SMILE Release/Help Thread

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SMILE Release/Help Thread

Post by Bloodsonic on Mon Mar 09, 2009 7:33 pm

GF_Kennon: i am jacking your post bloodsonic to add the latest smile version 2.10

This thread is here for asking questions about the Super Metroid editing program, SMILE.
If you have any questions, don't be afraid to ask [:
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Re: SMILE Release/Help Thread

Post by Zhs2 on Thu Mar 12, 2009 11:00 am

Cleaned up a bit of this thread, since I'd made the posts a bit obsolete with my new thread. :] Feel free to suggest any other certainly helpful SM links there, guys!
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Re: SMILE Release/Help Thread

Post by Jathys on Sat Mar 14, 2009 12:43 am

SMILE 2.10 released today. Since 2.00, the basic changes include:
-Translations (basic menus) for English, French, Finnish, and Latin.
-Quickmet/RoomTest now allows heat rooms and glowing colors (and any other FX1 effects it was denying before)
-32x32 mode has had a few fixes (particularly when cloning doors)
-Tile Type Preview (used to be double click) is a bit less quirky and stays enabled as you select different tiles or place tiles down
-Several bug/glitch fixes, including that really annoying bug... you know the one I mean
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Re: SMILE Release/Help Thread

Post by Thane on Wed Apr 22, 2009 2:28 pm

Ok I just used the yellow door cap in the landing site for an expansion and now when i try to enter the upper-rightmost room the game blacks out.
how do i fix this?
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Re: SMILE Release/Help Thread

Post by GF_Kennon on Wed Apr 22, 2009 3:56 pm

Hmm, that should be ok, you just changed the door into a power up which has nothing to do with the room, my suggestion is that try and open up the room in smile, and if you cant then you have broke something in there, overwriten it, but i doubt it, if you can open it, then its most likley just an enemy with bad settings, have you changed the enemies in that room, if so the new enemies might not like the current settings and be causing the room to crash, its most likley the enemies, so have a look and see for me.

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Re: SMILE Release/Help Thread

Post by Thane on Wed Apr 22, 2009 4:34 pm

OK i had edited the room so i went and checked all my edits and enemies to see if everything was OK then i saved it and now its working fine.
Thing is, i didn't change anything so i don't know what was causing it but it works now so whatever.
Thanks for your help.
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TRYING to edit with SMILE

Post by Matthew88 on Mon May 04, 2009 4:30 pm

I've been having a few problems with editing lately. I recently learned how to add doors to rooms lately with a hex editor. I have been having problems with these new doors though. When I try to enter the door it goes through, but doesn't appear on the right spot in the room once entered. My question: How do you get the right "coordinates" for the room you want the door to lead to? I can make a video of what I'm talking about if needed. Thanks!

Matthew
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Re: SMILE Release/Help Thread

Post by Zhs2 on Mon May 04, 2009 4:56 pm

Merged to the SMILE Help thread. Ask your questions here next time, kthx? Wink

Oh, and I'll try to answer your question, too. When you hover over a door in SMILE and press D, the door editor comes up. (You may have already known that, though. :3) For example, the one that pops up in Crateria's landing site over the door at the very bottom-left corner:


See the properties I've so conveniently labeled "X" and "Y"? Those number boxes determine the scroll box Samus will warp to when she enters the room you set the door to go to! I think the two boxes left of X and Y (from left to right, "Xi" and "Yi") determine where exactly in the scroll box Samus warps. Fiddle with it and see! Big grin

EDIT: GF_Kennon wrote up a section on door cloning, which I include here:
press C on a door, and name it. then go to the door editor where you will see door 1 and door 2... clone door 1, go to door 2, edit the properties, click the name for door one and click transfer properties. then do the same thing the other way around, and once you finish, click clear clone doors. dont forget to remember and save the room!

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Re: SMILE Release/Help Thread

Post by DSO on Wed May 06, 2009 6:15 pm

Once I finish doc'ing all the FX glow palettes, I'll post how to edit them. Here's a proof of concept.

BWAR
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Re: SMILE Release/Help Thread

Post by Thane on Thu May 07, 2009 10:59 am

I know in an older version of smile you could just click on a door and it would ask if you wanted go to the next room whilst editing.
How do you do this in this new version?
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Re: SMILE Release/Help Thread

Post by Crys on Thu May 07, 2009 11:34 am

Thane wrote:I know in an older version of smile you could just click on a door and it would ask if you wanted go to the next room whilst editing.
How do you do this in this new version?
Ctrl + E on door tile to enter.
Ctrl + D on door tile to edit doors in that room.
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Re: SMILE Release/Help Thread

Post by DSO on Thu May 07, 2009 12:03 pm

You don't need to hold control though.
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Re: SMILE Release/Help Thread

Post by Thane on Thu May 07, 2009 9:41 pm

Thanks Crys, it really is a convenient feature.
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Re: SMILE Release/Help Thread

Post by DSO on Fri May 08, 2009 1:37 am

Here's all the locations of the FX glow palettes, along with some instructions on editing them.

