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HYPER METROID project help

Started by Vener, January 30, 2011, 03:28:20 PM

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Qactis

Quote from: Vener on February 01, 2011, 05:26:46 PM
That I would like to make for this new PLM ( As you can see it on this plan) , it is to delete the tile [SCT] (SCT = shootable commande tile) which represents the switch, to keep only the tile [NT] (NT = normal tile).
And to move the "shootable command" of this PLM in the tile [NT] .
Probably a fairly easy hex change once disassembled and the ASM behind it is figured out. I will look into this as I would like some Redesign gates as well :p

Quote from: JAM on February 01, 2011, 10:19:12 PM
Using default RAM address, you can add 8 new items. Max you can add is something like 390 new items (though, I have no idea no to place all this in the single menu screen)
Way down my priority list of things to code first for Synergy JAM  :lol: it sounds difficult to mess with, as I'm sure this code is in no decent order, kinda like PLMs :/. Maybe you could document what you know for us other hackers wanting to do this?  :oh: just an idea  :grin:.

Quietus

I sense another JAM Super GuideTM coming along... :^_^:

Scyzer

#27
Quote from: Qactis on February 02, 2011, 12:07:23 AM
Quote from: JAM on February 01, 2011, 10:19:12 PM
Using default RAM address, you can add 8 new items. Max you can add is something like 390 new items (though, I have no idea no to place all this in the single menu screen)
Way down my priority list of things to code first for Synergy JAM  :lol: it sounds difficult to mess with, as I'm sure this code is in no decent order, kinda like PLMs :/. Maybe you could document what you know for us other hackers wanting to do this?  :oh: just an idea  :grin:.

The routines for pausing, switching screens, item placement and selections on the status screen (pretty much everything to do with the pause screens). Are by far the most complex routines in the game. The routines for item selection and placement on the pause screen is interleaved with a lot of routines used by the main game state routines, with a lot of calls from other banks, game states, etc.

In short, adding just a single selection box to the status screen would require locating and fixing well over 50 JSR/JSLs around the rom due to freeing up space in the main game state routines, etc.
I've spent about 2 months disassembling the entire game state engine into a compilable ASM file, to make it easier to add/move stuff around, and I still have a lot to go, JSR/JSLs to locate and fix, etc.

As for moving them around (without adding any), that's significantly more simple.

JAM

I agree with you, Sadiztyk... From the list you've mentioned, I can alter only
Quote from: Sadiztyk Fish on February 02, 2011, 02:15:09 PM
item placement and selections on the status screen

Quote from: Qactis on February 02, 2011, 12:07:23 AM
Maybe you could document what you know for us other hackers wanting to do this?  :oh: just an idea  :grin:.
Sure, it's in progress. For now, think of what items do you want in your hack. Some items are very easy to create, while others --considerably harder.

Quote from: Quietus on February 02, 2011, 06:36:28 AM
I sense another JAM Super GuideTM coming along... :^_^:
Actually, yes =) A big guide related to that. Although, it's not so BIG as guide for adding states. But you'll need to have a basic ASM skill (to write short code), understanding the commands and ability to recognize commands in hex (or help of person who can do it). Although, 90% of all work can be done in hex or TLP.

Vener

#29
i have others questions  :grin:

in the CRE GFX , the chozo ball is "gifed" with 3 tiles , i think ; and missils/energy stations so . the doors are gifed with 4 tiles , etc ...
missils , super missils , power bombs and energy tanks is gifed with only 2 tiles .
do you know how gifed those items with 3 or 4 tiles ?  

and , how make the "wet effect" on the floor (the dewdrops when we walk) ?




Quietus

You can check DC's topic here.  It deals with animated tiles.

DSO

Quote from: Vener on February 09, 2011, 05:16:30 PM
and , how make the "wet effect" on the floor (the dewdrops when we walk) ?

IIRC it's caused by a check for current area and room number. (Edit > room properties > room index), but I'm fuzzy on the details of what values are set to cause the water splashes when stepping.

JAM

Quote from: DSO on February 10, 2011, 01:35:23 PM
Quote from: Vener on February 09, 2011, 05:16:30 PM
and , how make the "wet effect" on the floor (the dewdrops when we walk) ?
IIRC it's caused by a check for current area and room number. (Edit > room properties > room index), but I'm fuzzy on the details of what values are set to cause the water splashes when stepping.
Aha, that's the game usage of room index. I saw somewhere in ROM a code in several places, where room index was loaded into A and then compared with some values.



