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- | ====== MAGE Tutorial | + | ======= Metroid Fusion - MAGE Tutorial (Incomplete) ======= |
- | Note: This guide was made in reference to [[http://arkarian.org/tdk/ | + | Note: This guide was made in reference to [[http://labk.org/ |
- | + | ||
- | PLEASE DO NOT bug biospark about features for MAGE (especially a Samus editor, that will come when it comes). PLEASE DO inform him of bugs and crashes, either through the metconst forum or through discord. | + | |
Quick Links: | Quick Links: | ||
- | [[fusion:basic_guides: | + | [[fusion:data_maps:clipdata|Metroid Fusion - Clipdata List]] |
--------------------------------------------- | --------------------------------------------- | ||
- | ===== Blocks and Clipdata | + | ====== |
- | + | ||
- | + | ||
- | ==== Part 1- Interface | + | |
- | {{http:// | + | {{blocks& |
The screen to the left of a visible room in MAGE will look like this. | The screen to the left of a visible room in MAGE will look like this. | ||
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* Blue- Tile selection; chosen from available tiles in tile set | * Blue- Tile selection; chosen from available tiles in tile set | ||
- | -------------------------------------------- | + | --------------------------------------------- |
+ | ==== File ==== | ||
+ | FIXME | ||
+ | |||
+ | Create Backup... For one click backups | ||
+ | |||
+ | Recent Files - For fast ROM reloading | ||
+ | --------------------------------------------- | ||
+ | ==== Edit ==== | ||
+ | FIXME | ||
+ | |||
+ | Swap between editing modes | ||
+ | --------------------------------------------- | ||
+ | ==== View ==== | ||
+ | FIXME | ||
+ | |||
+ | Quick toggling of Layers | ||
+ | |||
+ | Clipdata viewing options | ||
+ | |||
+ | Toggle viewing Sprites/ | ||
+ | |||
+ | Toggle viewing Mothership hatches, Animated palettes, Screens | ||
+ | |||
+ | Zoom (%) | ||
+ | --------------------------------------------- | ||
+ | ==== Options ==== | ||
+ | FIXME | ||
+ | |||
+ | Default View settings on MAGE launch | ||
+ | |||
+ | Toggle number base: Hex/ | ||
+ | --------------------------------------------- | ||
+ | ==== Help ==== | ||
+ | FIXME | ||
+ | |||
+ | "View Help" -> MAGE Doc | ||
+ | ---- | ||
- | ==== Part 2- Layers and Clipdata | + | ===== 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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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. | 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// | + | //Main Deck, Room E with and without BG 0 view// |
- | {{http:// | + | {{bg0-1.png}} {{bg0-2.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. | 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:// | + | {{tileset.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). | 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). | ||
---------------------------- | ---------------------------- | ||
- | ==== Part 3- Editing | + | ==== 1A- Layers ==== |
- | This section will explain how to edit how a layer “looks”, | + | This section will explain how to edit how a layer “looks”, |
**Controls** | **Controls** | ||
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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). | 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:// | + | {{editinglayers-1.png}} -> {{editinglayers-2.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. | 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. | ||
--------------------- | --------------------- | ||
- | ==== Part 4- Clipdata ==== | + | ==== 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 " | ||
- | 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 | + | 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. |
- | [[fusion:basic_guides: | + | [[fusion:data_maps: |
Individual Clipdata and how to use them is explained in the above link! | Individual Clipdata and how to use them is explained in the above link! | ||
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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 (" | ||
- | {{https://i.imgur.com/ | + | {{basicblocks-1.png}}{{basicblocks-2.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' | 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:// | + | {{basicblocks-3.png}} |
----- | ----- | ||
=== b. Item Tanks === | === b. Item Tanks === | ||
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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 " | ||
- | {{https:// | + | {{itemtanks.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. | "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. | ||
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=== c. Breakable Blocks === | === 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' |
- | {{https:// | + | {{breakableblocks.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. | 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:// | + | {{bombchain.png}} |
---- | ---- | ||
=== d. Water, Acid, and Lava === | === 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 doesn' | + | 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 |
- | {{https:// | + | {{liquids.png}} |
---- | ---- | ||
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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/ | ||
- | {{https:// | + | {{transparency.png}} |
---- | ---- | ||
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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. | ||
- | --------------------- | + | -------------------------------------------- |
- | ==== Part 5- Sprites | + | |
+ | ===== Part 2- Object Editing Mode ===== | ||
{{https:// | {{https:// | ||
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=== a. Sprite Editor === | === a. Sprite Editor === | ||
- | {{https:// | + | {{sprite-editor.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 | * 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 | ||
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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. | ||
- | {{https:// | + | {{spriteset-editor.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. | * 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. | ||
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---- | ---- | ||
- | === c. Adding | + | ==== 2A- Sprites ==== |
+ | [[https:// | ||
Right clicking anywhere on a room whilst in sprite edit mode will bring up the following menu | Right clicking anywhere on a room whilst in sprite edit mode will bring up the following menu | ||
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{{https:// | {{https:// | ||
+ | ---- | ||
+ | ==== 2B- Doors ==== | ||
+ | [[https:// | ||
+ | ---- | ||
+ | ==== 2C- Scrolls ==== | ||
+ | FIXME | ||
+ | --------------------------------------------- | ||
+ | ====== Editors ====== | ||
+ | FIXME | ||
+ | --------------------------------------------- | ||
+ | ===== Header Editor ===== | ||
+ | FIXME | ||
+ | --------------------------------------------- | ||
+ | ===== Tileset Editor ===== | ||
+ | FIXME | ||
+ | --------------------------------------------- | ||
+ | ===== Graphics Editor ===== | ||
+ | FIXME | ||
+ | --------------------------------------------- | ||
+ | ===== Palette Editor ===== | ||
+ | FIXME | ||
+ | --------------------------------------------- | ||
+ | ===== Tile Table Editor ===== | ||
+ | FIXME | ||
+ | --------------------------------------------- | ||
+ | ===== Animation Editor ===== | ||
+ | FIXME | ||
+ | --------------------------------------------- | ||
+ | ===== Sprite Editor ===== | ||
+ | FIXME | ||
+ | --------------------------------------------- | ||
+ | ===== 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 |