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HYPER METROID project help

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

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Scyzer

Quote from: Vener on April 07, 2011, 09:22:07 AM
Quote from: JAM on April 06, 2011, 08:11:42 AM
Quote from: Vener on March 24, 2011, 10:25:42 PM
finally , there is really no possibility to make Phantoon can work in crateria correctly (with the reaction on the gold boss statue) ?
It should works. Not counting the part when is disappears. Something weird should happens to palette, I suppose. Why just not try to move his room to Crateria and try it by yourself?

I would never ask questions before having tried .

Not that I don't believe you, but I cannot finish this sentence....
I don't believe you. There are no area differences for Phantoon's AI. If you tested and changed his room to Crateria, the ONLY way the game could break is completely unrelated. Here is a vid of me versing Phantoon. The only change in this vid is that Phantoon is in Crateria, there are no AI changes or other edits to the areas.

Vener

When i say that , i only mean that he doesn't work in crateria graphic set (1,2,3 or 4) , and for the gold boss statue reaction .
when i say crateria , i include crateria GFX , like redesign ..

Scyzer

Oh okays my mistake.

He won't work in any graphics set other than 5 or 6 because he loads his graphics from the tileset. If you go into the Graphics editor in SMILE, you'll see him in there.

You just need to redraw the main room tiles in TLP and import them back into SMILE if you want GFX from another tileset.

Vener

SMILEuser96 , when you said :

Quote from: SMILEuser96 on April 06, 2011, 09:07:01 AM
don't expect yourself to be adding any complex songs anytime soon.

you mean , more complex songs than original metroid musics ? or you mean complex songs like original metroid musics ?
because , in my idea , i want to make a music like the originales , not more complex .
for give an exemple , the Sadiztyk snowglobe's hack music work is quite great . not more .

Smiley

Complex song... well, it kinda depends on the person if a song is complex or not. Uh, how would I explain this...
Uh, it's too hard to explain well.
Making Itsy Bitsy Spider with just one instrument is probably quite simple.
Rudolph the Rednose, the song from that Snowglobe hack, is complex IMO. But it still depends on the person.

Hopefully this helped, at least a little.

Vener

Oh , yes , i haven't seen !!!  :eyeroll:

okey , phantoon use the part 7 of the wrecked ship pallette .

then , for you , the better way is remake same tiles and same colours that crateria gfx in wrecked set ?

i wanted to put phantoon in set 3 , and i see that in the set 3 , the part 7 of the pallette is unused :



At the risk of seeming boring, think you that it is possible to use this unused part of the set 03 to make her read the part of the set 05 ?

my question is certainly idiotic , because even if it's possible , i suppose that phantoon need also to load his gfx tiles :



?

in reallity , i wanted to use the wrecked ship set for create a new region , and changing all of the tiles with tlp for make new gfx .
   
   
 

Vener

#81
I have think to another idea , concerning the gates interruptors =)



when the tile 1 is touched , he become instantly tile 2 and also instantly play the same "click" sound that we hear when samus connect her gun to a missile/healt station . after , allowing a delay of 1 or 2 seconds (the same delay that the interruptor is out of function in the game during the open or close of the shutters ), and the tile 2 become instantly tile 3 and play instantly the "click" sound .

and when interruptor is touched a new time , make the reverse thing (juste change order of tiles read to 3,2,1).

like this : 

I hope that it's possible !?

Vener

#82
someone can tell me where are the adresses (in hex file) of the shinespark timer (speed booster effect for make super jumps) , the shinespark drain speed , the super jumps speeds (each directions) , the number of bounces after falling on the ground in morph ball , and , how make a delay between each bomb SALVES ?

when i say "salves" , i mean :



for exemple , i use 5 bombs , and i want that before that i can use 5 new bombs , allowing a delay (praticaly like redesign). NOT allowing a delay between each bombs .

aha , and also , where i can change bytes for that the shinespark-charge beam(pseudo screw attack) drain life ?

