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super:technical_information:room_header_format

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super:technical_information:room_header_format [2015/04/20 20:34]
127.0.0.1 external edit
super:technical_information:room_header_format [2016/07/15 19:15] (current)
mon732
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 =====Tileset and Music===== =====Tileset and Music=====
-The tileset defines the set of graphics the current room will be built with and is selectable on the right side of the main SMILE window via a drop-down box with selections between 1 and 29. For a list of tilesets, [[super_metroid:technical_information:tileset_list|refer to this page]]. Likewise, music determines what song to play in the room and is also selectable on the right side of the main SMILE window, though under the "Other" tab. You can find a full list of music selections [[super_metroid:technical_information:music_list|over here]]. Both tilesets and music selections are chosen per room being unique to it's room header, not shared between them (unlike pointers which can be).+The tileset defines the set of graphics the current room will be built with and is selectable on the right side of the main SMILE window via a drop-down box with selections between 1 and 29. For a list of tilesets, [[super:technical_information:tileset_list|refer to this page]]. Likewise, music determines what song to play in the room and is also selectable on the right side of the main SMILE window, though under the "Other" tab. You can find a full list of music selections [[super:technical_information:music_list|over here]]. Both tilesets and music selections are chosen per room being unique to it's room header, not shared between them (unlike pointers which can be).
  
 =====Layer 2 Scrolling===== =====Layer 2 Scrolling=====
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 From there, we could put ''E00000'' into the top box of the pointers window and start using the new space to build rooms! Once the room is finished however, you'll need to take a peak into a hex editor to find out where free space ends, note that address, and add it between the previous two entries we've made in level_entries.txt to tell SMILE when to stop reading level data. From there, we could put ''E00000'' into the top box of the pointers window and start using the new space to build rooms! Once the room is finished however, you'll need to take a peak into a hex editor to find out where free space ends, note that address, and add it between the previous two entries we've made in level_entries.txt to tell SMILE when to stop reading level data.
  
-This is just a quick overview of how level data works and how it can be expanded on. For much more in-depth and hands on explanation, go read the [[super_metroid:intermediate_guides:room_expansion|room expansion guide]].+This is just a quick overview of how level data works and how it can be expanded on. For much more in-depth and hands on explanation, go read the [[super:intermediate_guides:room_expansion|room expansion guide]].
  
 ====FX1==== ====FX1====
super/technical_information/room_header_format.txt ยท Last modified: 2016/07/15 19:15 by mon732