First of all, you must only have the one line of colors you're editing visible. There's generally two colors in-between each line in SABS. Here's a picture to show what I mean. (It's of Glow pink-purple in Brinstar)



Now, there's 8 colors for each bright to dark transition. However, as you'll see when you read the information, glow Pink Purple only affects 6 colors. That's what I mean when I say there's two colors between each line. You must have nothing but a single line visible, and by that I mean only the colors that the FX palette uses, and not the "In-between" ones. Like this.



Unfortunately, there's not a good way to get around this limitation, as ignoring it will cause the game to crash and there's no other way unless you know how to convert the numbers into colors in your head and do it all with a hex editor (Would take longer that way anyway). I know it stinks because sometimes you forget if you want the row you're working on to be brighter or darker than the last one, especially since you can't really see the previous one to compare if it's even darker or not... but IMO the effort can be worth it, especially if you design a tileset and the glows to merge together.

Spoiler tagged for page shortening justice.
Spoiler:

Wrecked Ship: 1
Green Glow:

6EAE8-6EB24; I'm a genius offset
Affects colors 76-77. (Click on a color in the graphics editor and it'll say what number the color is in the upper left.)



Crateria: 8
Stay Grey part 1: Double Lightning Pulse:

6EB5C-6EBFC
Affects colors 84-91

Stay Grey part 2: One Flash:

6EC03-6EC4F, and 6EB45-6EB55 (Latter is the main color of the sky)
Affects colors 84-91



Pulse Red:

6FD03 - 6FDFB
Affects colors 65-71



Flash Yellow:

6FE07-6FF21
Affects colors 81-91



Glow Red/Blue:

6FA6F-6FBBB
Affects colors 81-94



Flash Yellow1:

6FBC7-6FC59
Afects colors 105-107



Flash Yellow2:

6FC65-6FCF7
Affects colors 85-87



First "?" (Wasn't documented)

6FF2D-6FFC3
Affects colors 87-91



Second "?" (Used for the orange glow in the statue hall)

6EFFD-6F088
Affects colors 113-116, 125



Brinstar: 3

Glow Blue

6ED9F-6EE27
Affects colors 113-115.



Glow Pink/Purple

6EEDD-6EFF1
Affects colors 101-102, 104-107



Glow Red/Orange:

Same thing as the last "?" in Crateria... hoped they would be at a different location so they can be used for different

things, but nope.



Norfair: 4 (Not including the heat bit which is already in SABS)

Glow1:

6F097-6F1C0
Affects colors 53-55, 60-61.



Glow2:

6F1D7-6F2D3
Affects colors 65-67, 76-77.



Glow3:

6F2DF-6F3DB
Affects colors 81-83, 92-93.



Glow4:

6F3E7-6F4E3
Affects colors 97-99, 108-109.



Maridia: 3

Quicksand Illusion 1

6F4EF-6F53B
Affects colors 36-43



Quicksand Illusion 1? (Same name as earlier?)

6F547-6F573
Affects colors 40-43



Waterfall Illusion 2

6F57F-6F61B
Affects colors 52-59



Tourain: 6

Slow Pulse Red/Blue light

6F63C-6F62A
Affects colors 116-124



Fast Pulse Red/Blue light

Same location and destination as above, but pulses faster



Glow Shutter-Red

6F7AF-6F88B
Affects colors 153-158 (Last 6 colors of enemy palette 0001)



BG Glow-Red

6F897-6F93B
Colors: 56-59



FG Pulse-Red

6F94F-6FA63
Colors: 84-91



Lights Pulse-Red

6F94F-6FA63
Colors: 116-123


Last edited by Zhs2 on Mon May 11, 2009 9:43 am; edited 1 time in total (Reason for editing : Spoiler tag'd)
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Re: SMILE Release/Help Thread

Post by Zhs2 on Fri May 08, 2009 8:48 am

DSO wrote:You don't need to hold control though.
For clarification, the Ctrl key shows the liquid level in the room you're currently editing. I don't THINK SMILE has any Ctrl/Alt/Shift key combinations at all. Suspect

DSO wrote:Wall o' info
/me memos the url of this post to Grime

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Re: SMILE Release/Help Thread

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