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

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

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nodever2

Woah, sick. How expandable is this? One of the most annoying things about adding new items is adding them to the equip screen, maybe this could be a good basis for adding them more easily.
Need help? Just ask.
My Hacks | My Resources

Tundain

It's not immediately that much easier to add new items rn, since all the references to the table data still use the vanilla pointers.
There definitely is more space on the tilemap itself now, and there is also some extra space in the pause Menu grahics (for more items).
However, one still needs to be able to expand the equipment screen data tables.

But, the tilemaps for each item are now a lot smaller (only 4 words for every item, since all items are now 2x2's in the equipment screen), so one could definitely use some of that extra space after that, since the equip data tables come right after.
In fact, i can probably get smth done without too much effort.

OmegaDragnet9

Event PLM with Earthquake and Maridia Tube v2

-02-05-2024

Removed Vanilla Event Check.
Event 0B no longer deletes the PLM.

[spoiler=What It Does]

Based heavily off Dewhi100's Better Room Clear Events PLM and Amoeba and TestRunner's version of JAM's FF Events and Tubes.

  • Sets an event based off the low byte of the PLM value in the editor.
  • Setting the high byte to "40xx" will unset the event. Leaving it at "00xx" will set the event (feature borrowed from Benox50's Extended Event PLM.)
  • Optional Room ASM to trigger earthquake included. This is from MetroidNerd#9001's Event Triggers from Killing Enemies.
  • Maridia Tube PLM behaves as an Event PLM. The low byte of the PLM value sets the event.
  • Comment out Smiley's hex edit and "MaridiaTube3" to get Vanilla tube breaking behavior. Leave them in to set the Event immediately and allow Samus to move (as seen in Subversion and Axeil Edition.)

[/spoiler]

[spoiler=Why Another Event PLM?]
I wanted to combine features from several resources into one PLM. (If something works for me, I want it to be usable for the community.) This is more or less a remix that's in a format I find more convenient.
[/spoiler]

My version of the Event PLM is really if you need these particular features for these particular conditions. I want to credit dewhi100, Benox50, Amoeba, TestRunner, JAM, Smiley, and MetroidNerd#9001 for their work featured here.

Please check their resources out.






OmegaDragnet9

-10-13-2023

Artifact PLM download link restored again. 1.5 current.

TobiMikami

This patch/gfx/tpl replaces Super Metroid "EYE" enemy with the detection eye from Chozodia in Metroid Zero Mission. I wouldn't patch this patch over a good ROM, import the provided palette to the "EYE" enemy palette, transfer the tiles in TLP from a different ROM patched with this patch or with the tiles in the included GFX file.

Video here: https://www.youtube.com/watch?v=u7vN0hjWHpU

Tundain

Downsparking!

Pretty self-explanatory, grants samus the ability to perform a shinespark downwards, vertically and diagonally.
To perform, you need to be holding down when performing a regular shinespark (it's less annoying to perfrom than it may sound)

Thx to Scyzer and Smiley for some stuff!

08/01/2024 (DMY): Update
-Now no longer needs RAM variable


OmegaDragnet9

Shotblock Event PLM and Speedbooster Event PLM.

-01-15-2024- Made an Event PLM for Speedbooster. The BTS is still usable as is, but the PLM version removes the need for room states. Still operates off of Room Index, which actually makes it more of a "set it and forget it" way of having a room specific blockade.

If the PLM is used, keep 4 tiles away from doors. Still invisible under x ray and bombs.

-11-29-2023- Version 1.4 Room states no longer required for Shotblock PLM.

Added condition in the pre-instruction that spawns a transparent air tile (Tile $44) if the event is already set.

[spoiler=Changelog:]

-09-12-2023- Rectified mistake I made regarding Bank $94 Hijack. (Thanks to SuperSquad33 and Nodever2 for their involvement.)

-07-17-2023-  Discovered a bug that escaped my attention during testing. Shotblock was respawning and with part of a yellow doorcap. It is fixed. My apologies to the folks who downloaded that. Version 1.2 corrects this.

-07-15-2023- Added Event BTS Speedbooster ASM file.

Uses Crumble Block 1F and sets event based off the Room Index (from MetroidNerd#9001's Event Triggers from Killing Enemies.) This one, you actually need to place the BTS itself.

-07-13-2023- Consolidated into one PLM. Use the high byte to select the Shotblock type.
[/spoiler]

[spoiler=Four Varieties:]
  • Regular shotblock
  • Power Bomb
  • Missile
  • Super Missile
[/spoiler]

Low byte sets the event. Much like BTS blocks, it has no GFX, but will remove the GFX in front of it when the PLM is deleted.

The intention was to create a blockade removal system like ZM and Redesign had. Except this works by using events and room states.

