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zero_mission:basic_guides:mage [2023/11/03 16:29] – felixwright | zero_mission:basic_guides:mage [2024/03/23 17:14] (current) – felixwright | ||
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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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<WRAP centeralign> | <WRAP centeralign> | ||
- | ====== GETTING READY TO ROM HACK ====== | + | ====== GETTING READY TO ROM HACK ====== |
</ | </ | ||
\\ | \\ | ||
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---- | ---- | ||
- | | + | ===== 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 ===== |
| | ||
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---- | ---- | ||
- | | + | ===== 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:// | ||
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---- | ---- | ||
- | | + | ===== Download a Game Boy Advance (GBA) emulator ===== |
| | ||
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---- | ---- | ||
- | | + | ===== Download MAGE and make sure it works ===== |
| | ||
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---- | ---- | ||
- | | + | ===== MAGE's files ===== |
^ | ^ | ||
| mage.exe | | mage.exe | ||
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---- | ---- | ||
- | | + | ===== 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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---- | ---- | ||
- | | + | ===== Constant Experimentation, |
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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---- | ---- | ||
- | | + | ===== Please report any MAGE bugs that you discover! ===== |
If you discover a crash or some kind of bug with MAGE itself, click "Help -> About Mage -> https:// | If you discover a crash or some kind of bug with MAGE itself, click "Help -> About Mage -> https:// | ||
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---- | ---- | ||
- | | + | ====== PART 1: MAGE'S EDITORS & OPTIONS |
+ | <color orange> | ||
{{zero_mission: | {{zero_mission: | ||
</ | </ | ||
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---- | ---- | ||
- | | + | ===== Main Window ===== |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Menu Bar ==== | + | ==== Menu Bar ==== |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 1. File Menu === |
^ Name ^ Description | ^ Name ^ Description | ||
| Open ROM... | | Open ROM... | ||
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---- | ---- | ||
- | | + | === 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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---- | ---- | ||
- | | + | === 3. View Menu === |
^ Name ^ Description | ^ Name ^ Description | ||
| BG 0 | Toggle viewing Background layer 0. BG0 is a very special layer, but most of the time it's on top. | | | BG 0 | Toggle viewing Background layer 0. BG0 is a very special layer, but most of the time it's on top. | | ||
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---- | ---- | ||
- | | + | === 4. Editors Menu === |
^ Name | ^ Name | ||
| Header Editor | | Header Editor | ||
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---- | ---- | ||
- | | + | === 5. Tools Menu === |
^ Name ^ Description | ^ Name ^ Description | ||
| Room Options... | | Room Options... | ||
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---- | ---- | ||
- | | + | === 6. Options Menu === |
^ | ^ | ||
| Default View | Set default view settings for MAGE. Only refreshes when you reload a room. | | | Default View | Set default view settings for MAGE. Only refreshes when you reload a room. | | ||
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---- | ---- | ||
- | | + | === 7. Help Menu === |
^ | ^ | ||
| View Help | Opens the MAGE help file. (doc.html) It's nice to have handy. | | View Help | Opens the MAGE help file. (doc.html) It's nice to have handy. | ||
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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. | ||
\\ | \\ | ||
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---- | ---- | ||
- | | + | === 8. Open / Save ROM === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 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 === |
Switch between editing blocks (speedbooster) or objects (morphball). <color Orange> You will be using this a LOT. </ | Switch between editing blocks (speedbooster) or objects (morphball). <color Orange> You will be using this a LOT. </ | ||
\\ | \\ | ||
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---- | ---- | ||
- | | + | === 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) | ||
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 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) | ||
