||
+ | 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/ | ||
+ | |||
+ | SPRITESET DATA | ||
+ | |||
+ | POINTER | ||
+ | | DEFAULT | ||
+ | | FIRST | Show/Hide Scrolls (objects used to restrict the player camera) | ||
+ | | SECOND | ||
+ | |||
+ | SET | ||
+ | | DEFAULT | ||
+ | | FIRST | Show/Hide Doors (objects used to link rooms) | ||
+ | | SECOND | ||
+ | |||
+ | EVENT | ||
+ | | FIRST | Show/Hide Sprites (enemies and objects with AI, e.g. morph ball item) | | ||
+ | | SECOND | ||
+ | |||
+ | 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) | | ||
+ | |||
+ | ^ | ||
+ | | AREA | Show/Hide Sprite Outlines (actual position of the objects/ | ||
+ | | ROOM | Show/Hide Doors (objects used to link rooms) | ||
+ | | OFFSET | ||
+ | | APPLY | Show/Hide Doors (objects used to link rooms) | ||
+ | | CLOSE | Show/Hide Scrolls (objects used to restrict the player camera) | ||
\\ | \\ | ||
\\ | \\ | ||
Line 412: | Line 479: | ||
---- | ---- | ||
- | ===== Editor | + | |
+ | {{zero_mission: | ||
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Room Editor ==== | + | |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | === 39. Tooltip | + | === 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:// | ||
+ | |||
+ | 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:// | ||
+ | |||
+ | 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”, | ||
+ | |||
+ | **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:// | ||
+ | |||
+ | 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 " | ||
+ | |||
+ | 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: | ||
+ | |||
+ | Individual Clipdata and how to use them is explained in the above link! | ||
+ | Alternatively, | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === a. Basic Blocks === | ||
+ | |||
+ | The most common types of blocks you will use are ground blocks. Clip0 and Clip10 (" | ||
+ | |||
+ | {{https:// | ||
+ | |||
+ | 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' | ||
+ | |||
+ | {{https:// | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 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 " | ||
+ | |||
+ | {{https:// | ||
+ | |||
+ | "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' | ||
+ | |||
+ | {{https:// | ||
+ | |||
+ | 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:// | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 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:// | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 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/ | ||
+ | |||
+ | {{https:// | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 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:// | ||
+ | |||
+ | 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/ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === a- Sprite Editor === | ||
+ | |||
+ | {{https:// | ||
+ | |||
+ | * 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/ | ||
+ | |||
+ | * 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, | ||
+ | |||
+ | * 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:// | ||
+ | |||
+ | * 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/ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 2A- Sprites === | ||
+ | [[https:// | ||
+ | |||
+ | Right clicking anywhere on a room whilst in sprite edit mode will bring up the following menu | ||
+ | |||
+ | {{https:// | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 2B- Doors === | ||
+ | [[https:// | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 2C- Scrolls === | ||
+ | FIXME | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | ===== Header Editor | ||
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Tileset Editor ==== | + | ===== Tileset Editor |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Graphics Editor ==== | + | ===== Graphics Editor |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Palette Editor ==== | + | ===== Palette Editor |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Tile Table Editor ==== | + | ===== Tile Table Editor |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Animation Editor ==== | + | ===== Animation Editor |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Sprite Editor ==== | + | ===== Sprite Editor |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Spriteset Editor ==== | + | ===== Spriteset Editor |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Connection Editor ==== | + | ===== Connection Editor |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Minimap Editor ==== | + | ===== Minimap Editor |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Text Editor ==== | + | ===== Text Editor |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Demo Editor ==== | + | ===== Demo Editor |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Physics Editor ==== | + | ===== Physics Editor |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Weapon Editor ==== | + | ===== Weapon Editor |
\\ | \\ | ||
\\ | \\ | ||
Line 693: | 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:// | ||
- | |||
- | 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:// | ||
- | |||
- | 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”, | ||
- | |||
- | **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:// | ||
- | |||
- | 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 " | ||
- | |||
- | 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: | ||
- | |||
- | Individual Clipdata and how to use them is explained in the above link! | ||
- | Alternatively, | ||
- | ----- | ||
- | === a. Basic Blocks === | ||
- | |||
- | The most common types of blocks you will use are ground blocks. Clip0 and Clip10 (" | ||
- | |||
- | {{https:// | ||
- | |||
- | 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' | ||
- | |||
- | {{https:// | ||
- | ----- | ||
- | === 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 " | ||
- | |||
- | {{https:// | ||
- | |||
- | "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' | ||
- | |||
- | {{https:// | ||
- | |||
- | 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:// | ||
- | |||
- | ---- | ||
- | === 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:// | ||
- | |||
- | ---- | ||
- | === 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/ | ||
- | |||
- | {{https:// | ||
- | |||
- | ---- | ||
- | === 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:// | ||
- | |||
- | 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/ | ||
- | |||
- | ---- | ||
- | === a- Sprite Editor === | ||
- | |||
- | {{https:// | ||
- | |||
- | * 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/ | ||
- | |||
- | * 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, | ||
- | |||
- | * 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:// | ||
- | |||
- | * 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/ | ||
- | |||
- | ---- | ||
- | ==== 2A- Sprites ==== | ||
- | [[https:// | ||
- | |||
- | Right clicking anywhere on a room whilst in sprite edit mode will bring up the following menu | ||
- | |||
- | {{https:// | ||
- | |||
- | ---- | ||
- | ==== 2B- Doors ==== | ||
- | [[https:// | ||
- | |||
- | ---- | ||
- | ==== 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 " | ||
- | ===== 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 | ||
</ | </ |