I think it's enough to change the first one.
The second occurrence handles the masking of these loose floors. You can change that as well, but I didn't notice any difference.
I think it's enough to change the first one.
Yeah, with just changing the first one does the job. If I change just the second one, it does nothing. Thank you! This really helps my mod in being more tricky and look good esthetically as it was bugging me somewhat the "broken-bridge/floor" aspect, though I think an entire room/level looking like that might not look that bad.
Something like this salvador? (click the image)salvadorc17 wrote: ↑May 26th, 2018, 11:01 pm Good finding here, there is a way to change those loose floor tiles to fall from above and not from below?
It seems that only the tiles of Layer 2 can't be flipped, the other layers work fine.
Ouch, I see. I will have to keep that in mind when customizing tiles for Layer 2. Fortunately, I have only applied it on Layer 2 that one time.David wrote: ↑June 2nd, 2018, 12:26 pmIt seems that only the tiles of Layer 2 can't be flipped, the other layers work fine.
Layer 2 also ignores alternate palettes, as I wrote here: viewtopic.php?p=23713#p23713
Technical details:
Layer 2 is drawn differently from the other layers, because every block needs to overlap the adjacent block to the right.
So the game creates new tiles from the two overlapping blocks' tiles on the fly.
The code that creates these new tiles is not prepared for flipped tiles or alternate palettes, that's why those features won't work on Layer 2.
David, is it possible to make a loose tile that looks like normal floor to fall faster? Maybe via using another modifier? I can only get it to fall faster by putting a high number on the modifier (i.e. modifier=30), but the floor still looks broken.
Here is how to make loose floors with both modifier=0x30 and 0x01 look like a regular floor.
Forgot to thank you for this, it worked as I intended.David wrote: ↑June 16th, 2018, 10:28 am
Here is how to make loose floors with both modifier=0x30 and 0x01 look like a regular floor.
Search: B9 80 E0 F0 06 4A (Same as for the other hack. If you already did the other hack then search for the numbers after "Replace" in the other hack.)
Replace: 20 00 FF 4A F0 05
Then go to 0x7F00 (if your ROM is headerless) or 0x8100 (if your ROM is headered). This area should have zeroes.
Write this there: B9 80 E0 C9 30 D0 02 A9 00 60 -- The 30 in the middle is the custom modifier you want to use. You can change it if you want.
These are probably the easiest: Texts are stored in the ROM as plain ASCII. (Well, except in the Japanese version.)
I made some attempts here: viewtopic.php?p=17603#p17603
Perhaps I am doing something wrong, but after I edited the text and saved it, the rom (a copy) became corrupted. Is there an specific ASCII text editor that I have to use?
You'll need to use a hex editor, such as wxHexEditor, and then edit the ASCII portion it displays (on the right, after opening the file).
Ah, I see. Is there a way to extend the text tab in that software in order to see what I am writing?Norbert wrote: ↑June 23rd, 2018, 5:54 pmYou'll need to use a hex editor, such as wxHexEditor, and then edit the ASCII portion it displays (on the right, after opening the file).