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 13. Tileset Editor === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 14. Graphics Editor === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 15. Palette Editor === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 16. Tile Table Editor === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 17. Animation Editor === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 18. Sprite Editor === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 19. Spriteset Editor === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 20. Connection Editor === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 21. Minimap Editor === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 22. Text Editor === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 23. Demo Editor === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 24. Physics Editor === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 25. Weapon Editor === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 26. Room Options === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 27. Test Room === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 28. Minimap Tile Builder === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 29. Add === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | === 30. Patches === |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | ===== Room Editor ===== |
+ | {{zero_mission: | ||
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | ==== Room Editor ==== | + | === 1. Edit Layers |
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | | + | |
+ | === 2. View Layers === | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 3. Location === | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 4. Spriteset === | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 5. Clipdata === | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 6. Tile Select === | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 7. Current Tile Information === | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 8. Cursor === | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 9. 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. | 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. | ||
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---- | ---- | ||
- | | + | === 1A- Layers === |
This section will explain how to edit how a layer “looks”, | This section will explain how to edit how a layer “looks”, | ||
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---- | ---- | ||
- | | + | === 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 " | 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 " | ||
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---- | ---- | ||
- | | + | === a. Basic Blocks === |
The most common types of blocks you will use are ground blocks. Clip0 and Clip10 (" | The most common types of blocks you will use are ground blocks. Clip0 and Clip10 (" | ||
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---- | ---- | ||
- | | + | === 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 " | 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 " | ||
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---- | ---- | ||
- | | + | === 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' | An important type of block to have is the breakable block. This includes anything from crumble blocks (which break under the player' | ||
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---- | ---- | ||
- | | + | === 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. | 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. | ||
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---- | ---- | ||
- | | + | === 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/ | 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/ | ||
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---- | ---- | ||
- | | + | === 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. | 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. | ||
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---- | ---- | ||
- | | + | === Part 2- Object Editing Mode === |
{{https:// | {{https:// | ||
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---- | ---- | ||
- | | + | === a- Sprite Editor === |
{{https:// | {{https:// | ||
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---- | ---- | ||
- | | + | === 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. | 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. | ||
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---- | ---- | ||
- | | + | === 2A- Sprites === |
[[https:// | [[https:// | ||
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---- | ---- | ||
- | | + | === 2B- Doors === |
[[https:// | [[https:// | ||
\\ | \\ | ||
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---- | ---- | ||
- | | + | === 2C- Scrolls === |
FIXME | FIXME | ||
\\ | \\ | ||
\\ | \\ | ||
---- | ---- | ||
- | + | ===== Header Editor | |
- | | + | |
- | \\ | + | |
- | \\ | + | |
- | ---- | + | |
- | + | ||
- | === 32. View Layers === | + | |
- | \\ | + | |
- | \\ | + | |
- | ---- | + | |
- | + | ||
- | === 33. Location === | + | |
- | \\ | + | |
- | \\ | + | |
- | ---- | + | |
- | + | ||
- | === 34. Spriteset === | + | |
- | \\ | + | |
- | \\ | + | |
- | ---- | + | |
- | + | ||
- | === 35. Clipdata === | + | |
- | \\ | + | |
- | \\ | + | |
- | ---- | + | |
- | + | ||
- | === 36. Tile Select === | + | |
- | \\ | + | |
- | \\ | + | |
- | ---- | + | |
- | + | ||
- | === 37. Current Tile Information === | + | |
- | \\ | + | |
- | \\ | + | |
- | ---- | + | |
- | + | ||
- | === 38. Cursor === | + | |
- | \\ | + | |
- | \\ | + | |
- | ---- | + | |
- | + | ||
- | === 39. Tooltip === | + | |
