zero_mission:basic_guides:mage
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+ | <WRaAP center 75% leftalign> | ||
+ | <WRAP centeralign> | ||
+ | ======= HOW TO EDIT METROID ZERO MISSION ======= | ||
+ | [[# | ||
+ | FIXME (INCOMPLETE)\\ | ||
+ | |||
+ | <color orange> | ||
+ | |||
+ | Note: This guide was made in reference to [[http:// | ||
+ | |||
+ | Quick Links: | ||
+ | [[zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | </ | ||
+ | |||
+ | <WRAP centeralign> | ||
+ | ====== GETTING READY TO ROM HACK ====== | ||
+ | [[# | ||
+ | </ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Guide Expectations ===== | ||
+ | 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. | ||
+ | |||
+ | This guide is written for use with MAGE 1.4.0. At the time of writing MAGE only supports USA ROMs.\\ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Create a ROM Hacking Folder ===== | ||
+ | | ||
+ | |||
+ | This ensures you do not misplace any important files, and they all stay in one place.\\ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== 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:// | ||
+ | |||
+ | <color orange> **Make sure you can see file extensions!**\\ | ||
+ | </ | ||
+ | |||
+ | The ROM should be '' | ||
+ | |||
+ | The ROM's sha1 hash should be '' | ||
+ | |||
+ | Once you have the correct ROM, you should put it someplace safe, and only edit copies of it. NEVER edit the original. If you follow this practice, you will not have to re-dump or re-download your ROM when you accidentally corrupt or otherwise destroy a copy of it. I personally stick it into a '' | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Download a Game Boy Advance (GBA) emulator ===== | ||
+ | | ||
+ | |||
+ | Once installed, set mGBA as the default program to open GBA files. | ||
+ | |||
+ | This can be done by right-clicking a GBA rom and selecting '' | ||
+ | |||
+ | If you used the 64-bit installer, Browse to '' | ||
+ | If you used the 32-bit installer, Browse to '' | ||
+ | |||
+ | If successful, the thumbnail of gba ROMs should now look like mGBA. mGBA should be able to open and play your ROM.\\ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Download MAGE and make sure it works ===== | ||
+ | | ||
+ | |||
+ | |||
+ | MAGE Requires .NET 3.0 to be able to function. If your system does not have it installed, Windows 10 will prompt you to install the '' | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== MAGE's files ===== | ||
+ | ^ | ||
+ | | mage.exe | ||
+ | | doc.html | ||
+ | | technical.html | ||
+ | | *.proj files (created next to your ROM) | MAGE Project files. Keeps track of content ADDED to your ROM (new rooms, new doors etc) | | ||
+ | | %temp%\test.gba | ||
+ | | %localappdata%\mage\ | ||
+ | | %localappdata%\mage\mage_1.4.0.exe[...]\1.4.0.0\user.config | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Set up MAGE for easy room testing ===== | ||
+ | Use '' | ||
+ | If all is well, you should be loaded into the very first room in Brinstar. | ||
+ | |||
+ | |||
+ | Move your mouse pointer somewhere in the room and then press the '' | ||
+ | |||
+ | < | ||
+ | ------------------------------------------------------------------ | ||
+ | GBA emulator path has not been set. Would you like to set it now? | ||
+ | ------------------------------------------------------------------ | ||
+ | +=========+ | ||
+ | | | ||
+ | +=========+ | ||
+ | </ | ||
+ | |||
+ | Select '' | ||
+ | |||
+ | If you installed 64-bit mGBA, it will be located at '' | ||
+ | If you installed 32-bit mGBA, it will be located at '' | ||
+ | |||
+ | If successful, mGBA will launch your test ROM. You can close mGBA.\\ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== THE INSANELY ABSOLUTE IMPORTANCE OF MAKING REGULAR ROM BACK-UPS ===== | ||
+ | All you have to do is click '' | ||
+ | Alternatively, | ||
+ | |||
+ | It cannot be stressed enough how important it is to create regular back-ups of the ROM that you're working on. Make regular and frequent ROM back-ups a habit. Back-ups are your friend, and they will spare you so much pain. There is no reason to not make back-ups. | ||
+ | |||
