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Old 12-19-2004, 04:56 AM   #21
Jathys
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Default when

> When will the next version of SMILE be out?

You must have been reading my mind, because I was just kicking myself in the ass over this actually. I *wanted* to release on Christmas Eve. Problem is, I left some of my source code in the wrong state, thinking I had a more updated copy here.

I'll be doing another "unofficial" release probably every day until Christmas . . . Pop onto #jzd on irc.acmlm.org and people can link you, if I've linked them . . . The next *real* release should happen as soon as I get back to MA (on the 26th).

Not the prettiest shot, but it gives an indication of what the 3 lines I coded tonight do . . . Right-click on a tile, then you can double-click to mark all similar tiles on the map. Very useful in telling where you forgot to make a block solid, air, etc...

From Arena, a path through a fake spike is revealed here.

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Old 12-20-2004, 10:14 AM   #22
Jathys
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Default 2 new screenies

Been doing a lot of work trying to get one enemy to work in my hack. Starting to get there. The huge metroid (which I now refer to simply as the shitroid) is now capable of killing and being killed. Now I just have to turn off its scroll locking and fake walls and I'll be all set to ruin the hopes and dreams of dozens of metroid fans.



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Old 12-20-2004, 07:44 PM   #23
Chill Penguin
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Default Re: when

> I'll be doing another "unofficial" release probably every
> day until Christmas . . . Pop onto #jzd on irc.acmlm.org and
> people can link you, if I've linked them . . . The next
> *real* release should happen as soon as I get back to MA (on
> the 26th).
Too bad I can't get on IRC for some odd reason. I'll be out of the dorms till January, so that's no problem. It's just going to be a long time before I can do anything (I don't feel like using my mom's computer and sending everything to my email). I was just glad to know a new version was going to be released over the break.

Those three lines of code will help alot. I have a problem with that in my hack. It'll make it easier to know where I made mistakes *wishes to find better beta testers*.

*Sidenote*Jahtys - for rent (just noticed that for the first time)

_EDIT_ I just thought of something that might be useful. How about having realtime change to the pallet in the editor as they are changed. Push cancel and the changes are returned to what they were before saving the pallet. I don't know how difficult this would be (and since sprites aren't directly read from the rom yet, if it would cause a problem trying to add that later).

<P ID="signature"></P><P ID="edit"><FONT class="small">Edited by Chill Penguin on 12/20/04 02:47 PM.</FONT></P>
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Old 12-20-2004, 08:37 PM   #24
Jathys
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Default Re: when

>How about having realtime change to the pallet in the editor
>as they are changed. Push cancel and the changes are
>returned to what they were before saving the pallet.

That was my original intent actually, but for now, it is a touchy topic... For some reason, the palettes are compressed (to use only 240 bytes when they'd be 256 otherwise). This makes it so it is easy to use up too much space and overwrite data. If these changes were in realtime, pop-ups would have a field day.

I'll have to stick the palette into a temporary array, without saving/loading it to the game each time. Oh well. Back to work.

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Old 12-21-2004, 04:17 AM   #25
The 9th Sage
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Default That's just nice. *nt*

> Been doing a lot of work trying to get one enemy to work in
> my hack. Starting to get there. The huge metroid (which I
> now refer to simply as the shitroid) is now capable of
> killing and being killed. Now I just have to turn off its
> scroll locking and fake walls and I'll be all set to ruin
> the hopes and dreams of dozens of metroid fans.

Whoa....

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Old 12-21-2004, 07:54 PM   #26
Jathys
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Default Ice Metroid (screeny)



The green metroid can be frozen. The blue one cannot be... It's an ice metroid. Sorry about its somewhat icky palette, but this was a full 2 minute's work. For the real thing, I'll take 5 minutes to do it.

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Old 12-22-2004, 02:51 AM   #27
Chill Penguin
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Default Re: Ice Metroid (screeny)

> The green metroid can be frozen. The blue one cannot be...
> It's an ice metroid. Sorry about its somewhat icky palette,
> but this was a full 2 minute's work. For the real thing,
> I'll take 5 minutes to do it.

Heh... that is something else. The arena hack is going to have the most unrecognizable setting ever. Metroids in Ceres. I forgot to ask, what all updates will be for *official* SMILE compared to the last *official* one?

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Old 12-22-2004, 03:37 AM   #28
Jathys
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Default Re: Ice Metroid (screeny)

"what all updates will be for *official* SMILE " <--- afraid I'm not quite sure what you're asking there, so I'll answer as best I can . . . Monday or Tuesday . . . Lots of bug fixes, a few new features to simplify enemy editing, etc... Can't remember at the moment.

As for the unfamiliar settings . . . You're still on Zebes, but its features are as diverse as on earth (antarctic, rain forest, desert, ocean, mountain, etc...). Ceres was a research facility studying metroids. Reason serves that it should have metroids on it ("evolving" in my hack). The red color may be getting replaced with a more "hospital-like" grey though.

In any case, don't hear from you near enough ChillPenguin. You need to figure out ways around your IRC woes<img src=smilies/cry.gif>

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Old 12-27-2004, 10:05 AM   #29
Jathys
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Default ASM hacking:-D

It's not much ($2E bytes to be exact), but I've coded in my first ASM hack into Super Metroid. I am very much a n00b at ASM, so it's a very basic routine. In any case, it makes a kago (see picture) go towards your horizontal postion . . . Basically, it follows Samus around quickly.

http://jathys.zophar.net/files/kago.ips</a>
Click the picture for the IPS patch.

Note:
-I know the grey door is blocked off... It won't be tomorrow.

Also:
-I'm in the process of learning basic ASM. If anyone's got any good/easy ideas of what I could code for the game, let me know. If you've wanted to see something (simple) implemented in the game that isn't there, and don't know how to put it there yourself, mention it. I'll let you know how likely it is to be done by me.

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Old 12-27-2004, 02:44 PM   #30
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Default Re: ASM hacking:-D

> Also:
> -I'm in the process of learning basic ASM. If anyone's got any good/easy ideas of what I could code for the game, let me know. If you've wanted to see something (simple) implemented in the game that isn't there, and don't know how to put it there yourself, mention it. I'll let you know how likely it is to be done by me.

I can always show you some simple DTE code if you'd like. It's for an NES game so there's no fancy P flag modification or anything like that, but it gets the job done.

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