The Great Metroid Construction Collaboration Hunt - Post your resources here!

Started by Zhs2, July 20, 2009, 07:55:03 PM

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stat!k

[spoiler][/spoiler]some custom doors I made, feel free to use with or without credit, I don't mind
dont use them yet, i need to fix some problems with em fixed again
i am using a variation of these that i am going to release when i release my hack (rounder bubble, smoother animation and darker)

Lunaria

You should also upload an example screenshot that people can see so they know in before they download it if they want it or not.

JAM

Quote from: IMetroRat on July 30, 2010, 12:50:28 PM
JAM?
Couldn't we add an extra state to a room That room now has two states. Could We use that room in Ceres Now?   :pwuh:
Yes, section III would explain it, but it isn't done by now. Sorry, I'm so tired of writing guide, so this section will be later.

In short, you need to do the same that in Section II and shift existing alternative state instruction, argument (if it) and pointer. Pointer prorably should be changed if existing state inself will be shifted.

And instructions should be written in reverse order. How it's done in landing site room:
[alternative state 3 header (instruction, argument, pointer)]
[alternative state 2 header (instruction, argument, pointer)]
[alternative state 1 header (instruction, argument, pointer)]
E6 E5

So, the game checks if Zebes exploading or not (if yes, load state), then if player has Power Bombs or not (if yes, load state), then if Zebes awaken or not (if yes, load state) and else load default state.

Quote from: squishy_ichigo on July 28, 2010, 11:59:04 PM
you could have put it all in a document like everyone else :P
I will do. Just posted it to make forum convert all BB codes (a lot of them) to HTML ones and beacause I promised to write this guide a long ago.

stat!k

just something I threw together today when i was bored (really really bored) i will add more to it as i find them
so without further adue, a list of free space [spoiler]00004D90-00007FB0 (medium-large)
0000EF20-0000FEF0 (small-medium)
0000FF60-0000FFF0 (tiney)
00017710-00017FF0 (tiney-small)
0001AD70-0001FFF0 (small-medium)
001BFD00-001C7FF0 (small-medium)
00273230-001C7FF0 (medium-large)
00273230-00277FF0 (small-medium)
002F51C0-002F7FF0 (small-medium)
002FD4E0-002FFFF0 (medium-large)[/spoiler] i understand that when SMALL comes out that this will become obsolete, but i thought i would put it here anyway for anyone who might be interested.


personitis


squishy_ichigo

you guys are dorks... he didn't need correcting, as he was talking about SMAll, a project that IS in the works.

Just because your not in the know, doesn't mean he said it wrong. :P

stat!k

yea, squishy's right, i was actually talking about SMALL. thanks   

zephyrtronium

I found a few ZM tweak thingies:

007D5E D010->46C0, 007D68 D018->46C0: Causes the charge beam to always charge, but shoots only normal shots (unless you morph, in which case a charged shot is fired). Pseudo screw attack still works, and with some extra editing could be used as a sort of weak screw attack. It can even be made into an item by changing the second change to 007D62 2010->20xx where xx is the bit value with which to test the beams equipment.

007C4A D04F->E04F: Allows Samus to run with the arm cannon swinging while charging (instead of forcing it to be held out).

008518 7AA0->7970, 00851E 298B->293B, 008530 2977->2927: Makes speedboosting dependent upon the charge beam counter instead of the speedbooster counter. (The first change is what actually does this; the second two are to lower the speedbooster thresholds to ones within the range of the charge beam counter.)

JAM

Special for Crys. Actually, I wanted to make it long ago.

Advanced Screwed up version of KejMap. Something between v1 and v2. The code is different.

Allows to use savestates and debug area. With default map size ($40*$20) every sector in every area can be used. For really big maps. KejMap v1 has a different limit for each area. have a limit of $500 bytes for summary of all areas.

Not fully tested, so use backups and use with caution only if you've reached the limit.

If you find any bugs, tell me please.

EDIT: This patch causes problems with doors that are in the same room with Save Station after saving. SRAM data is also screwing up sometimes. Well, just use KejMap v1 instead of this one or use this patch only if you're reached a $500 byte limit of the maps(SMILE will tell you when this happens)

EDIT: Patch deleted. Use SuperMap v1.1 by me instead.


RealRed

I fixed a room crash that casual players will never find!~
GET TO WORK ZHS2.

Crashtour99

Something I noticed that folks may or may not be aware of.

There's a conflict between Kej's Control Freak patch and Kej/Sadi's Spinjump Restarting patch (even after repointing spinjump's freespace in the .asm).  I think it's cause they're both modifying stuff in $91?  Anyway, Control Freak makes Spinjump break the game (infinite hover spin when hit by enemies, stuck in exhausted position when walking off a ledge).