JAM

Quote from: Vener on March 24, 2011, 10:25:42 PM
10)
how place ennemies correctly in rooms . when i say "correctly" , i want to say in the pixel meadows .
each ennemies have 16 bytes . there are X-Y position bytes in pixels ?
I was wrong. Just remove check from File > Preferences > Snap enemies to Grid. This allows to define correct position in pixels. You won't believe, but I've discovered it accidently =)



Quote from: Vener on April 07, 2011, 09:22:07 AM
okey . and , where are located those 8 tile emplacements in the green brinstar tile table ?
I don't sure of how tile table is compressed, but, I suppose, somewhere after big group of tiles to reduce compressed size.

Quote from: Vener on April 07, 2011, 09:22:07 AM
Quote from: JAM on April 05, 2011, 08:53:27 PM
But you can repoint another tileset's tiletable to the free space.
when you said "free space" you mean free space in the normal ROM , or you mean free space added to the ROM (bank $E0 and more) ?
Literally, in any place of the ROM. It doesn't matter before bank $E0 or not (but your ROM should be expanded, if using banks $E0 or higher). Tilesets, palettes and tiletables are using 3 byte pointers, one of them for bank.

Vener

Quote from: JAM on April 15, 2011, 05:19:11 PM
Quote from: Vener on March 24, 2011, 10:25:42 PM
10)
how place ennemies correctly in rooms . when i say "correctly" , i want to say in the pixel meadows .
each ennemies have 16 bytes . there are X-Y position bytes in pixels ?
I was wrong. Just remove check from File > Preferences > Snap enemies to Grid. This allows to define correct position in pixels. You won't believe, but I've discovered it accidently =)

aha , lucky  :grin:
it's great !!

thanks JAM

Vener

#85
I have think to another idea , concerning the gates interruptors =)



when the tile 1 is touched , he become instantly tile 2 and also instantly play the same "click" sound that we hear when samus connect her gun to a missile/healt station . after , allowing a delay of 1 or 2 seconds (the same delay that the interruptor is out of function in the game during the open or close of the shutters ), and the tile 2 become instantly tile 3 and play instantly the "click" sound .

and when interruptor is touched a new time , make the reverse thing (juste change order of tiles read to 3,2,1).

Like this :

i hope that it's possible .


Zhs2

How the hell did this thread end up in the trash bin? The layouts are so totally awesome.

Vener

Huh  :suspect:
Zhs , it's you who restored my topics ? well , that's kind  :wink: . Actually , the problem is from me , i have suppressed my own topics for miscellaneous reasons .. Having arrived on this site, i learnt the things which I was to know , Understanding that, if I wish to realize an irreproachable work, I have to bring special modifications to my ROM . I have too many atypical requests , which were never realized , even for Metroid Redesign . Now , i have really no idea of what i have to make . Give up my project is formally out of the question , because i spent 2 years to elaborate complex maps , with a percentage of 50 hours per rooms for the level design , with new GFX atmospheres , with a proportional evolution of difficulty and a coherent upgrade progression , and much others things .
But , you see , i'm just a "Drewseph" , and i need to collaborate with a "Kejardon" . Yes , i have many years of delay  :neutral:
   

Zhs2

I don't even know what happened here. I apologize on behalf of whoever decided to get rid of them in the first place. :(

Vener

#90
Okey , as you push me , for the persons who have the answers , or even just some indications , adresses , methodes , and who would like to still help me , i post my main problems :

ENNEMIES
-1) a new ennemie (with new gfx , with 4 different animations) , he probably need to be in 2 different ennemies , and , he must doing some actions in remote rooms when he is cleared .
Ennemies facing left , right , up or down could be interchangeable for each . Then , it mean that [orientation] values should be 0000,4000,8000 or C000 .


Ennemie 1 (Statue)
Ennemie 1 is a little statue of ridley , there are 4 unique statues hidden in Norfair , to find and activate .
he is static , but when he is shoted by 1 super missile , one of his two wings rise up (this wing move 3 times , it mean 3 super missils shoted for 4 animations at all , with a sound for each changement of animations).