+ | In addition to on your computer, keep back-ups of your hack stored on USB thumb drives, extra hard drives, web servers, email them to yourself, burn them to CDs or DVDs if you need to. You do not want to lose a thousand collective hours of work on a hack because your computer broke and you didn't have a copy of your hacked ROM anywhere else except on your dead computer' | ||
+ | |||
+ | IF YOU ARE EVER ABOUT TO APPLY A PATCH OR MAKE AN EDIT THAT YOU ARE EVEN SLIGHTLY UNSURE OF, CREATE A BACK-UP FIRST. Preventing catastrophe is just that easy. If hard drive space is an issue, you can create back-up IPS patches of your hack instead (see IPS patch creation).\\ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== 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. | ||
+ | |||
+ | Sometimes, you may make a mistake. That's OK, happens to the best of us! You can quickly reload your rom by selecting it in '' | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Are your big ideas actually possible? ===== | ||
+ | |||
+ | Until you understand the limits of the game you're hacking, your ideas might seem impossible or at least very hard to code. Most people won't want to go through the trouble of coding it for you unless they believe your project has real potential. Learning these limits takes time, but if your ideas are simple or you're willing to use a simplified version of your original idea, it becomes much more feasible. It's helpful to initially assume your ideas might not be possible (while still checking with experienced hackers). As more of your ideas get refined or ruled out, you'll start to see what's realistically achievable. <color orange> | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== What kind of hack do you want to make? Will it be worth it? Who is your audience? ===== | ||
+ | |||
+ | You should consider all of this now and spare yourself a LOT of possible wasted time later. Is this hobby really for you? Real talk: overwhelmingly, | ||
+ | |||
+ | Personal satisfaction is also probably the most important thing there is about this hobby. If you don't like Metroid enough to consider working on it as an unpaid, illegal side-career, | ||
+ | |||
+ | <color orange> | ||
+ | |||
+ | Do you want to make a hack that challenges veteran Metroid players? If so, get rid of any expectations you have about how people will feel about your hack. Almost everyone will simply not like it because it's too difficult, and there is nothing you can do to make them enjoy it or appreciate the amount of time and work you put into it - at the end of the day, you still created something that they do not feel is worth taking their time to play through. This happens because proportionally rewarding the player for accomplishing difficult tasks becomes much harder to do unless you know assembly programming, | ||
+ | |||
+ | It will probably always be a bad decision to try making a fun hard hack as your first project. Hard hacks are only interesting to veteran players of the game, which is a very small number of people. If that is your intended audience, go for it, but don't expect your hard hack to gain much attention. Difficulty is more often just... difficult, and not that fun. | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== 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:// | ||
+ | <WRAP centeralign> | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ====== PART 1: MAGE'S EDITORS & OPTIONS | ||
+ | [[# | ||
+ | |||
+ | <color orange> | ||
+ | |||
+ | {{zero_mission: | ||
+ | </ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Main Window ===== | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ==== Menu Bar ==== | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 1. File Menu === | ||
+ | ^ Name ^ Description | ||
+ | | Open ROM... | ||
+ | | Save ROM | Instantly saves changes made to ROM since it has been opened. This is the ONLY way to permanently save changes. | ||
+ | | Save ROM as... | Save ROM, but you specify what to name the ROM and where it is saved. | ||
+ | | Create Backup | ||
+ | | Recent Files | List of recently opened ROMs. Can be used to reload ROM if undesirable changes are made. | | ||
+ | Note: Some editors will tell you '' | ||