Quote from: Vener on February 09, 2011, 05:16:30 PM
in the CRE GFX , the chozo ball is "gifed" with 3 tiles , i think ; and missils/energy stations so . the doors are gifed with 4 tiles , etc ...
missils , super missils , power bombs and energy tanks is gifed with only 2 tiles .
do you know how gifed those items with 3 or 4 tiles ? 
Read the topic from this message and below (including the links). I've explained the format there:
http://forum.metroidconstruction.com/index.php/topic,1171.msg15430.html#msg15430

After reading and understanding, you'll need to open main instruction of Missile PLM and find bytes like these:
04 00 XX XX
04 00 YY YY

To add another tile, it should be like this:
04 00 XX XX
04 00 YY YY
04 00 ZZ ZZ

But if you just do this, you'll overwrite a few instructions, but you'll need to keep all instructions and expand the code a bit. So, you'll need to repoint main code of Missile PLM to free space and change all internal pointers.

Vener

thanks people !
now , i have a lot of work  :grin::grin::grin:

Vener

#34
I practically learnt everything that I was to know =)
I still have just some questions of detail ..


-1)

"8F625 - 23 to 22
Prevents Samus from losing speed by turning left/right during a spinning jump."


I would wish that it transphorme [23] in [22] only when we use the "screw attack ", or then, from moment or we collected " screw attack ".
_______________________________________________________________

-2)

"1C5F - 10 to 20
HUD icons use yellow/power bomb door colors instead of green/super missile door colors when selected (found by Black Falcon)".




I would like to know if it is also possible to change this yellow (orange on this picture)with the pink of doors has missiles?

I would also like to know if it is possible to change the color for the images which appear when we collect an item, as on this photo:    



and if pink is possible so , or others colors ..
______________________________________________________________

-3)

"2533B - AD A4 09 to ?? ?? ??
Crumbling Chozo statue check for equipped items. Could be changed to beams, or health, or whatever (found by DSO).
&
2533E - 29 00 10 to ?? ?? ??
Crumbling Chozo statue check for bombs in equipped items. Change to whatever item you want (found by DSO)."



I am not sure to understand what it means.
It means that we can modify the object which holds the"crumbling chozo-statue"?
For example, make him like a pack of missiles has the place of the original " Bombs" l?
If yes, how to know what figure corresponds has what items?  
______________________________________________________________

-4)

"8054E - FF to 0F
81775 - FF to 0F
Enables the use of speed booster while in morph ball form by holding the run button if Samus has the spring ball equipped (found by Flamestar666 and Kejardon)"


i wanted to use this modification in my hack (when we get the spring ball item that i would have re-named "speed ball"), but if i change those octets , and if i get the "Black Falcon hi-jump boots" , the "speed ball" is actived .

I would like that this " speed ball " is activated only when we get the "spring ball" item , and not when we get the " Black Falcon hi-jump boots ".
_______________________________________________________________

-5)

a question certainly idiotic .... but , When i exporte one CRE GFX or one SCENERY GFX (for modify the tiles with Tlp) , and after , when i re-importe in the ROM and i save , Smile says "recompressed size" .
It means what ? He re-write the data? He damage one certain place of the ROM? Or then, I do not have to care about it ?    



I thank you beforehand for your time and your explanations  :cheers:


Oh  :grin: , and if someone know where i can contact Drewseph ?

Quietus

-3) Not changing the item that he's holding, no.  That's just a normal PLM.  This checks for an item that you have equipped.  For example, if he is set to activate when you have Space Jump, but you enter the room without Space Jump, he will do nothing.  If you come back later with Space Jump, he will activate.  In the original Super Metroid, hes set to activate when you have Bombs equipped (which you pick up in his room).

-5) Normally it's not much to worry about.  Most hacks nowadays use DSO's patch to repoint all of the graphics anyway, so you're unlikely to go over the limit.  I'm sure SMILE would give you an error if you went over anyway...

Drewseph: His contact details are contained within Redesign's Readme file on his site.

Crashtour99

I know Quietus already answered a few of these, but I'll take a stab at all of em anyway.  lol

1)This one would require a bit of ASM, but I've done similar stuff with other hex tweaks.  I don't know what the coding is like at that location, but I think it'd be as simple as hijacking the code there, jumping to freespace, and doing a bitcheck on equipped items (like screw attack).

2)That particular byte tells it what palette line to use for the color, so 10 is green/first line, 20 is orange/second line, 30 is red/third line, 40 is blue/fourth line, etc.   To get it to use the missile door colors change it to 30 instead of 10.  To change the other one you'll have to edit the message box, which there are guides on the site here to help you with that.

3)I think Quietus explained this one adequately enough.  lol

4)If I understand correctly, you must be using one of Black Falcon's speedbooster controller item patches.  The reason this happens is because when making that patch he moved all of spring ball's functions to the high jump boots.  I'm not sure why that particular hex-tweak affects spring ball, but to get spring ball's functionality back into it's original item isn't hard.  Get a debugger and in a clean ROM set a breakpoint on 7E:09A2 - Equipped items.  You'll have to do a little bit of dissassembly to find the locations, but you'll be looking for something like "Bit #$0004" (there should only be 4 of these in a clean ROM).  Jot down the locations of these, and in your modified ROM go to those locations and you should see that they've been changed.  Change them back to 0004 (spring ball's item bit).  This will put all of spring ball's abilities back into that particular item, including the speed ball hex tweak.