Statue appear at layer 1 (the normal ennemie layer value), her moving wing at layer 2.



The size of those statues is 3 tiles for width X 4 tiles for height :



When animation 4 appear , the statue is activated . When they are activated , they stay always in animation 4 (and also , there are 3 tiles additional for an animation on his eye , quickly displayed , for that he become and stay always red)
(Normal white eye A) become (Grey B)->(orange C)->(red D) :



Each of those ennemies have a twin .

Ennemie 2 (Twin)
Those twins are entirely at layer 2 (and they are totaly harmless , that's just air full layer 2 tiles) , and they reads another pallete that the normals first ennemie . They reads the same first animation (animation 1)
when a statue is activated , the twin of this statue , in a remote room , read directly the animation 4 at the place of the normal animation 1 , and stay always like this . (the activation of each statue destroy also some blocks in a remote room .)




(You can see that if a statue is reversed , each animations of this statue need to be reversed also , in the same position of course.)
   
-2) If you know where i can edite the gfx of the shutters (and the gate-shutters). Need also to change this ennemie a bit (GFX size , functionning, etc..) .
-3) When frozen enemies are killed , they bursts (reading screw attack death animation with the ice beam pallette , and check the shattering mother brain glass sample , soundcliped). 
-4) Shaktool must be able to falling like certain ennemis (exemple : he move on the ceiling , and , a super missil is shoted on the ceiling , he fall on the floor). And he become harmless .
-5) Copy/past RSTONE (just create a new 2nd ennemie) . Everything's keeped except the GFX , he need to load the screw attack animation , with another "electrical" sound and a new pallette.
-6) FOFF have to react to the shots (the shots have to collide on him , like a normal untouchable enemie). And , silver pallette colours even for the gold .
-7) i need to change ennemies E83F and E07F .

PLM's
-1) I need to change the C836 instructions . C836 must be animate with 3 CRE tiles , with sound clips added .
First is , to remove one of those two tiles , keep just one . like this :



Second is , when the tile 1 (the normal interruptor) is touched (for opening the shutter), she become instantly tile 2 (that i need to edite) and also instantly play the same "click" sound that we hear when samus connect her gun to a missile/healt station (soundclip). After , allowing a delay (Exactly the same delay that the interruptor is out of function in the game during the open or close of the shutter ), and , when the shutter is completly opened , the tile 2 become tile 3 (also need to be edited) and re-play the same "click" sound .
And when interruptor is touched a new time (for closing the shutter), make the reverse procesus (juste change order of tiles read to 3,2,1).





-2) What is event PLM DB44 , observed in the tourian escape rooms ? They are indispensable for the escape part of Zebes ?   
-3) Missil stations refile missils , but also super missils and power bombs .
-4) Probably need to change the D6D6 sadiztyk's PLM (chozos). Giving an array , with one unique index for each chozos used , and that it work for the golds AND the silvers.
-5) allowing that 2 , 3 or more tubes could be destroyed in the same room (each tubes explosions need to be independents)
-6) When special bts blocks (power bomb blocks , speed booster blocks , super missils blocks , etc ..) are revealed , after some frames , the normal gfx of the blocks reappear (like invisible item plm's) .

Exemple :



Need to create a special PLM ? why not insert a check in a PLM that it read level data of rooms (when PLM is placed in) , and detecte automaticaly + remember each special bts blocks emplacements , and when one or some of theme are reveled (tile bytes changes), after some frames (inspired of the inviz item PLM) , the normal special bts gfx's reapear (each bytes return to normal base values). I say that because , if there are alot of special blocks in the same room , one PLM for each is too .
i don't know .  :heheh:

BANKS
-1) Redirect PLM's in bank $E1 .
-2) Redirect Scrolls and Special scrolling data in bank $E3 .
-3) Bank $A1 read enemies data between 8000>FFFF . adding a 2nd enemie bank for reading enemies between 0000>7FFF (bank $E0) .