+ | If you broke your ROM, or made some undesirable change, <color lime> you can reset the internal copy by reopening your ROM in MAGE. </ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 2. Edit Menu === | ||
+ | ^ Name ^ Description | ||
+ | | 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. | ||
+ | | Use Selected Clipdata | ||
+ | | 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. | ||
+ | | 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 2 | Place blocks on Background layer 2. BG2 is for blocks behind samus and enemies, like plants or rocks for scenery. | ||
+ | | 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 | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 3. View Menu === | ||
+ | ^ 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 1 | Toggle viewing Background layer 1. BG1 is where all the blocks samus and enemies collide with should be. | | ||
+ | | BG 2 | Toggle viewing Background layer 2. BG2 is for blocks behind samus and enemies, like plants or rocks for scenery. | ||
+ | | BG 3 | Toggle viewing Background layer 3. BG3 is the farthest back there is. It's usually an image. | ||
+ | | Clipdata -> Collision | ||
+ | | Clipdata -> Breakable | ||
+ | | Clipdata -> Values | ||
+ | | Sprites | ||
+ | | Sprite Outlines | ||
+ | | Doors | Toggle solid blue outlines for doors in the room. Useful to move, edit, resize or delete them. | | ||
+ | | Scrolls | ||
+ | | Screen Outlines | ||
+ | | Animated Palette | ||
+ | | Mother Ship Hatches | ||
+ | | Clipboard | ||
+ | | Zoom | Pick between 100%, 200%, 400% and 800% Zoom. | | ||
+ | Notes: Only one of the special clipdata views can be used at a time.\\ | ||
+ | Viewing Mothership hatches will not set the room to use them; it will just show them that way in the editor.\\ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 4. Editors Menu === | ||
+ | ^ Name | ||
+ | | Header Editor | ||
+ | | Tileset Editor | ||
+ | | Graphics Editor | ||
+ | | Palette Editor | ||
+ | | Tile Table Editor | Used to edit the tile maps of tilesets, title screen, user interface, etc. Tilemaps say how to arrange the graphics and what palettes to use. | | ||
+ | | Animation Editor | ||
+ | | Sprite Editor | ||
+ | | Spriteset Editor | ||
+ | | Minimap Editor | ||
+ | | Connection Editor | Used to link door objects together, use events to lock or connect to a secondary destination, | ||
+ | | Text Editor | ||
+ | | Demo Editor | ||
+ | | Physics Editor | ||
+ | | Weapon Editor | ||
+ | Notes: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 5. Tools Menu === | ||
+ | ^ Name ^ Description | ||
+ | | Room Options... | ||
+ | | Test Room... | ||
+ | | <color orange> Clipdata Shortcuts </ | ||
+ | | Import -> Tileset... | ||
+ | | Import -> RLE Background... | ||
+ | | Import -> LZ77 Background... | ||
+ | | Import -> Room... | ||
+ | | Import -> Tileset from image... | ||
+ | | Import -> LZ77 BG from image... | ||
+ | | Import -> Ending from image | Image must be 240x416. MAGE will limit colors while preserving quality. This is slightly random so if you dislike what it churns out, try again until you like it. | | ||
+ | | Export -> Tileset... | ||
+ | | Export -> Background... | ||
+ | | Export -> Room... | ||
+ | | Export -> Tileset Image... | ||
+ | | Export -> BG0 Image... | ||
+ | | Export -> BG3 Image... | ||
+ | | Export -> Room Image... | ||
+ | | Compression -> LZ77 Compress File... | ||
+ | | Compression -> LZ77 Decompress File... | ||
+ | | Minimap Tile Builder | ||
+ | | Add -> Background | ||
+ | | Add -> Room Sprites | ||
+ | | Add -> Room | Add extra rooms to the game. Either blank, or duplicate of an existing one. | | ||
+ | | Add -> Tileset | ||
+ | | Add -> Spriteset | ||
+ | | Add -> Animation | ||
+ | | Patches | ||
+ | Notes: In the header editor, if the property (prop) value of a BG layer is 0x10, it is RLE compressed. If the value has 0x40, it is LZ77 compressed. BG 1 and 2 are always RLE, BG3 is always LZ77, and BG0 can be either.\\ | ||
+ | \\ | ||
+ | For importing tilesets / backgrounds from images, you can game it to generate palettes that are just as uniform as those already in the game. Organize the tileset into sections based on what palette blocks use, and from there keep the top left of each section blank. For each section with a different palette, draw an 8x8 tile with the palette in the order you want it to generate, from left to right top to bottom. The top leftmost pixel should be left as the first color, which acts as blank/ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 6. Options Menu === | ||