MetroidMst

Tutorial: How to make a 3 layer Background with water. (Works with lava/acid, but those obviously damage the player.)

[PICS AND VIDEO AT BOTTOM]

This is a very simple illusion to create. You don't even need to have a layer2 BG to make this work.
Bassically you need two different sets of "building" tiles. One that you would normally use for your basic level design and stuff. The second needs to appear behind Samus, which is easily done by using the graphics editor.

1: Build your room like normal.
2: Fill in all the open space between your ledges with your tiles that appear behind Samus, making sure to leave a few windows to see the layer two BG behind it. This has to be in layer 1 as well, so don't get too fancy. This is your first of "3" layers.
3: Choose what type of background you want, custom or loaded. I would suggest you have it move instead of being fixed, but either way works. This is actually your 3rd layer.
4: Put water in the room and put it at the top. If you want to move slightly either have a small tide and leave a it a little below the top of the room, or have it flow left. (Both if desired.)
5: In the FX1 box make sure to check the box next to "BG line shift." This lets Samus move freely in water without Gravity.
6: Again in the FX1 box, at the end under the drop-box labeled "B," change it to 08. This will make the water appear behind layer1, but in front of layer2. This makes the water your second layer.
7: Choose your pallete blend or create your own for the water to best match or contrast your room.
8: Fine tune to put in any extra "windows" desired or remove some.

 
 
 
[spoiler=Video]http://www.youtube.com/watch?v=kvdcG3DNUIY[/spoiler]

Silver Skree

Quote from: MetroidMst on August 09, 2010, 05:05:56 PM5: In the FX1 box make sure to check the box next to "BG line shift." This lets Samus move freely in water without Gravity.
Damnit, THANK YOU. How the hell have I been missing that ALL THIS TIME!?  :FURY:

Black Falcon

Finally, the long waiting has reached the end!
This is the official release of the HUD hack v2 (based on InsomniaDMX' messy code).
A few things you should know:
Version 2 because I've completely re-written the main code and added some improvements.
Insom released his version of the HUD hack for reverse engineering purposes.

NOTE1: You have to apply DC's latest version of the mappatch before to make it working properly, otherwise it messes up the water/fog GFX!
Get it here!

It contains the HUD hack itself, Grime's transparent message boxes and a special HDMA extention by DC to update the very top line of the HUD.

[spoiler=Transparent message boxes][/spoiler]
[spoiler=Normal Gameplay][/spoiler]

The HUD tiletable should look like this (for comparing purposes):

[spoiler=Tile Table][/spoiler]


NOTE2: In the above picture I've outlined the HUD tiles that'll overwrite your custom map tiles at this location with RED (the white box has no purpose).

Those circle tiles will actually be your custom map tiles (if you've drawn any).
They are good to go and don't overwrite anything.




HOW TO USE IT:

1. Press and hold SELECT to activate the HUD.
2. With LEFT/RIGHT you choose the weapons (if collected).
3. Press UP/DOWN/ITEM CANCEL to switch between Beam and Equippment row.
(ITEM CANCEL also lets you switch between the rows while in normal gameplay.)
[spoiler=equippment row][/spoiler]

4. If you have collected at least two beams, you'll be able to mix them by moving the curser over the beams you want to mix and press A to mark/unmark.
Marked items appear yellow (powerbomb door colors), the cursor green (Super Missile door colors).
The marking gets deleted if:
- Not at least two beams are marked when the select button is released.
- the curser is at a grey icon and the select button gets released

Plasma + Spazer combo isn't possible, so if you marked plasma and then spazer, plasma will be unmarked.
Plasma won't be markable when spazer is marked!
[spoiler= Marking System][/spoiler]



List of free space used in the hack:
[spoiler=ROM]

80D1C0: Handles the redrawing of icons as well as the colors in normal gameplay

80CDA0: Prevents the 'AUTO'-symbol to be displayed during pausing. Also draws those little icons when picked up ammo weapons (missiles/supers/powers)

82F720: Location of a 'new' (altered reserve tank) gamestate, handles pausing 'n such (value is 03, put into $0998).

88EE40: Extended check for gamestates

90FC00: Some button checks and HUD-graphics update routine.
           Leads to main block of code

DED940: That's where most of the code is located. Truely there's a TON of code , but I guess this doesn't overwrite anything, because this space was never used in any hack or mod except in the HUD hack itself (as far as I can tell).