SPECIAL CHECKS
-1) Phantoon death destroy some blocks in his own room .
-2) In room X , special graphics bitflags is 00 . 00 become 01 when a missil pack is collected in (the first of the game) , and , after exit this room , 01 re-become 00 . 
-3) When chozo X is activated , FX1 of another room is changed . 
-4) I need to create double message box for some new items (with new message box tiles to explain things).
-5) $80594 : 01 Become 04 ONLY when shine spark speed booster effect after running and concentrate the energy value is ACTIVATED .
-6) I need to create ≈ 10 chozos . Each must doing different actions in their own rooms . Breaking blocks/fall liquid levels , etc ..

FX/GFX
-1) i want to use the water fall fx from maridia to norfair , for create lava cascades . but , my lava cascade tiles use colours of the part 03 of the norfair's pallette . 

and if every tiles of the tile table are touched by this effect in part 03 , the norfair's scenery will be "screwed up" . not screwed up , but i mean becoming incoherent .
I use lava cascades only in heated rooms , and i use 6-8 tiles for the Gfx, Then .. Checks ? PLM's ? ..
Like i delete spikes/spike animations in my hack , This Special FX animation could be placed at the place of the "moving spikes" function in FX1 , at least for Norfair.  :?: :?: :?:



-2) I want to change the colours in the glow green FX of the wrecked ship pallette .

Even if those greens are changed in the pallette , the green glow is always here , and i have noticed that he is composed per more than 2 colours . then , those colours are stored in another place ..   
-3) Removing the useless double water line that's appear when certain Fx pallette numbers are used in a room :



POWER UP's NOT YET !

Normal item changements :

-1) CHARGE BEAM
$102896 : _ _ for charged beams , _ _ for normal ice shots .
$10288B : _ _ for charged beams , _ _ for normal ice shots .

-2) SCREW ATTACK
$8F625 : 23 become 22 only when samus is in screw attack pose .
- if samus fall , we press jump or run touche , and screw attack is actived/reactived (like redesign)

-3) SPACE JUMP
$81E98 : 02 is the game value , my base is 03 . 03 become 00 only when screw attack is equiped .

-4) SPEED BOOSTER
$81F64 : _ _ is the game base value , my base is _ _ . _ _ become _ _
$82648 : 9C 2C 0B is the game values , my base is EA EA EA . EA EA EA becomes 9C 2C 0B
only when speed booster item is equiped .

*message box changed .

-5) SPRING BALL
$82030 : C0 01 become C0 02 

New items added :

-6) SPEED BALL
$8054E : FF become 0F
$81775 : FF become 0F

*for the statue screen : item placed in "MISC."
*for the new message box : "speed ball"
*including new PLM
*for the two new gif PLM sprites :



-7) WALL JUMP
Using this Kejardon's code :


lorom
;creates walljump blocks
;works with any block type that is considered to be solid and has bts 10
;I recommend using the normal 'solid block' type

org $909DB2

JMP WALLJUMP

org $90F640
WALLJUMP:
LDA $0DC4 ;block index
TAX
LDA $7F6402,x ;BTS map
AND #$00FF
CMP #$0010 ;compare BTS 10
BEQ ALLOWJUMP
STZ $0DD4
JMP $9D77 ;jumps to code after the walljump code
ALLOWJUMP:
LDA $0A1C
JMP $9DB5 ;simply return to where we came from


*for the statue screen : item placed in "BOOTS"
*for the new message box : "wall jump"
*including new PLM
*for the two gif PLM sprites , using the same GFX as the Hi-jump boots , but with blue door colours at the place of the normal yellow :



-8) HYPERSONIC
$81F64 : 30 02 is the game value , my base is _ _  . _ _ become _ _ for the speed booster item (when speed booster item  is equiped) . _ _ (or _ _ if speed booster is unequied) become _ _ .
$80594 : 01 become 04 ONLY when shine spark speed booster effect after running and concentrate the energy is ACTIVATED .
super jumps can be used in each directions during the jumps , like black falcon's patch .
super jumps speed x2
timer for the shine spark speed booster effect after running and concentrate the energy x3(with the sound to :S)
$81797 : 01 00 become 02 00
shine spark drain speed x2
When samus shinespark into a solide surface , shinespark timer is stopped but not supressed . 
only when hypersonic item is equiped .