5)CRE and SCENERY GFX are stored in the ROM in a compressed format, so to export them SMILE decompresses them and to import them it has to recompress them.  As long as you're not making the tilesets larger there shouldn't be any worry, but if you do make them larger you might need to repoint (or use a patch like DSO or Flamestar666 repoint patches).

As for contacting Drewseph, I'm not really sure...

begrimed

Quote from: Crashtour99 on February 16, 2011, 06:03:07 PM
2)That particular byte tells it what palette line to use for the color, so 10 is green/first line, 20 is orange/second line, 30 is red/third line, 40 is blue/fourth line, etc.   To get it to use the missile door colors change it to 30 instead of 10. 
Oddly enough, the power bomb door colors are the only ones that work. I tested this out awhile ago with no success when I was adding it to the page.

Crashtour99

Quote from: Grime on February 16, 2011, 06:21:41 PM
Quote from: Crashtour99 on February 16, 2011, 06:03:07 PM
2)That particular byte tells it what palette line to use for the color, so 10 is green/first line, 20 is orange/second line, 30 is red/third line, 40 is blue/fourth line, etc.   To get it to use the missile door colors change it to 30 instead of 10. 
Oddly enough, the power bomb door colors are the only ones that work. I tested this out awhile ago with no success when I was adding it to the page.
Ohhhhhh...  Yeah, I goofed.  lol
From DC's message box editing guide:
-> The Palette Number can only be: 00, 04, 08, 0C, 10, 14, 18, 1C
Since those describe the first 2 palette lines (in 4 color incriments) you can probably go into SMILE's graphics editor and change the palette, then alter that particular byte to correspond to the section you changed.  (you'd need to change the palette for each tileset as well)

Vener

#39
Very cool! I am going to bend over these questions.

I forgot some Others  :burn: ...

-1) I tested the "patche" of "Squichy ichigo", concerning the " morphing ball lock". (On a neutral ROM, naturally !).
When we pass on a BTS of 20 with the "spring ball" equipped, the lock works perfectly, but without the "spring ball" equipped, " morphing ball " seems blocked, but if I push on the jump's touche , "morphing ball" unlock .
(I really tested this patche in quite the possible situations, and naturally without landing on a BTS of 10, I specify !)

I don't know if it's normal or not (logicaly , no , no ?).
I sent a message has Squichy, but no answers, then , If you know about things has this subject ....
_________________________________________________________

-2) I was allowed say that it was possible to repoint the " level data" everywhere in the ROM. It's true ?
_________________________________________________________

-3) about this :

"Chozo Statues
156777
Change 4A 17 to ?? ?? to change position of Silver Chozo "hand" in Wrecked Ship. X coordinate is the first byte, Y coordinate is the second byte."


Concerning this "chozo", he is situated in room [7C98E] , and in the "wrecked ship ". It is possible to modify the sector in which we can use him?
And is't possible to move him in another room? and the distance it can walk ?

_______________________________________________________

-4) about this :

"25181
Change 83 to 08
and
A1149
2F 86 to DA D6
to make Golden Chozo works in every area.
These 2 are actually found by Kej as he told me what to do, so give him credit"



I suppose that each "chozos" contains certain number of octets in the héxadecimal file. it would be to possibler to copy  past this number of octets in the free space, to be able to create any?
( No Lol !, I don't want to make "the 12  chozos who unlock tourian"  hahaha, I don't like this idea .. And then, I imagine that it have to be a FAT work)
Just use them to make rise the level of a liquid, or so that they walk to break solid blocks, as in the original metroid..

AND -5) for Quietus :
Quote from: Quietus on February 16, 2011, 06:53:46 AM
-3) Not changing the item that he's holding, no.  That's just a normal PLM.  This checks for an item that you have equipped.  For example, if he is set to activate when you have Space Jump, but you enter the room without Space Jump, he will do nothing.  If you come back later with Space Jump, he will activate.  In the original Super Metroid, hes set to activate when you have Bombs equipped (which you pick up in his room).


i understand , chozo can holding every Items , but react as one specific item , well , how know which numbers (AD A4 09 to ?? ?? ?? / 29 00 10 to ?? ?? ??) corresponding at which items ?


i really want to make a big fraking bastard hack , you know
not better than redesign lol , i know that it's impossible , But make the maximum possible ..
:^_^:

Draconis Kenjishiya

Oooo fantastic. I love original GFX work, those rooms are -pretty-. Also. *records extended gate research like a scavenger*

JAM

Quote from: Vener on February 17, 2011, 04:16:19 AM
-2) I was allowed say that it was possible to repoint the " level data" everywhere in the ROM. It's true ?
Yes. As you see, level data pointer consists of 3 bytes. First byte is used to determinate the bank


Quote from: Vener on February 17, 2011, 04:16:19 AM
-3) about this :

"Chozo Statues
156777
Change 4A 17 to ?? ?? to change position of Silver Chozo "hand" in Wrecked Ship. X coordinate is the first byte, Y coordinate is the second byte."


