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MZM ASM and general hacking questions...

Started by Satoh, November 10, 2010, 11:56:06 AM

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Satoh

I recently discovered the joys of ASM hacking and what it can do... My very first hack was a two line mod that turns the Pistol into the Long Beam (graphics unaffected).

Simple as it was I'm still quite proud of it... but I'm eager to get into some more complex changery.

Namely I want to disable the flashing effect of the 'hurt invincibility' effect, however I don't know anything about how Palettes are handled in MZM... I had assumed that the palettes would be quite near the graphical data for Samus, but my experiments with Tile Molester proved that to be false, or they're somehow encrypted (which would defeat the purpose of palettized graphics, yes?)

I'd also be interested in working on your typical Justin Bailey mod, however I can't figure out how to piece all of the 8x8 tiles into full sprites... there's just too many to do one at a time...

That said, it might be easier to do an ASM hack to load Zero Suit's graphics instead of the others, but even so, I'm somewhat at a loss as to how I would go about finding the opcodes that handle Samus' graphics, since she's changing her sprite at least once every 5 frames or so... so a standard cheat search seems a bit impossible for that...

Does anyone have any ideas, suggestions, or information that might help?


(Also I can post my two-opcode mod later, I have to migrate some files from my currently screen-less computer to this auxiliary one first)

interdpth

There's a byte in memory you can set which tells what's she's wearing how you can enable that to be zero suit and use her regular weapons i'm not sure but sounds like a splendid idea

zephyrtronium

Some palettes are documented on my old notes page. See the ones labeled "damage." It would be more efficient to nop the test that decides whether to flash Samus, though.

Satoh

Quote from: zephyrtronium on November 10, 2010, 03:56:01 PM
Some palettes are documented on my old notes page. See the ones labeled "damage." It would be more efficient to nop the test that decides whether to flash Samus, though.

Yes, it would be more efficient to NOP the opcode for that, but in any case, being able to change any bit of the palette info will still be useful.

I am grateful to you for your information; I was unaware there was a wiki as well. I guess I overlooked the link.

I'll play around with this for a bit and see what I can make, thanks.