+ | ^ | ||
+ | | Default View | Set default view settings for MAGE. Only refreshes when you reload a room. | | ||
+ | | Number Base | Switch between using decimal (base 10) and hexadecimal (base 16) as the number base for MAGE. Decimal might cause problems so Hex is recommended most of the time. | | ||
+ | | Disable Tooltips | Hides messages that appear under the mouse cursor when it idles over a point of interest. On Linux they remain as visual artifacts so disabling them is recommended.| | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 7. Help Menu === | ||
+ | ^ | ||
+ | | View Help | Opens the MAGE help file. (doc.html) It's nice to have handy. | ||
+ | | About MAGE | Information about MAGE, like the version you are using, who made it, where you can report issues, and credit for assets used. | | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ==== Tool Bar ==== | ||
+ | Quick access to editors and frequently used actions with interactible icons. | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 8. Open / Save ROM === | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 9. Undo / Redo === | ||
+ | Note: Click the small arrow ▼ to undo/redo multiple steps at a time. | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 10. BG / Object Editing Mode === | ||
+ | Switch between editing blocks (speedbooster) or objects (morphball). <color Orange> You will be using this a LOT. </ | ||
+ | \\ | ||
+ | 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 | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 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 === | ||
+ | [[# | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 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 === | ||
+ | Used to quickly erase BG 0, 1, 2, and Clipdata layers. Also lets you resize the current room. | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 27. Test Room === | ||
+ | Launches a test copy of your ROM in an emulator at the specified X/Y coordinates, | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 28. Minimap Tile Builder === | ||
+ | Tool to create more minimap tiles if the map tile you want to use doesn' | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 29. Add === | ||
+ | Catch-all menu for adding new data: | ||
+ | Background layers and alternate Room sprites (when those don't yet exist), | ||
+ | Rooms, Tilesets, Spritesets, and Animations. (Either blank or duplicates of existing ones) | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 30. Patches === | ||
+ | Apply some optional patches. None of them add data to the rom, they just modify existing code. | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Room Editor ===== | ||
+ | {{zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 1. Edit Layers === | ||
+ | ^ Name ^ Description | ||
+ | | 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 2 | Place blocks on Background layer 2. BG2 is for blocks behind samus and enemies, like plants or rocks for scenery. | ||
+ | | 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) | | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 2. View Layers === | ||
+ | ^ 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 1 | Toggle viewing Background layer 1. BG1 is where all the blocks samus and enemies collide with should be. | | ||
+ | | BG 2 | Toggle viewing Background layer 2. BG2 is for blocks behind samus and enemies, like plants or rocks for scenery. | ||
+ | | BG 3 | Toggle viewing Background layer 3. BG3 is the farthest back there is. It's usually an image. | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 3. Location === | ||
+ | ^ Name ^ Description | ||
+ | | Area | Select an area ID in this dropdown menu to switch areas. | ||
+ | | Room | Select a room ID in this dropdown menu to switch rooms. | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 4. Spriteset === | ||
+ | With Object editing mode, you can move and place objects like enemies and interactibles- MAGE calls them sprites.\\ | ||
