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Hex tweak submission

Started by begrimed, December 16, 2010, 05:08:55 PM

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PHOSPHOTiDYL

12EA47,12EA51,12EA5B,12EA65 to 88 = spore spawn's tail & ceiling drop spores.

Visual identification. Maybe lower the drop rate...
[spoiler][/spoiler]

PHOSPHOTiDYL

Start game to hex map to game map to gameplay.
0109EA = EE 98 09 60

PHOSPHOTiDYL

0109B5 = xxxx
xxxx = free space in bank $82

@ free space AD 52 09 22 85 80 81 20 00 80 60.

Instead of gamestate 1A game over screen, just load from the last save.
Previous health will be there, not the zero health loop.

Reset for another save file.

PHOSPHOTiDYL

Skip hex map + area map & game over screen, all in one, no free space used.

010989 = E6 89 EB 89
0109B5 = DB 89
0109BB = EE 89

AD 52 09 22 85 80 81 20 00 80 60 22 FB 93 81 60 EE 98 09 60 @ 0109DB.

Main menu has been moved, load map just sets to load game.
Game over loads from SRAM & jsr's to load game.
Debug game over screen is just an rts now, not that it's being used anyways.


Moehr

Using, works well!! Thanks! I might look at the hex map down the road but it's not even relevant to the hack I'm making; skipping it makes much more sense.

PHOSPHOTiDYL

@ 059A55

EA EA will go from the nintendo logo directly to the title screen.
80 14 will force the player to watch the intro scene.

[spoiler][spoiler][spoiler]If using the force or not skipping the intro... CD 9E @ 059B74.
The 1994 nintendo on the title screen is now YOUR trademark.
It's your hack, it will fade in b4 the 1994, & play through the intro sequence.[/spoiler][/spoiler][/spoiler]



PHOSPHOTiDYL

This ones for nestroid lol.
01C936 to 09 starts samus with 90 health.
01C931 to 90 adds it up to 99.

Maybe it works with other system versions or other hacks, just search A9 00 8D 06 01 A9 03 8D 07 01 60...

Daltone

#157
8ED19: 9C 2C 0B 9C 2E 0B to EA EA EA EA EA EA
mid air unmorphing after bouncing won't reset fall speed

(should be paired with this one)
[spoiler]
Quote8EFFA:9C 2C 0B 9C 2E 0B - EA EA EA EA EA EA
mid air un-morphing will not slow your fall, at least out of water/lava/acid
[/spoiler]

8257C:9C 42 0B 9C 44 0B to 20 60 F6  EA EA EA [JSR to free space in bank $90]
and then
87660:FF's to AD D0 0D C9 01 00 D0 06 9C 42 0B 9C 44 0B 60 44 0B 60
mid air unmorph won't reset horizontal speed, even after you bounce

PHOSPHOTiDYL

Had so much trouble with rooms using cre connected to kraid's room today...
CRE GFX FLAG $02 in smile for any rooms connected.

Technically a hex tweak?

DSO

#159
I found a simple way to save a little bit of processing power :D

100F5E: C9 00 08 > CD 4C 0E
Explanation: instead of checking all 32 enemy slots to see what enemies need processed this frame, now it only checks the slots of the enemies that loaded into the current room. Saves 28 cycles/frame per unused enemy slot

PHOSPHOTiDYL

#160
Just tested the above hex tweak on kraid on a psp-1000 @ 222mhz clock speed.
Transparency on, spamming projectiles, tons of extra code running every frame.

Basically max settings using the least amount of processing power.
Seriously, use it.

Thank you, DSO.

Also tested on that room from Metroid Mission Rescue.
You know, that large lag room on the way to bomb torizo.

F***ing wonderful fix.
If my psp can handle it, I'm sure your pc will too.

Moehr

hex tweak: 100C41: change 0A to 02

This will cause enemies that are not included in the enemies allowed list to use enemy 0's GFX and palette line, instead of enemy 0's GFX and palette line A (miscellaneous).

Uses: Lets you reuse gfx from a single enemy across multiple enemies. For instance:
-shutter 2 and kamer can share gfx, freeing space for up to 3 other enemies (note kamer flash looks different than shutter2 flash!)
-3 pirate types can be in a room that just uses the fighter pirate gfx
-enemy E07F can be used to make all kinds of things look like fireballs: rinkas, multis, desgeegas, and zeb could each be in the same room along with 3 other enemies, and as long as E07f were allowed first, they would all appear to be fireballs that behave differently.

