View Full Version : any news from Jathys? (the maker of SMILE)
Slayer7.666
09-15-2005, 02:39 AM
Jathys's site went half down a while ago and the last posts from him are from when october (its september now) like no smile update are avalable and no up dates on Aliance! (even his signatur pic does not load :(....) so any news of if he will be back would be nice.
guess making PAR codes on snes for metroid has gone old I even found a beam stopper and a way to power the beam to 20 times the power+ a gateling beam, what els can i think of? so now I whant to do a new metroid but with him gone... I think il be stuck with old SMILE (its just hard to guess the steps for certain operations and also it takes time to save the rom each 4 min with my ultimate 333Mhz 64Mb RAM 2.78 Gb hard drive!) well enough for now (whal els is missing my address? lol)<img src=smilies/banghead.gif>
Lenophis
09-15-2005, 02:46 AM
<blockquote><font class="small">In reply to:</font><hr>
Jathys's site went half down a while ago and the last posts from him are from when october (its september now) like no smile update are avalable and no up dates on Aliance! (even his signatur pic does not load :(....) so any news of if he will be back would be nice.
<hr></blockquote>
Jathys is on a road trip and will sporadically appear on Friday. He's still working on SMILE, but I forgot just how updated his version is compared to the last official release. <img src=smilies/banghead.gif> When Jathys fixes his website (I believe this is what he said) there will be a new version of SMILE with it. Patience, young padawan!
Slayer7.666
09-15-2005, 03:25 AM
thanks, thats gives me a grate boost just knowing its not over yet.
(and by any chance was there a help file made any time? my last update was like 0.25 or something close, cos i can't figure out how to point dors its embarasing sins I understand half of how it works but can't get it to, it feels like not knowing how to peal a banana lol)
sigfriedxx
09-15-2005, 04:10 AM
dear wow!.
ho help files have been released, nor do I truely know where to find them I can simply say experiment around and try to remember what does what, thats all i did, and took notes, etc.
Sifian
09-16-2005, 07:52 AM
I asked this on Jathy's board a while ago but didn't get a really satisfactor answer. I want to make a missle-centric hack but I don't want to limit the game to the standard blaster. The problem is, even with the wave beam without spazer or plasma, the beam is strong enough to discourage missle use against normal enemies.
SO... could you possibly tell me how the beam mechanics work so I could tone down the beam damage so plasma/spazer/wave can be gotten, but are still seriously outclassed by missles?
Insomnia DMX
09-16-2005, 09:41 PM
> SO... could you possibly tell me how the beam mechanics work
> so I could tone down the beam damage so plasma/spazer/wave
> can be gotten, but are still seriously outclassed by
> missles?
Good question... Somewhere, in the rom, there must be values for the damage of each individual beam combo, missiles ect, but I don't know what they are... Try editing each individual enemy's vulerabilities, like make missiles do 8 and beams do 2. (regular) Plasma and Spazer together... I don't know, but it seems unlikely.
I am currently the self proclaimed Super Metroid enemy dude, I have created such things as, a second type of fish (with stronger stats and a different color) , a second type of metroid (with new sprites/colors/stats) specfiic beam space pirates, (inspired by prime, including power/wave/ice/plasma) A cloaking space pirate which hides in places which are hard to find, A block with similar properties of the reflect enemy (Reflecto Block) A block that somewhat blends into that background that needs to be blown up to unlock doors in that room. And my current project, a boss than you need to be in a ball to fight.
For these, most of the work was done be copying and pasting pointers for different aspects of enemy behavior, using SMILE's palette editor, and editing graphics with TLP. Very little work was actually coded by myself, but the outcome is still amazing, with creativity and help, you can do the same.
Edit: Slayer7.666 where can get these PAR codes?<P ID="edit"><FONT class="small">Edited by Insomnia DMX on 09/16/05 05:54 PM.</FONT></P>
Fortune
09-17-2005, 10:33 PM
> the rom each 4 min with my ultimate 333Mhz 64Mb RAM 2.78 Gb
> hard drive!) well enough for now (whal els is missing my
> address? lol)
>
Nice comp...<img src=smilies/magbiggrin.gif><img src=smilies/magbiggrin.gif>
Slayer7.666
09-18-2005, 01:10 AM
> Edit: Slayer7.666 where can get these PAR codes?
well I think the beam react to the value that tells whats equiped,
like the address for whats equiped is: 7E09A6 and my beam
value is: EB (the par code is: 7E09A6EB) like EB might be multiplied by some other address and combined gives the damage (maby monsters weekness are the values that multiply the damage. like
the way my code works probaly is that i have wave,plasma and ice equiped but 5 times (one time is the original value and the others are like the same as before but affected by the monsters weekness that multiply the beam value.) (this is all just"THEORY", but what else? if you can give a better explanation well your welcome sins we all do whant to know what goes on with the beams and damage)
here is my list (sorry to bable on and on about this stuff but i just can't stop talking about this kinda stuff sins i like it so much)
ultimate beam: 7E09A6EB (THE BEAM WILL BE UGLY! the game uses the grafics that would be the ice,wave and plasma combo but uses some special effects with other values so the beam deforms and change collors....)
beam always charged: 70801501 (the beam auto fires sins when you charge your holding fire and when you release it fires so not to hard to understand why it does that.)
gateling beam2: 7E0CCCFFR
7E0A94FF
(that one only fires when you move but has no speed limit though thers a shot limit. like 9 shots on screen so it will do: 9 ....9 ....9 like shoots till the max of nine and you need to wait they hit some thing or go off screen)
go at www.whitewings.biz (or .tk sins one of them is not active anymore.) the site is a forum and you need to go in the forum for the snes section (i had a job of making cheats and was a moderator for my section but school started and i just didnt seemed to like the "emptyness of the site so i just stoped to go there. sorry but i guess i like to get responces inside one month :S) well again sorry for making it sooo loonnngg , just don't like to get misunderstanded and also don't like to post 10 post per sentense so i cover all in one post! <img src=smilies/thumb.gif>
Insomnia DMX
09-18-2005, 03:13 AM
¡Muchas gracias! Thanks, I may use some of this stuff!