- | \\ | + | |
- | \\ | + | |
- | ---- | + | |
- | + | ||
- | ==== 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 |
\\ | \\ | ||
\\ | \\ | ||
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<WRAP centeralign> | <WRAP centeralign> | ||
- | ====== PART 2: CREATING A ROOM | + | ====== PART 2: CREATING A ROOM |
</ | </ | ||
- | | + | ===== Basic level editing |
- | ===== Download a hex editor | + | ===== Download a hex editor |
- | ===== Hex editor functions | + | ===== Hex editor functions |
- | ===== Counting in hexadecimal | + | ===== Counting in hexadecimal |
- | ===== Copy/paste the room header | + | ===== Copy/paste the room header |
- | ===== MAGE's room list | + | ===== MAGE's room list |
- | ===== Room header format | + | ===== Room header format |
- | ===== Room pointers | + | ===== Room pointers |
- | ===== Banks / ROM minimap | + | ===== Banks / ROM minimap |
- | ===== Level data ===== | + | ===== Level data ===== |
- | ===== Background pointer | + | ===== Background pointer |
- | ===== Room size / map position | + | ===== Room size / map position |
- | ===== Basic room structure | + | ===== Basic room structure |
- | ===== Doors pointer | + | ===== Doors pointer |
- | ===== Door data | + | ===== Door data |
- | ===== Door BTS ===== | + | ===== Door BTS ===== |
- | ===== Adding new doors ===== | + | ===== Adding new doors ===== |
- | ===== Room Scrolls pointer | + | ===== Room Scrolls pointer |
- | ===== Door ASM pointer | + | ===== Door ASM pointer |
- | ===== Debug your doors ===== | + | ===== Debug your doors ===== |
- | ===== PLM Set pointer | + | ===== PLM Set pointer |
- | ===== Scroll PLMs | + | ===== Scroll PLMs |
- | ===== H-Copy / V-Copy | + | ===== H-Copy / V-Copy |
- | ===== MAGE's layers | + | ===== MAGE's layers |
- | ===== Tile highlighting | + | ===== Tile highlighting |
- | ===== Graphic Only / BTS Only | + | ===== Graphic Only / BTS Only |
- | ===== BTS (block types) | + | ===== BTS (block types) |
- | ===== Basic room design | + | ===== Basic room design |
- | ===== Slopes | + | ===== Slopes |
- | ===== Tiling errors | + | ===== Tiling errors |
- | ===== Up Scroll / Down Scroll | + | ===== Up Scroll / Down Scroll |
- | ===== Camera snaps ===== | + | ===== Camera snaps ===== |
- | ===== Scroll snaps ===== | + | ===== Scroll snaps ===== |
- | ===== Level design tips | + | ===== Level design tips |
- | ===== LEVEL DESIGN MISTAKES TO AVOID ===== | + | ===== LEVEL DESIGN MISTAKES TO AVOID ===== |
- | ===== Finished room design | + | ===== Finished room design |
- | ===== Enemy setup | + | ===== Enemy setup |
- | ===== Multi-piece enemies & possessors | + | ===== Multi-piece enemies & possessors |
- | ===== Enemy headers | + | ===== Enemy headers |
- | ===== Enemy projectiles | + | ===== Enemy projectiles |
- | ===== Enemy Palette pointer | + | ===== Enemy Palette pointer |
- | ===== Enemy Weaknesses pointer | + | ===== Enemy Weaknesses pointer |
- | ===== Enemy Drops pointer | + | ===== Enemy Drops pointer |
- | ===== Enemy GFX names | + | ===== Enemy GFX names |
- | ===== Enemy beta names ===== | + | ===== Enemy beta names ===== |
- | ===== General enemy info / limitations | + | ===== General enemy info / limitations |
- | ===== Enemy header copying | + | ===== Enemy header copying |
- | ===== Layer 3 effects (" | + | ===== Layer 3 effects (" |
- | ===== Door-specific FX ===== | + | ===== Door-specific FX ===== |
- | ===== FX palette blends | + | ===== FX palette blends |
- | ===== Screen shakes | + | ===== Screen shakes |
- | ===== Bug fix: liquid graphics | + | ===== Bug fix: liquid graphics |
- | ===== Map editing | + | ===== Map editing |
- | ===== Bug fix: map saving/ | + | ===== Bug fix: map saving/ |
- | ===== Map icons | + | ===== Map icons |
- | ===== Room states / events | + | ===== Room states / events |
- | ===== When to call a room finished? | + | ===== When to call a room finished? |
<WRAP centeralign> | <WRAP centeralign> | ||
- | ====== PART 3: OTHER STUFF | + | ====== PART 3: OTHER STUFF |
</ | </ | ||
- | | + | ===== Save stations |
- | ===== Elevators | + | ===== Elevators |
- | ===== Music selection | + | ===== Music selection |
- | ===== Song changes | + | ===== Song changes |
- | ===== Sound effects | + | ===== Sound effects |
- | ===== Color palettes | + | ===== Color palettes |
- | ===== Tile table editing | + | ===== Tile table editing |
- | ===== Repointing tilesets | + | ===== Repointing tilesets |
- | ===== Tile sheet (.GFX) editing | + | ===== Tile sheet (.GFX) editing |
- | ===== Tile rotation | + | ===== Tile rotation |
- | ===== Tileset mixing | + | ===== Tileset mixing |
- | ===== Reassigning GFX colors | + | ===== Reassigning GFX colors |
- | ===== Graphic and palette locations | + | ===== Graphic and palette locations |
- | ===== IPS/ASM patch usage and creation | + | ===== IPS/ASM patch usage and creation |
- | ===== Understanding basic ASM | + | ===== Understanding basic ASM |
- | ===== Resources | + | ===== Resources |
- | ===== FAQ | + | ===== FAQ |
- | ===== Glossary | + | ===== Glossary |
- | ===== Revision history | + | ===== Revision history |
- | ===== Special thanks / contact me ===== | + | ===== Special thanks / contact me ===== |
====== Main Window ====== | ====== Main Window ====== |