Needs more experimentation

[spoiler][/spoiler]

thanks to Benox and PJBoy, since they helped me find what I was trying to change.

Smiley

Quote from: DSO on January 04, 2018, 09:08:35 AM
I found a simple way to save a little bit of processing power :D

100F5E: C9 00 08 > CD 4C 0E
Explanation: instead of checking all 32 enemy slots to see what enemies need processed this frame, now it only checks the slots of the enemies that loaded into the current room. Saves 28 cycles/frame per unused enemy slot
There's an interesting bug with this actually. Namely, the double zebetites in Mother Brain's room don't work right, because the other one is a new enemy, but the 'loaded enemies' counter isn't updated.

MetroidNerd#9001

So that explains why only the top Zebetite appears in my hack. Thank you for making this known, I did not know why that happened until now. I think I'll keep it in though, as it makes Mother Brain's room more challenging, since everyone always goes for the bottom zebetite, and now you can't.

MetroidNerd#9001

It seems that the above hex tweak also causes Ridley's room on Ceres do disappear with the exception of the door (Since it's an enemy) when Ridley flies away, as shown in this picture.

Moehr

#165
This tweak silences the baby metroid on the title screen.

At 8B:A25B [PC - 5A25B]
change:
A9 23 00 22 4D 91 80 60 A9 26 00 22 4D 91 80 60 A9 27 00 22 4D 91 80 60
to:
60 FF FF FF FF FF FF FF 60 FF FF FF FF FF FF FF 60 FF FF FF FF FF FF FF

Mentlegen

8D7E3 - 60 to A0
8D7E5 - 40 to C0
8D7EF - 60 to A0
8D7F1 - 40 to C0
8D7FB - 60 to A0
8D7FD - 40 to C0
Expands Samus' charge palette table to use the allotted amount of space. By default, only the first three palette lines are read and then played backwards. This change increases the number of unique palette lines Samus can use when charging. Of the given 8 lines in smile, only 6 can be used after this change ( as apposed to the previous 3 )

Mentlegen

08DA4E - 68 DA to 9C D9

This hex edit is basically the entire rainbow screw attack patch but only for gravity suit.

Mettyk25jigsaw

Not really sure if nobody has found this hex tweak yet.

059A41 = 20 18 85 ---- Change to EA EA EA

Stops the animation of the title screen between phases from loading game from emulator after the 1994 up until the full title screen itself. It still does everything else and displays the title screen instead of the animation and still without the game title 'SUPER METROID'. But Super metroid game title still displays once it has fully loaded.


Moehr

$84:E444: 64 00 to ?? ?? - changes health each reserve tank adds to reserves when acquired. Will probably require pause screen edits for bars to display correctly though, especially for values over 64.

$84:8990: AD C0 09 D0 03 EE C0 09 to A9 02 00 8D C0 09 EA EA

Reserve energy defaults to manual mode when collected.
This will set it that way with each pickup though, switching Auto to Manual.

Moehr

8B9A95 [59A95 in hex editor]: 06 00  to  00 00 - 07 00

This sets the track for the 2nd title screen. If you have replaced this music with your own music using mITroid, you will want to change the 06 to an 05, to get your song to play here correctly.

Smiley

$A8:E67B - 0D to 09
Fixes WS sparks setting themselves invisible if the main area boss isn't dead.

$A8:E678 BD 86 0F    LDA $0F86,x
$A8:E67B 0D 00 01    ORA $0100  - Fixes this to be ORA #$0100
$A8:E67E 9D 86 0F    STA $0F86,x

benox50

Show map icons without the need to explore them first

013835

F0 16 to EA EA

Moehr

94:ACA6 and 94:ACAE = max length of grapple while connected to a grapple point, 3F 00 -> 2F 00 or whatever (both values should be the same)

PHOSPHOTiDYL

BUG: Samus's animations can become slowed down by exiting a watery room (or being in deep-enough water to apply water physics to Samus) and entering another room that isn't submerged. This will happen if the room you enter is using an FX type that isn't water. Using "No FX" or "BG Glow" can also fix the issue.

9C 6E 19 60.

Point to with room setup asm, main asm, unused asm, or door asm.
Or integrate into door transition codez, either way it works.