Edit: and if you make more codes for MMX3 or Super Metroid, please share them with me. I will have a MMX3 ram address compilation soon, I will share it.<P ID="edit"><FONT class="small">Edited by Insomnia DMX on 09/18/05 03:19 AM.</FONT></P>
Slayer7.666
09-18-2005, 11:19 PM
> ¡Muchas gracias! Thanks, I may use some of this stuff!
>
> Edit: and if you make more codes for MMX3 or Super Metroid,
> please share them with me. I will have a MMX3 ram address
> compilation soon, I will share it.
i know its a bit off subject but i whant to share what i would want to do with Super Meteroid
it would start like this:
like after defeating mother brain Sasmus aran escaped planet zebes in time but as she was heading toward a human space colonie she receved a distress call from the nearby planet close to the colonie, landing on the planet she found trace of a battle but no survivrers exept for a trace of the enemi that atacked, returning to the colonie.... like here a tutorial would start like the plot would start that she goes finding what appened and that there was an other motherbrain and it seams that the mother brain is just a space pirat tool and the space pirates are from some planet and you would kill mother brain at1/3 of the game the real enemy would be the space pirates who would have grate weapons and you would neen to fight 6 giant meteroid at the same time! or maby replace that by ripley or maby like 6 spacepirates with all the good stuff like elite
reflect, all weapons, trow back super missils, plenty of hp, space jump! but what i think would be cool would be tu use Samus as last boss but with different colors (like any one can buy suits like this right? it didnt grow on her.) kinda like the gba's game but its a space pirate (maby 2 at the shot to do a 6 total. like 1 at 1/4 of the game, 2 at 1/2, 1 powerfull at 2/3 and 2 at the end with all the powers! but that was me dreaming of samus as a boss but that is my first choice if its doable , if not well it will be the 6 space pirat all at once with special stuff on! but till there i need to buil the game from that plan and learn SMILE and some other programs cos it will not be possible.
other than all that dreaming of possibilities i realy must tell you guys that i have like 120 codes for metroid but som a repetition with difference and some are left overs from last searches (it sucks when you have to try 90 or 180 codes till you found the one you whant Zsnes would need a lock all found values function cos i hate doing it manualy) any ways that enough for the day, just can't make is short hen? <img src=smilies/magbiggrin.gif>
AkaneJones
09-19-2005, 09:47 AM
I no nothing about Super Metroid Hacking, but I sounds theasable to say hack out Ceres so Samus would go strait to Zebes first then build it so when she reaches Mother brain and defeats it's first form it cuts to the excape sequence and then rederect the end trigger to Ceres insted. At which point mod Ceres in to a larger level. The probem I see is I don't think you can program a new landing site of planet side after you already have one, so you'd have to return to Zebes, however I'm betting you could make 2/3 of Zebes only acessable by an item that can only be obtained on Ceres alowing new places that couldn't get the first time and then replace the second instance of Mother brain with some other moched up boss to trigger the final excape sequence.
Still I'd be tricky though it should work Jathys did add to Ceres at one point and I'd think it would be possable to have an instance of Mother brain that remaines beaten, like Riddly or Kraid.
Jathys
09-26-2005, 12:31 AM
Slow progress on SMILE and Alliance. No progress in the past month, due to the shit in my life, but SMILE version 0.5 is almost finished. When I'll be doing releases, I do not know. I'm in the middle of getting a new computer, getting a new job, and getting a new car<img src=smilies/errrr.gif>
Slayer7.666
09-26-2005, 03:16 AM
well no problem, atleast just to know its not over makes it better.
and remember no one here is forcing you with a whip to do this before your life!
hey can you put that you only go to ceres after a while in the game/ and is it possible to put a enemy sasmus? like if you use the code where sasmus is stored and just... well i guess you would have to create a A.I to controle sasmus but then if you creat it and add at the end of the ROM it might just work. well would be cool at least and who know with that maby a multyplayer game could be born by making the A.I responcive to P2'controles and on. like use Zsnes to play 2 player the menu would be changed with.... man thats almost impossble unless someone would make a specific emmulator for that game. (acctualy at first i thaught Alliance ment that it was a multy player hack! but i soon saw what it was just a bunch of people working on a hack and thats why its called Alliance...) well enough dreaming for today! CARPE DIEM
Jathys
09-26-2005, 05:10 AM
> (acctualy at first i thaught Alliance ment that
> it was a multy player hack! but i soon saw what it was just
> a bunch of people working on a hack and thats why its
> called Alliance...)
That's only *part* of the reason it's called Alliance. Though the game is single player, there will be an alliance of sorts in the game . . . No comment other than that for now, other than to say it is one of my largest codes.
vBulletin® v3.8.4, Copyright ©2000-2012, Jelsoft Enterprises Ltd.