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====== Frequently Asked Questions ====== | ====== Frequently Asked Questions ====== | ||
- | ** Q: "How do I make it so a door bubble DOESN' | + | These are typical issues and errors most people stumble upon when they are getting started with SMILE. For questions how to edit something, refer to [[http:// |
+ | If your issue is still not resolved by any of the given answers, please refer to the [[http:// | ||
+ | |||
+ | |||
+ | ===== General Questions ===== | ||
+ | |||
+ | ---- | ||
+ | |||
+ | <color # | ||
A: You need to go into the door editor for the door LEADING into that room by pressing D over the door tiles or right clight. Click on the picture of the door bubble and it will just show Samus without the door. Now save the door and the room. | A: You need to go into the door editor for the door LEADING into that room by pressing D over the door tiles or right clight. Click on the picture of the door bubble and it will just show Samus without the door. Now save the door and the room. | ||
- | ** Q: "How do I change WHERE a door bubble closes behind me when I enter a room?" ** | + | ---- |
+ | <color # | ||
A: You need to go into the door editor for the door LEADING into that room. In the editor you will see various numbers, which tell the game which room to transition to, what screen, etc. The values for where the bubble closes are the Xi and Yi, in 16x16 blocks (They count the WHOLE room, not just the screen). After any changes, save the door and the room. | A: You need to go into the door editor for the door LEADING into that room. In the editor you will see various numbers, which tell the game which room to transition to, what screen, etc. The values for where the bubble closes are the Xi and Yi, in 16x16 blocks (They count the WHOLE room, not just the screen). After any changes, save the door and the room. | ||
- | ** Q: "Why do my doors open backwards when I shoot them?" ** | + | ---- |
+ | |||
+ | <color # | ||
A: The direction a door opens in not determined by the way the tiles are facing, but rather, the BTS of the door. The top left tile of the door bubble will have a BTS value from $40 to $43. Each value opens the door in a specific direction. If your door is opening backwards, swap the BTS between $40 and $41 for horizontal doors (left and right), or $42 and $43 for vertical doors (up and down). | A: The direction a door opens in not determined by the way the tiles are facing, but rather, the BTS of the door. The top left tile of the door bubble will have a BTS value from $40 to $43. Each value opens the door in a specific direction. If your door is opening backwards, swap the BTS between $40 and $41 for horizontal doors (left and right), or $42 and $43 for vertical doors (up and down). | ||
- | ** Q: "How do I remove the Scrolling Sky background from the Landing Site?" ** | + | ---- |
+ | |||
+ | <color # | ||
+ | |||
+ | A: This is due to the SRM file path being incorrectly set in SMILE, causing it to save it to a different location that it is actually being read from. | ||
+ | The SRM path has to be set to the '' | ||
+ | |||
+ | ---- | ||
+ | |||
+ | <color # | ||
A: Go Edit > Pointers. In the window that pops up, change the FX2 to 0000, BG_Data to 0000, Layer1_2 to 91D3. Now in the BG Scrolling (Tools > BG Editor > BG/Layer2 Scrolling), change it so it uses a Layer 2 Background and save. | A: Go Edit > Pointers. In the window that pops up, change the FX2 to 0000, BG_Data to 0000, Layer1_2 to 91D3. Now in the BG Scrolling (Tools > BG Editor > BG/Layer2 Scrolling), change it so it uses a Layer 2 Background and save. | ||
- | ** Q: "The sky BG is still grey in game, even after I changed the palette in SMILE." | + | ---- |
+ | |||
+ | <color # | ||
A: The palette for the sky is run by the FX1 option "Stay Grey". In the FX1 editor, make sure you untick this box when making a custom palette. This is the effect that also runs the flash of light, so you'll lose that. | A: The palette for the sky is run by the FX1 option "Stay Grey". In the FX1 editor, make sure you untick this box when making a custom palette. This is the effect that also runs the flash of light, so you'll lose that. | ||