+ | The type of sprites used in a room are determined by spritesets, which are set in the header for the room.\\ | ||
+ | If a room uses more than one, you use this drop-down menu to switch spritesets in the room editor.\\ | ||
+ | This allows you to edit the layout of sprites for each spriteset.\\ | ||
+ | Each spriteset has its own unique layout.\\ | ||
+ | |||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 5. Clipdata === | ||
+ | Clipdata is the physical properties of a block.\\ | ||
+ | Use this dropdown to select the type of clipdata you want to place.\\ | ||
+ | You must also pick a tile with Tile Select, and make sure that Edit -> Clip is checked ☑ or else you won't be able to place your clipdata.\\ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 6. Tile Select === | ||
+ | This displays the current tileset and is used to pick the block(s) you intend to place.\\ | ||
+ | Click to select, Click+drag to select multiple blocks.\\ | ||
+ | Make sure that you have edit checked ☑ for the layer you want to place blocks on, otherwise they either won't place or they will be on the wrong layer.\\ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 7. Current Tile Information === | ||
+ | From left to right: | ||
+ | Coordinates (X / Y) of currently highlighted tile\\ | ||
+ | Size (W x H) of current selection\\ | ||
+ | Clipdata ID of currently highlighted tile\\ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 8. Cursor === | ||
+ | Current position of your mouse pointer in the room.\\ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | === 9. Tooltip === | ||
+ | Small box of text that appears if you idle your mouse pointer over a block.\\ | ||
+ | BG0: Current tile placed on BG0 layer of this block\\ | ||
+ | BG1: Current tile placed on BG1 layer of this block\\ | ||
+ | BG2: Current tile placed on BG2 layer of this block\\ | ||
+ | Clip: Current clipdata of this block\\ | ||
+ | |||
+ | Hovering over the tileset in Tile Select will show a tooltip of the current block ID you're hovering over.\\ | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Header Editor ===== | ||
+ | {{zero_mission: | ||
+ | |||
+ | 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) | ||
+ | |||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Tileset Editor ===== | ||
+ | {{zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Graphics Editor ===== | ||
+ | {{zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Palette Editor ===== | ||
+ | {{zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Tile Table Editor ===== | ||
+ | {{zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Animation Editor ===== | ||
+ | {{zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Sprite Editor ===== | ||
+ | {{zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Spriteset Editor ===== | ||
+ | {{zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Connection Editor ===== | ||
+ | {{zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Minimap Editor ===== | ||
+ | {{zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Text Editor ===== | ||
+ | {{zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Demo Editor ===== | ||
+ | {{zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Physics Editor ===== | ||
+ | {{zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | ===== Weapon Editor ===== | ||
+ | {{zero_mission: | ||
+ | \\ | ||
+ | \\ | ||
+ | ---- | ||
+ | |||
+ | <WRAP centeralign> | ||
+ | ====== PART 2: CREATING A ROOM | ||
+ | [[# | ||
+ | </ | ||
+ | ===== Basic level editing | ||
+ | ===== Download a hex editor | ||
+ | ===== Hex editor functions | ||
+ | ===== Counting in hexadecimal | ||
+ | ===== Copy/paste the room header | ||
+ | ===== MAGE's room list ===== | ||
+ | ===== Room header format | ||
+ | ===== Room pointers | ||
+ | ===== Banks / ROM minimap | ||
+ | ===== Level data ===== | ||
+ | ===== Background pointer | ||
+ | ===== Room size / map position | ||
+ | ===== Basic room structure | ||
+ | ===== Doors pointer | ||
+ | ===== Door data ===== | ||
+ | ===== Door BTS ===== | ||
+ | ===== Adding new doors ===== | ||
+ | ===== Room Scrolls pointer | ||
+ | ===== Door ASM pointer | ||
+ | ===== Debug your doors ===== | ||
