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Author Topic: Samus tile editing problem  (Read 3689 times)

beetleking

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Samus tile editing problem
« on: July 13, 2011, 11:37:18 am »
I'm doing Metroid hack And i have little problem with Samus tile editing... Example this..   :banghead:  Can I fix this somehow?






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MathOnNapkins

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Re: Samus tile editing problem
« Reply #1 on: July 13, 2011, 12:06:03 pm »
Can I fix this somehow?

Maybe you should start by telling us how it's broken...

....

Okay, that was a smart ass initial response, but the gist of it is if you're going to do something like edit tile / sprite animations in classic vidya games, you'll probably have to write a tool to do it properly. SMILE doesn't have any support for this?

Ryusui

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Re: Samus tile editing problem
« Reply #2 on: July 13, 2011, 12:26:33 pm »
Apparently, the game uses a very complicated system for putting Samus' sprite together. Not surprising, considering how fluid her animations are.

So yeah, there's nothing to "fix." This is How The Game Works. Either deal with it somehow or move on to another project.
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snarfblam

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Re: Samus tile editing problem
« Reply #3 on: July 13, 2011, 06:07:07 pm »
See: http://forum.metroidconstruction.com/index.php/topic,18.msg19628.html#msg19628.

In short, I'm offering to make a GFX editor suited to SM sprites if anyone can offer the necessary info I would need to find and read the tilemaps.

Ryusui

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Re: Samus tile editing problem
« Reply #4 on: July 13, 2011, 06:24:57 pm »
They wouldn't be tilemaps, technically; they'd be OAM data. But yeah.
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Azkadellia

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Re: Samus tile editing problem
« Reply #5 on: July 13, 2011, 06:27:33 pm »
SMILE doesn't have any support for this?

Yeah, it has some support. But it's very limited to what it can do, IIRC.
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