- | ** Q: "How do change what area a room is in?" ** | + | ---- |
+ | |||
+ | <color # | ||
A: Go Edit > Room Properties. A pop up will appear with several options such as area, size, grid locations, etc. Just change the area in the selection box and save the room. | A: Go Edit > Room Properties. A pop up will appear with several options such as area, size, grid locations, etc. Just change the area in the selection box and save the room. | ||
- | ** Q: "Why do my rooms / GFX get all messed up after I go through a door?" ** | + | ---- |
+ | |||
+ | <color # | ||
A: This is caused by the scrolling not being in the correct position when the door transition begins, and thus when the door transition ends, the scrolling will be out of sync with the refreshing of the room tilemap, which is what causes the garbled rooms. Most commonly it's caused by door tiles NOT being on the edge of a screen behind a RED scroll block (or the edge of the room), or by a ceiling/ | A: This is caused by the scrolling not being in the correct position when the door transition begins, and thus when the door transition ends, the scrolling will be out of sync with the refreshing of the room tilemap, which is what causes the garbled rooms. Most commonly it's caused by door tiles NOT being on the edge of a screen behind a RED scroll block (or the edge of the room), or by a ceiling/ | ||
NOTE: Saving S-RAM by " | NOTE: Saving S-RAM by " | ||
- | ** Q: "SMILE isn't loading my ROM" ** | + | ---- |
+ | |||
+ | <color # | ||
A: Either you do not have the correct ROM (JU), or you have corrupted the ROM with a hex editor or bad repointing. Several things that can cause SMILE to crash are corrupted level data or tiletables, the ROM header getting corrupted ($81: | A: Either you do not have the correct ROM (JU), or you have corrupted the ROM with a hex editor or bad repointing. Several things that can cause SMILE to crash are corrupted level data or tiletables, the ROM header getting corrupted ($81: | ||
- | ** Q: "SMILE is showing a rediculous amount of space for a room. Is it editable?" | + | ---- |
+ | |||
+ | <color # | ||
A: Yes, but you should be careful. If you have already edited the room quite a bit, you may have overwritten something. There is absolutely nothing wrong with the room. The incorrect size is a misinterpretation by SMILE of the level_entries.txt in SMILE' | A: Yes, but you should be careful. If you have already edited the room quite a bit, you may have overwritten something. There is absolutely nothing wrong with the room. The incorrect size is a misinterpretation by SMILE of the level_entries.txt in SMILE' | ||
- | ** Q: "How do I change the number of items you get from a missile pack?" ** | + | ---- |
+ | |||
+ | <color # | ||
A: Go into SMILE and right-click any PLM. Then scroll down to select a missile, and there is a PLM " | A: Go into SMILE and right-click any PLM. Then scroll down to select a missile, and there is a PLM " | ||
- | ** Q: "How do I add enemies or items to a room without any?" ** | + | ---- |
+ | |||
+ | <color # | ||
A: Go Edit > Pointers. You need to repoint the PLM, Enemy Population and Enemy Set pointers (see below on repointing). Then go to Edit > Special > Enemy/PLM +/-. | A: Go Edit > Pointers. You need to repoint the PLM, Enemy Population and Enemy Set pointers (see below on repointing). Then go to Edit > Special > Enemy/PLM +/-. | ||
- | ** Q: "How do I repoint data to free space?" | + | ---- |
+ | |||
+ | <color # | ||
A: Go Edit > Pointers. Open up your ROM in a hex editor, and look for a chuck of FF's (this is free space) in the appropriate bank. The correct bank for each type of data is shown in the pointers window. When you find a chunk of FF's, write down the last 4 digits of the address. If it is below $8000, you MUST add $8000 to it. If the address you got was $CD45, that is already above $8000, so you can use that. If the address was $257F, it's below $8000, so you add $8000 first to get $A57F, which you can now use. You just need to put the address into the white box for the correct pointer, then save pointers. | A: Go Edit > Pointers. Open up your ROM in a hex editor, and look for a chuck of FF's (this is free space) in the appropriate bank. The correct bank for each type of data is shown in the pointers window. When you find a chunk of FF's, write down the last 4 digits of the address. If it is below $8000, you MUST add $8000 to it. If the address you got was $CD45, that is already above $8000, so you can use that. If the address was $257F, it's below $8000, so you add $8000 first to get $A57F, which you can now use. You just need to put the address into the white box for the correct pointer, then save pointers. | ||