*for the statue screen : item placed in "BOOTS"
*for the new message box : "hypersonic"
*including new PLM
*for the two new gif PLM sprites :



MISCELLANEOUS
-1) Room indexs are really usefulls ? Because , for wet grounds , just some values works , depending of the area . Then , i can using the same value for some rooms without that it breake anything ?
-2) How works special scrolling data , like boss rooms sequences ? They could be pointed/stored in other places ?
-3) Level data AND offsets could be pointed in another place for those rooms , without altering somethings :
791F8 - Samus ship room
79804 - Silver torizo room
79DC7 - Spore spawn
7A59F - Kraid
7A66A - 4 Statues room
7A98D - Crocomire
7B283 - Gold torizo room
7B32E - Ridley
7CD13 - Phantoon
7D95E - Botoon
7DA60 - Draygon
7DCB1 - Big metroid room
7DD58 - Mother brain
?
-4) Can i encrease number of missils , super missils etc ... collected in the game (Exemple : missils max counter base value is 235 ,  missils number max changed to 255)?
-5) Diminishing just a little bit the time that doors taken to be airfull when opened ?
-6) Every beams , even missils , super missils , could be moving off screen  :?: (Or even just encreasing the proximity screens margin)
-7) power bomb explosion GFX is used also for the ceres station explosion . power bomb explosion pallette can be changed in the miscelaneous SMILE options . I change this pallette colours , but i want to conserve the original pallette colours for the ceres explosion , then , my question is , this pallete could be copy/past somewhere , the original pallette for ceres , and the 2nd pallette checked only for power bomb explosions ?
always better in pictures :



-8) Disable every special power bomb beams .
-9) Where it can be possible to change the colours part of the 5 HUD message box icons ?
-10) HP for Kraid and botwoon could be raised safely ?

Thank you in advance :wink:

Smiley

You're asking for a lot there. And I mean, seriously, you're asking for a LOT! Possibly for too much. But I'll answer to what I can.

Quote from: Vener
ENEMIES
- If you know where i can edite the gfx of the shutters (and the gate-shutters).
Shutter graphics are located at 163A00. Just go to that location in TLP.


Quote from: vener
PLM
- What is event PLM DB44 , observed in the tourian escape rooms ? They are indispensable for the escape part of Zebes ?    
- Missil stations refile missils , but also super missils and power bombs .
1. DB44 is useless. You can remove them all, but it won't affect the game in any way.
2. There's a patch for that. Click to download.

Quote from: vener
BANKS
- Redirect PLM's in bank $E1 .
Bank for PLM's can be changed by changing the values at 16B6E and 204AC in a hex editor. You have to copy ALL PLM data from $8F to $E1 though. This is not so easy, because copying the entire bank over will copy all the data that is not PLM's too. (FX2, BG_Data, Door data etc.)

Quote from: vener
SPECIAL CHECKS
- When chozo X is activated , FX1 of a certain room is changed .  
- I want to encrease super jumps speeds in a special item , but , the scroll panning speed is too slow to follow Samus . Maybe insert a check that it encrease the source scroll panning speed of the game , only when super jumps are used.
1. When "Chozo X" is activated, make it set a bit. Then, in the room that needs the FX1 to be changed, either make a new state, which activates when that bit is set, or make some ASM to manually change the FX1 pointer in-game if the bit is set. (The latter is a bit harder to do, but uses less space.)
2. The Shinespark is the fastest possible way to move in the game. Increasing it's speed even more will result in graphical glitches when using it.

