View Full Version : Super metroid: Adding/increasing PLM population within a room
sigfriedxx
06-14-2004, 05:45 PM
Is there a way, using a hex editor, to locate the location of room data and change it? Specifically I am trying to take a room that has no PLM's and add several so that I can edit them in SMILE.
if anyone knows where I can locate room data please help out thanks!
-Drew
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Jathys
06-15-2004, 01:48 AM
SMILE gives you the PLM pointer for the room you're in (PLM data is not stored as part of the room, btw)... You can go to that location and change the data in hex, yes.
As for adding new PLM's via hex . . . SMILE also gives the pointer for where the PLM's for a room are located. You can change this via hex as well. Basically, you'll need to add the PLM, then change the pointer for whatever room(s) has the next PLM spot (unless you move the room's PLM's to an "empty" spot of the bank).
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axiem
06-15-2004, 01:54 AM
Newbie question:
What the heck is a PLM? Where can I find more information on them?
Are they only in Super Metroid?
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sigfriedxx
06-15-2004, 05:58 AM
thank you jathys, you're always a help! do you think a future release of smile will allow us to ad and increase plms to a room?
thanks!!
-Drew
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Jathys
06-16-2004, 05:02 PM
>do you think a future release of smile will allow us to ad and
>increase plms to a room?
I'd say that's about a 50/50 shot.
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Jathys
06-16-2004, 05:05 PM
>What the heck is a PLM? Where can I find more
>information on them?
PLM = Post Loaded Modification
Basically, certain things (items, colored door shells, scroll modifiers, etc...) are added *after* the level data. These are known as PLM's . . . Not to be confused with FX1, which are *conditions* that are loaded after the level data (such as lava, heat, etc...)
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