+ | ===== PLM Set pointer | ||
+ | ===== Scroll PLMs ===== | ||
+ | ===== H-Copy / V-Copy | ||
+ | ===== MAGE's layers | ||
+ | ===== Tile highlighting | ||
+ | ===== Graphic Only / BTS Only ===== | ||
+ | ===== BTS (block types) | ||
+ | ===== Basic room design | ||
+ | ===== Slopes | ||
+ | ===== Tiling errors | ||
+ | ===== Up Scroll / Down Scroll | ||
+ | ===== Camera snaps ===== | ||
+ | ===== Scroll snaps ===== | ||
+ | ===== Level design tips ===== | ||
+ | ===== LEVEL DESIGN MISTAKES TO AVOID ===== | ||
+ | ===== Finished room design | ||
+ | ===== Enemy setup ===== | ||
+ | ===== Multi-piece enemies & possessors | ||
+ | ===== Enemy headers | ||
+ | ===== Enemy projectiles | ||
+ | ===== Enemy Palette pointer | ||
+ | ===== Enemy Weaknesses pointer | ||
+ | ===== Enemy Drops pointer | ||
+ | ===== Enemy GFX names ===== | ||
+ | ===== Enemy beta names ===== | ||
+ | ===== General enemy info / limitations | ||
+ | ===== Enemy header copying | ||
+ | ===== Layer 3 effects (" | ||
+ | ===== Door-specific FX ===== | ||
+ | ===== FX palette blends | ||
+ | ===== Screen shakes | ||
+ | ===== Bug fix: liquid graphics | ||
+ | ===== Map editing | ||
+ | ===== Bug fix: map saving/ | ||
+ | ===== Map icons ===== | ||
+ | ===== Room states / events | ||
+ | ===== When to call a room finished? | ||
+ | <WRAP centeralign> | ||
+ | ====== PART 3: OTHER STUFF | ||
+ | [[# | ||
+ | </ | ||
+ | ===== Save stations | ||
+ | ===== Elevators | ||
+ | ===== Music selection | ||
+ | ===== Song changes | ||
+ | ===== Sound effects | ||
+ | ===== Color palettes | ||
+ | ===== Tile table editing | ||
+ | ===== Repointing tilesets | ||
+ | ===== Tile sheet (.GFX) editing | ||
+ | ===== Tile rotation | ||
+ | ===== Tileset mixing | ||
+ | ===== Reassigning GFX colors | ||
+ | ===== Graphic and palette locations | ||
+ | ===== IPS/ASM patch usage and creation | ||
+ | ===== Understanding basic ASM ===== | ||
+ | ===== Resources | ||
+ | ===== FAQ ===== | ||
+ | ===== Glossary | ||
+ | ===== Revision history | ||
+ | ===== Special thanks / contact me ===== | ||
+ | |||
+ | ====== Main Window ====== | ||
+ | |||
+ | {{http:// | ||
+ | |||
+ | The screen to the left of a visible room in MAGE will look like this. | ||
+ | |||
+ | * Red- View selection (use to view certain layers) | ||
+ | |||
+ | * Orange- Edit selection (use to select a layer to edit and whether or not to edit clipdata) | ||
+ | |||
+ | * Yellow- Spriteset selection | ||
+ | |||
+ | * Green- Clipdata selection (only active if clipdata edit is selected) | ||
+ | |||
+ | * Blue- Tile selection; chosen from available tiles in tile set | ||
+ | |||
+ | --------------------------------------------- | ||
+ | ==== File ==== | ||
+ | FIXME | ||
+ | |||
+ | {{https:// | ||
+ | |||
+ | Backing up your ROM is as easy as clicking on '' | ||
+ | |||
+ | {{https:// | ||
+ | |||
+ | Sometimes, you may make a mistake. That's OK, happens to the best of us! You can quickly reload your rom by selecting it in '' | ||
+ | |||
+ | {{https:// | ||
+ | --------------------------------------------- | ||
+ | ==== Edit ==== | ||
+ | FIXME | ||
+ | |||
+ | {{https:// | ||
+ | |||
+ | When '' | ||
+ | |||
+ | {{https:// | ||
+ | |||
+ | --------------------------------------------- | ||
+ | ==== View ==== | ||
+ | FIXME | ||
+ | |||
+ | {{https:// | ||
+ | |||
+ | Can be used to view clipdata in 3 different ways: | ||
+ | |||
+ | * '' | ||
+ | {{https:// | ||
+ | * '' | ||
+ | {{https:// | ||
+ | * '' | ||
+ | {{https:// | ||
+ | |||
+ | You can also show or hide '' | ||
+ | |||
+ | To ensure that a room fits the screen, or to determine its shape in map tiles, you can turn on '' | ||
+ | |||
+ | If your room uses space pirate mothership hatches, you can select '' | ||
+ | |||
+ | You can also adjust '' | ||
+ | --------------------------------------------- | ||
+ | ==== Options ==== | ||
+ | FIXME | ||
+ | |||
+ | You can '' | ||
+ | |||
+ | If you find that the default view of MAGE shows too much or not enough, you can adjust the '' | ||
+ | |||
+ | You also have the option of changing the '' | ||
+ | --------------------------------------------- | ||
+ | |||
+ | </ |
zero_mission/basic_guides/mage.txt · Last modified: 2024/07/01 17:04 by 127.0.0.1