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fusion:basic_guides:mage [2021/01/23 10:25] felixwrightfusion:basic_guides:mage [2021/01/26 06:36] (current) felixwright
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-======= MAGE Tutorial (Incomplete) ======= +======= Metroid Fusion - MAGE Tutorial (Incomplete) ======= 
-Note: This guide was made in reference to [[http://labk.org/mage/doc.html | MAGE 1.3.2]]+Note: This guide was made in reference to [[http://labk.org/mage/doc.html | MAGE 1.3.2 Documentation]]
  
 Quick Links: Quick Links:
-[[fusion:data_maps:clipdata|Clipdata List]]+[[fusion:data_maps:clipdata|Metroid Fusion - Clipdata List]]
 --------------------------------------------- ---------------------------------------------
  
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 ==== File ==== ==== File ====
 FIXME FIXME
 +
 +Create Backup... For one click backups
 +
 +Recent Files - For fast ROM reloading
 --------------------------------------------- ---------------------------------------------
 ==== Edit ==== ==== Edit ====
 FIXME FIXME
 +
 +Swap between editing modes
 --------------------------------------------- ---------------------------------------------
 ==== View ==== ==== View ====
 FIXME FIXME
 +
 +Quick toggling of Layers
 +
 +Clipdata viewing options
 +
 +Toggle viewing Sprites/Scrolls/Doors
 +
 +Toggle viewing Mothership hatches, Animated palettes, Screens
 +
 +Zoom (%)
 --------------------------------------------- ---------------------------------------------
 ==== Options ==== ==== Options ====
 FIXME FIXME
 +
 +Default View settings on MAGE launch
 +
 +Toggle number base: Hex/Decimal
 --------------------------------------------- ---------------------------------------------
 ==== Help ==== ==== Help ====
 FIXME FIXME
  
---------------------------------------------+"View Help" -> MAGE Doc 
 +----
  
 ===== Part 1- BG Editing Mode ===== ===== Part 1- BG Editing Mode =====
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 ==== 1A- Layers ==== ==== 1A- Layers ====
  
-This section will explain how to edit how a layer “looks”, but now how it works (clipdata). Make sure that you have selected the correct layer to edit before you start editing the room you have chosen. Also, make sure to choose the correct layer that corresponds with the type of block you want to work with.+This section will explain how to edit how a layer “looks”, but not how it works (clipdata). Make sure that you have selected the correct layer to edit before you start editing the room you have chosen. Also, make sure to choose the correct layer that corresponds with the type of block you want to work with.
  
 **Controls** **Controls**
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 In bland terms, Clipdata is how each block works. Each tile location in a room has a certain clipdata value assigned, be it 0 for air or 10 or solid. There are FF (255) slots available for different types of clipdata, however many are unused. Be very careful when editing clipdata in a room, because clipdata will work how it wants whether or not you have a block placed in a slot (for example, you can have an invisible slope in the air due to clipdata that has been assigned to empty squares). This means that any block that you do not want to be special will be assigned clipdata value 0, which indicates "air". In bland terms, Clipdata is how each block works. Each tile location in a room has a certain clipdata value assigned, be it 0 for air or 10 or solid. There are FF (255) slots available for different types of clipdata, however many are unused. Be very careful when editing clipdata in a room, because clipdata will work how it wants whether or not you have a block placed in a slot (for example, you can have an invisible slope in the air due to clipdata that has been assigned to empty squares). This means that any block that you do not want to be special will be assigned clipdata value 0, which indicates "air".
  
-Clipdata is edited in the same way as block layers, with the only difference being that if you select a large group of blocks in the tile table, they will all share the same clipdata. MAGE is very generous in explaining what each clipdata number does, so I will just explain the important values whose functions may not be obvious at +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:data_maps:clipdata|Clipdata List]] [[fusion:data_maps:clipdata|Clipdata List]]
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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's feet) to screw attack blocks (which can only be broken with the screw attack). These come in 3 varieties: Reform, No Reform, and Never Reform. Reform means the block will reform approximately 5 seconds. No Reform means that the block will not come back until the player leaves the room and returns. Never Reform indicates that the block will never reappear, no matter what happens in the world. Unfortunately, not every type of breakable block has each of these 3 settings (actually, none of them have all three; they usually have 2).+An important type of block to have is the breakable block. This includes anything from crumble blocks (which break under the player's feet) to screw attack blocks (which can only be broken with the screw attack). These come in 3 varieties: Reform, No Reform, and Never Reform. Reform means the block will reform after approximately 5 seconds. No Reform means that the block will not come back until the player leaves the room and returns. Never Reform indicates that the block will never reappear, no matter what happens in the world. Unfortunately, not every type of breakable block has each of these 3 settings (actually, none of them have all three; they usually have 2).
  
 {{breakableblocks.png}} {{breakableblocks.png}}
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 === 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't even have clipdata.+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.
  
 {{liquids.png}} {{liquids.png}}
fusion/basic_guides/mage.1611397539.txt.gz · Last modified: 2021/01/23 10:25 by felixwright