Quote from: vener
MISCELLANEOUS
- Room indexs are really usefulls ? Because , for wet grounds , just some values works , depending of the area . Then , i can using the same value for some rooms without that it breake anything ?
- Level data AND offsets could be pointed in another place for those rooms , without altering somethings :
---snip---
- Can i encrease number of missils , super missils etc ... collected in the game (Exemple : missils max counter base value is 235 ,  missils number max changed to 255)?
1. Yes, the same index can be used in multiple rooms. No problem.
2. Assuming you mean repointing level data, yes, it can be done. It's the easiest pointer to repoint. MoonEdit FAQ, section 3.5 has a guide.
3. Yes, easily. Just place more missile packs. You have to do a bit more work for the ending to display your % correctly though. (So the maximum % doesn't end up being 139% or something.)

Scyzer

Quote from: SMILEuser96
Quote from: vener
PLM
- What is event PLM DB44 , observed in the tourian escape rooms ? They are indispensable for the escape part of Zebes ?   
1. DB44 is useless. You can remove them all, but it won't affect the game in any way.

DB44 sets event bits. It's only use in the original rom is to make the Metroids non-respawning (clear out a room, then go back. They're not there). DB44 activates upon all enemies in the room being destroyed.

Vener

#93
Quote from: SMILEuser96 on June 28, 2011, 07:03:50 AM
You're asking for a lot there. And I mean, seriously, you're asking for a LOT! Possibly for too much.
Sorry :S

Quote from: SMILEuser96 on June 28, 2011, 07:03:50 AM
Bank for PLM's can be changed by changing the values at 16B6E and 204AC in a hex editor. You have to copy ALL PLM data from $8F to $E1 though. This is not so easy, because copying the entire bank over will copy all the data that is not PLM's too. (FX2, BG_Data, Door data etc.)

I have already said that to JAM , but he told me that it's no so easy ...

Quote from: SMILEuser96 on June 28, 2011, 07:03:50 AM
2. The Shinespark is the fastest possible way to move in the game. Increasing it's speed even more will result in graphical glitches when using it.
really ? Well , i have already tested higher values for super jumps , and yes, you are right , scrolls are screwed up .
For the screen movement during the game , there is a tolerance of maximal speed , included between 00 and ?? . it probably be modified , like almost everything in the game .

Quote from: SMILEuser96 on June 28, 2011, 07:03:50 AM
2. Assuming you mean repointing level data, yes, it can be done. It's the easiest pointer to repoint. MoonEdit FAQ, section 3.5 has a guide.
Hum , how say ?
I already know how to create/repoint level data . Actualy , i have pointed tiles to bank $E3 until $FF , almost 1 000 000 of bytes . It's even more than Redesign data . I have also repointed every originals level data , EXCEPT the rooms list which I wrote above.
I need to re-write the entire bank $8F , then , my question is , if Offsets & Level data of those special rooms could be changed without that special scrolling sequences , boss reactions , etc .. be affected .

Quote from: SMILEuser96 on June 28, 2011, 07:03:50 AM
3. Yes, easily. Just place more missile packs. You have to do a bit more work for the ending to display your % correctly though. (So the maximum % doesn't end up being 139% or something.)
Okey , item percentage is not a problem , i can work out again correctly the value . I just thought that the game had a limitation of number for every items :S

Otherwise , Great thanks , man !  :yay:

Vener

#94
Quote from: Sadiztyk on June 28, 2011, 09:17:32 AM
DB44 sets event bits. It's only use in the original rom is to make the Metroids non-respawning (clear out a room, then go back. They're not there). DB44 activates upon all enemies in the room being destroyed.

Thank you for the information , Sadiztyk !

There are an array for this PLM . First index is 00 , and 01 , 02 , etc ... until 10 .
Think you that , with some modifications , your PLM D6D6 can work in the same way ? I mean , give one index for each Chozos used . Like that , if several chozos are used in a hack , and if each chozos owe make different things (sets different liquid levels , different X/Y positions of broken blocks) , it could be more easy to make .  