Concerning this "chozo", he is situated in room [7C98E] , and in the "wrecked ship ". It is possible to modify the sector in which we can use him?
I don't remember how, but yes.

Quote from: Vener on February 17, 2011, 04:16:19 AM
And is't possible to move him in another room?
Don't sure. But it can break the wall and push you to another room. Or just break the wall.

Quote from: Vener on February 17, 2011, 04:16:19 AM
and the distance it can walk
Should be. But the method is unknown.

Quote from: Vener on February 17, 2011, 04:16:19 AM
-4) I suppose that each "chozos" contains certain number of octets in the héxadecimal file. it would be to possibler to copy  past this number of octets in the free space, to be able to create any?
( No Lol !, I don't want to make "the 12  chozos who unlock tourian"  hahaha, I don't like this idea .. And then, I imagine that it have to be a FAT work)
Just use them to make rise the level of a liquid, or so that they walk to break solid blocks, as in the original metroid..
You see, moving already existing Chozos to another areas is not too hard, but using more than 2 (Gold and Silver) is harder, but still possible. I did it in my hack, but looks like I know only how to make Chozo lower the liquid, not raise it (although, I suppose it can also be done).

Quote from: Vener on February 17, 2011, 04:16:19 AM
i understand , chozo can holding every Items , but react as one specific item , well , how know which numbers (AD A4 09 to ?? ?? ?? / 29 00 10 to ?? ?? ??) corresponding at which items ?
AD A4 09 for collected items. AD A2 09 for equipped items.
AD A8 09 for collected beams. AD A6 09 for equipped beams.

As for certain items, the easiest way is to click on any PLM with the right button, scroll to items and look at the "Value" field. 0001 is value for Varia, for example.

Vener

thanks for your time
well , i must learn the ASM , i haven't other choices .

Vener

someone know where is located the physics propertys bytes of the screw attack in the hex file ?

begrimed

If I recall, the screw attack behavior for Redesign was done via custom ASM (if that's what you were thinking of), because by itself I don't think it has any differing physics properties. It just modifies the damage/graphics/sound of space jumping. I assume you've already seen this page, but if not, it might have non-screw attack related things that could be of interest to you.

Vener

#45
lol , you understand that i think about redesign .
yes , i have asked physics controls because i have seen in redesign that the screw attack (not space jump) give a strong boost forwards , an impulse (and she is activated exclusively when we push/hold the run button) . This effect is impressive ..  
and about your page , thanks you for having written it , i already know , she was very useful for me! !


I would have REALLY liked could re-use a part of the scripts of redesign (with the permission of their creators naturally), but I do not arrive has contact them.
And I have a great deal of the evil to understand the ASM, because there are lots of words which have no equivalences in french...

Crashtour99

#46
http://forum.metroidconstruction.com/index.php/topic,145.msg16408.html#msg16408
The asm in that post will help you with part of what you're looking for.  Since I've already done something similar in my own hack.  However to get it so that screwattack only works when the run button is held will take another bit of asm.

Edit: Whoa. Totally thought I was editing my own post, not yours.

Vener

#47
thanks Crashtour ! i check this  :grin:



i have already asked this question to JAM , but i post here so , if someone have an idea ...
this concerne the chozos .

well , i'm going to begin with this exemple of what i want :



the chozo (silver) is in the upside middle of the room , as you can see .
for the silver chozo , i don't know if the "crushings spikes blocks" can be changed by a normal blocks .
, if yes , he can walk just a little bit , and falling (like the golden torizo)where there is the hole , break the oranges blocks (solid blocks) during the fall , and settle on the ground quite below ? (check the green arrows)
i don't know if the offsets of the rooms and sectors is important or not for made chozos ; this room is not in the original game , i have added , the offset is 7ED20 , and she is in crateria .

Vener

I wondered if I could increase the speed of the super missiles, only for the super missiles, but no disproportionate, just way to increase a little more ; and if I could increase as well the duration of time that samus can keep the energy concentrated having running with the speed booster ?     

Smiley

Quote from: Vener on March 04, 2011, 06:34:28 PM
I wondered if I could increase the speed of the super missiles, only for the super missiles, but no disproportionate, just way to increase a little more
Speed table for Missiles and Super Missiles.

The link in the bottom is broken, so you just have to mess around with the values a bit.