[/spoiler]

For advanced hackers (to prevent trouble when using the same addresses):
[spoiler=RAM]
7E:1760 - For drawing beam icons only
7E:1762 - This is the number of how many beams have been collected (max. of 5)
7E:1764 - same, only for equippment (max. of 5)
7E:1766 - Flag
7E:1768 - Beam tile table data gets ANDed with this value to change palette bits
7E:176A - X position of the HUD icons gets stored here
7E:176C - Another flag

7E:1F5C - Represents the number of how much beams are marked (used by clear/set marking routine)

7E:1FB8 - 7E:1FC2 - causes errors
7E:1F5E - 7E:1F69 ($0A bytes long) - This is the array the values of the marked beams get stored into

7E:C5C8 - 7E:C6C7 - ($FF bytes used) - This is the new RAM address for the HUD expansion

7F:FFC2 - 7F:FFCE - ($0C bytes long) - Array for the old HUD equippment (Grapple, Missiles, etc.)

7F:FFCE - Represents the value for the currently chosen beam (the beam the curser is placed on)

7F:FFD2 - 7F:FFDC - ($0A bytes long) Array for all the beams in order (except charge)
7F:FFDE - which row has been selected (either 00 for beams or 01 for equippment)

7F:FA02 - 7F:FB01 - ($FF bytes long) - free RAM space used to back-up the HUD graphics.

7F:FF98 - seems to be a flag used in insom's code. without this flag, the code wouldn't work
7F:FF9A - same
[/spoiler]




Special thanks:

InsomniaDMX: Releasing his HUD hack patch
DC: Mappatch and HUD expansion
#metconst: Some layout ideas ;D



If there are any bugs...  ...you know what to do! (also pics would be good)

Version history:

v. 2.0 OBSOLETE!
known bugs:
Quote from: Shadox on August 13, 2010, 03:05:31 PM
If you walk up to a wall, don't press select or else the game will crash.
Grapple beam item pickup symbol box thing is broken. Will look like o's. Don't know about the X-ray, though.

v 2.1 OBSOLETE:
Fixed both errors.
The first bug was caused by me actually because I was using the wrong 'Stack' pointer in the RAM.
Glitch: when the beam is fully charged and you switch to equippment, the charge animation stays.


v. 2.2 FIXED
Fixed above glitches. You can apply it to the ROM with the older versions!


Added HUD hack patch with absolutely no ability to mix the beams (no marking system).





Stay tuned for any updates!

All patches are unheadered!
Have fun!

Crashtour99

It takes a bit of getting used to, but I really like how it changes the gameplay mechanics.
Truly awesome.    :cheers:

Katelyn

Would like to point this out to all people using this patch:

If you walk up to a wall, don't press select or else the game will crash.
Grapple beam item pickup symbol box thing is broken. Will look like o's. Don't know about the X-ray, though.


Edit: They have been fixed with the 2.1 patch.

wickedclown

This patch also messes up the Water FX. Other then that It works great.

ProjectXVIII

AFAIK, it only screws with the water if you aren't using DC's Map Patch. I had the same problem.

MetroidMst

I'm loving it so far. I haven't seen any problems with it besides needing to use DC's patch alongside, but that is only because I don't want to have to do the work to Fear right now. I can always do that when the hack is finished and then implement the two patches right before release.

I do have one issue with it. I just patched a clean version and got through Spazer when I noticed that I could have on Spazer, but when I hit select to change my missiles it reset Spazer back to Power beam. Just a little bug as it is very quick and easy to fix with this paticular HUD.

ProjectXVIII

Well, I was bored, so I decided to replace the death sprite with the Zero Suit. Hope you like it. :D

[spoiler=Video]Zero Suit Death Animation[/spoiler]

Hiroshi Mishima

It's well made, but my utter and complete dislike of the Zero Suit will prevent me from using it. I do, however, know that there are people who would be more than happy to use it.

Actually what I'd rather have is something like the outfit Samus wears at the end of the Fusion. That nice orange outfit she wears as her casual wear. I always saw that as being more like what she might wear under the suit, and still don't buy into the whole "the suit plugs into her back" spheal cause this isn't Neon Genesis and Samus isn't a Power Ranger.

But your reworking reminds me of that Justin Bailey patch for SM that someone made years ago. Never really thought it looked quite right as it was intended to boost assets by the guy's own admission, but I also admitted it was well made back then and quite impressive work regardless of how I felt.

JAM

There are patches allowing to add new messages to the game.

Can be used for new items or for Messenger patch. Max messages you can get is $FF. I hope this should be enough for everyone.

First one is original code by Kej and second one is tweaked version by me that allows to use big messages.

Enjoy.

Scyzer

Pretty cool. I already got a different format for message boxes though by MoN which just completely rewrites how the message boxes display, instead of being a tilemap, so you can have as many as you like :P