The Envoy of the Beginning

I just want to get this out:

Quote from: SMILEuser96 on June 28, 2011, 07:03:50 AM
Bank for PLM's can be changed by changing the values at 16B6E and 204AC in a hex editor. You have to copy ALL PLM data from $8F to $E1 though. This is not so easy, because copying the entire bank over will copy all the data that is not PLM's too. (FX2, BG_Data, Door data etc.)
I assigned PLM data to another bank and repointed them to said bank, and for some reason (maybe it's because of a patch that I applied), my game won't load. I also deleted anything in that bank that isn't PLMs.

Vener

Also , i Really wish i could understand some words which are beyond me :!:
If you can explain me those things , it would be very helpfull .

- What is the difference between "ROM"/"LoROM" , "RAM", "VRAM" and "SVRAM" ?
- What is the difference between "Instructions" and "Routines"/"Subroutines" ?
- With which programme i can accessing to the ASM codes of metroid (assembly , dessassembly)?
- What is "compilation" ?
- A "Debugger" is used for what exactly ?  
- What is "Hijacks" , "Breakpoint" ?

I need to learn everything

DSO

Quote from: Vener on June 29, 2011, 07:10:56 AM
Also , i Really wish i could understand some words which are beyond me :!:
If you can explain me those things , it would be very helpfull .

- What is the difference between "ROM"/"LoROM" , "RAM", "VRAM" and "SVRAM" ?
- What is the difference between "Instructions" and "Routines"/"Subroutines" ?
- With which programme i can accessing to the ASM codes of metroid (assembly , dessassembly)?
- What is "compilation" ?
- A "Debugger" is used for what exactly ?  
- What is "Hijacks" , "Breakpoint" ?

I need to learn everything

ROM is the file you play in your emulator. LoROM has to do with the format of your ROM, so to speak. It's the memory mapping. SRAM or SVRAM as you put it is essentially the what the emulator's .srm file is. RAM is your memory for variables while playing, and VRAM is your memory for graphics.

Routines, subroutines and instructions... it's kind of like routines are paragraphs, subroutines are sentences, and instructions are words. Instructions are the base ASM codes. Routines and subroutines are built out of these instructions to perform specific tasks, and they're kind of interchangeable, you can call a subroutine a routine and it wouldn't really make a difference. There are instructions that tell the game processor to either run a routine at X location, or to end the current routine they're running, and so on...

Not sure what "compilation" is, but the last three questions are all related to each other. A debugger is used to disassmble the assembly code of the game. xkas (You can find it on Romhacking.net) is the program most of us use to assemble our own code into the ROM. Breakpoints are a tool debuggers use, the stop the execution of code at a point you can specify or when the game code reads or writes to a certain location in RAM. A hijack is when you take a jump to one routine and change it so it jumps to your own routine instead. For example, there's a routine that checks Samus's health, and if it's beneath a certain amount, it triggers the health warning. A hijack would be like taking that check for Samus's health, and instead of triggering the health warning, it jumps to a different routine you made to do something else, like maybe regen health over time to a certain level.

Smiley

Quote from: DSO on June 29, 2011, 09:57:36 AM
SRAM or SVRAM as you put it is essentially the what the emulator's .srm file is.
SRAM and SVRAM are two different things. SRAM indeed is that .srm file, but SVRAM is "Synchronous Video Random Access Memory."
SVRAM doesn't exist in Super Metroid AFAIK though.

Vener

Okey , thanks  :wink:
Now , that's clear enough .
Also , about the ROM , i see special codes at the beginning of ~ each banks , those codes are used for determine how the banks work ? Hum , i mean , each banks have an own functioning , have their own values for determine what mean what , Or the functioning is "universal" , the same for each banks ? Exemple , a check for physical modifications need to be write obviously in the physical bank , or he can be write everywhere ? Finally , a pointage (of 2 or 3 bytes) can be called also an instruction , or pointages are just pointages ?