![]() This can be viewed by going into the Layer 2 scrolling window in SMILE 2.5 by going to “Tools > Background Editor > BG/Layer2 SCROLLING.” These affect what kind of background to use and how it “follows” the camera while the player moves around the room. These two bytes of information give the game important information about the room's background. ![]() Everything else is editable via the pointers window (Edit > Pointers). “Layers 2 Scrolling” is editable in Tools > Background Editor > BG Layer 2/SCROLLING. The “tileset used, Music: Collection,” and “Music: Play” can all be edited directly in the main SMILE window off to the right under the “Other” tab (also located under where you'd select rooms). In our current example, this room only has one state and that's what we'll work with for now (I'll get to multi-state rooms later). This first 9 bytes ( 05 00 26 00 08 06 90 A0 00) are known as the room's properties and can be edited in SMILE 2.5 by going to “Edit > Room Properties.” E6 E5 tells the game which data to use for what roomstate. Let's break it down byte-by-byte before any assumptions are made. Now, this is a large sized room and all that may look like gibberish, but don't get discouraged. Also of note, I will also be using SMILE 2.5 while writing this.įirst off, let's look at a room in SMILE which has a single state: room ID 793FE (the big open ocean room outside west of the Wrecked Ship). You'll need some basic understanding of how to use a hex editor and remember that any and all addresses in this document will be in an unheadered ROM. This page will aim to show you how the data is structured and how to make additional pointers and room headers (though in a less direct manner). ![]() The room header is a long string of hex values which contains all of the data required for rooms to be displayed and function properly within the game and, likewise, SMILE.
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