- | ** Q: "What do the Vertical and Horizontal block types do, and how do I use them?" ** | + | ---- |
+ | |||
+ | <color # | ||
A: These extend the block properties of the block they are pointing to, to the Horizontal/ | A: These extend the block properties of the block they are pointing to, to the Horizontal/ | ||
Line 58: | Line 96: | ||
You can chain these blocks together to target attributes from blocks way across the room, or cover a wide area. If you want to copy a block that is one tile up and 2 tiles left, put a Vertical with BTS FF on the destination block, and a Horizontal with BTS FE on the block above the Vertical one. The Horizontal will copy the attributes of the block 2 to the left, and the Vertical block will copy those attributes from the Horizontal block above it. | You can chain these blocks together to target attributes from blocks way across the room, or cover a wide area. If you want to copy a block that is one tile up and 2 tiles left, put a Vertical with BTS FF on the destination block, and a Horizontal with BTS FE on the block above the Vertical one. The Horizontal will copy the attributes of the block 2 to the left, and the Vertical block will copy those attributes from the Horizontal block above it. | ||
- | ** Q: "What does BTS mean?" ** | + | ---- |
+ | |||
+ | <color # | ||
A: Behind The Scenes. It refers to the block properties that are not immediately visible in game or SMILE, usually ran when a block is touched or shot. | A: Behind The Scenes. It refers to the block properties that are not immediately visible in game or SMILE, usually ran when a block is touched or shot. | ||
- | ** Q: " | + | ---- |
+ | |||
+ | <color # | ||
A: It requires a tile editing utility such as Tile Layer Pro, but the address you want is D3200. Don't forget to turn on Gameboy mode (or four color equivalent in your tile editor of choice.) | A: It requires a tile editing utility such as Tile Layer Pro, but the address you want is D3200. Don't forget to turn on Gameboy mode (or four color equivalent in your tile editor of choice.) | ||
- | ** Q: "Why can't I see the first two layers of tiles in Tile Layer Pro?" ** | + | ---- |
+ | |||
+ | <color # | ||
A: This is a bug in TLP, caused by the program expecting to open a rom with a header. TLP will start displaying tiles from $200 onwards, even for headerless files, which is why you can't see the top two lines in a GFX file. Use this patch to fix it: http:// | A: This is a bug in TLP, caused by the program expecting to open a rom with a header. TLP will start displaying tiles from $200 onwards, even for headerless files, which is why you can't see the top two lines in a GFX file. Use this patch to fix it: http:// | ||
- | ** Q: "Why is Draygon moving strangely in my hack?" ** | + | ---- |
+ | |||
+ | <color # | ||
A: Not commonly known, but Draygon' | A: Not commonly known, but Draygon' | ||
+ | |||
+ | ---- | ||
+ | |||
+ | <color # | ||
+ | |||
+ | A: Alrighty, so.... I guess we start at the lowest level. Everything sprouts from Boolean logic, the fact that electronic circuits are either " | ||
+ | |||
+ | ASM, or " | ||
+ | |||
+ | So the shortish answer is this. To do what it is that you want likely takes knowledge of ASM to do, but with that knowledge, you can share this information in either a .asm format or a hex format, depending on which way is best for the specific situation. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== SMILE Known Error Messages ===== | ||
+ | |||
+ | <color #FFAA88> ** Runtime Error 6 - Overflow** </ | ||
+ | |||
+ | <color #FFAA88> ** Runtime Error 9 - Subscript Out Of Range** </ | ||
+ | |||
+ | <color #FFAA88> ** Runtime Error 75 - Path/file Access error ** </ | ||
+ | |||
+ | <color #FFAA88> ** Runtime Error 76 - Path not found** </ | ||
+ | If that doesn' |