[spoiler=Specific Usage]
I place one of the PLMs in a group of similar BTS blocks. (The non-respawning variety.) Only catch is X-Ray does not pick this up, so that can be a giveaway.
[/spoiler]

Credits:

Thanks to PJ Boy for the bank logs. Tundain's Remote Gate resource was studied for this as well. Thanks to dewhi100, MetroidNerd#9001, Benox50, Amoeba, TestRunner and JAM. Their event resources helped me understand this better.




OmegaDragnet9

Easy Space Jump

Same idea behind the Easy Bombs. Uses some free space in Bank $90.

In the Defines section, place whatever item you want to engage the better space jump (like in Project Base or Zero Mission.) By default, it's  set to Gravity Suit.

When you turn off the item, you get Vanilla behavior.
(Commented out useless items, but left them in in case someone wanted to use the defines in another ASM context.)

Based off Begrimed's Hex Edits. Thanks PJ.Boy for the Banklogs.


OmegaDragnet9

JAM's Messenger PLM Disassembly
(And a few PLMs made from that template.)

-01-18-2024

-After a few months of testing I thought it best to update this. Changed JSR to Bank $85 to JSL because ASAR wouldn't assemble otherwise.

-The Event Contact PLM and Event Messenger PLM have been more clearly labelled as "prototypes." (There was some unexpected buggy behavior if you utilized the High Byte.)

Description:
[spoiler]
This is a disassembly of the 1.0 version, which will match JAM's patch byte for byte.

Included is a version of 1.0 and 1.1 with labels for ease of use (which will likely write the instruction list to a different place than the IPS patches would.)

It's been recently discussed on discord that a lot of Vanilla's PLM instructions are very similar. (The Messenger PLM was based off the ice beam.) Analyzing this against P.JBoy's Bank Logs has helped me get a better grasp on PLM instructions.

JAM'S PLM serves as a good template. Was able to convert it to a contact-activated event PLM (not that we don't have those already but it was fun being able to chart out how to make one.)

Also took squishy_ichigo's Endgame BTS and used this to put it in PLM form. (Unless you intend to add graphics it's better to use the BTS as it chews up less freespace.)

As always I try to include SMART files for ease of use.
Be sure to credit JAM if you modify the PLM. [/spoiler]


mfreak

FX Overhaul

This patch changes the code of most FX effects and layer configurations and adds options to it for MUCH more variety. Following changes are:
  - All FX effect types make use of the liquid values and flag slots in their own way
  - Liquids, Haze and BG3 background can have configurable tide (effects) now
  - The spores, rain and fog effect have adjustable auto scroll speed
  - Adjusted scrolling sky effect
  - Added a unique effect, which acts like a configurable "static power bomb explosion"
  - BG Glow can have different colors assigned to it other than black and controllable intensity per kill
  - Haze has the most changes (controllable haze size, color options, tide effects)
  - A lot more layer type configuration possibilities
FX animated tiles and palettes have not been changed (maybe in the future)
A manual in form of a pdf file is provided to explain what changes do anything. Below are images what the patch is capable of.

For SMART compatibility, it seems to not conflict with anything, but I would be careful with that.


H A M

2 ASMs fixing spinjump to make it more ZM.

H A M

Mid-air Morph While Charging
By H A M
Make Samus be able to mid-air morph while charging her beam.

H A M

Enemy Death Animation Fix
By H A M
Fixes enemy death animation being a small explosion when grappled or power bomb'd.
v1.1: Fixes a bug where grapple isn't stopped when it hits the enemy.
v1.2: i found an easier way

Exister

A patch that replaces item cancel with morphing. Viable for use in hacks with not many selectable items. (Get that grapple and x ray outta here!) I'd also suggest some hex tweaks alongside this to make morph faster by letting you run in it or increasing its base speed, but even standalone it's still pretty fun.

H A M

Charge Release Shot Color
Makes Samus' palette right after firing a charged shot depend on the beam's color. Uses no freespace.

OmegaDragnet9

Here's a bit of a hacky workaround that could be useful for changing scenes 02 and 03 on the intro cutscene. (Samus handing the Metroid over and Ceres scientists studying the Metroid.) It hides the animated Metroid sprite underneath the tilemap for both scenes.

Reason this is necessary:

I haven't been able to just edit the tilemap directly in SMILE RF as saving changes doesn't change the tilemap and actually corrupts the ROM on the file options menu with scene 02.

This gives back a little more control over the still images.

Don't lay down transparent tiles in the spot. Beware that scene 3 still does some mirroring where the Metroid tube is.

Thanks to P.JBoy for the Banklogs and PHOSPHOTiDYL because his extended title screen ASM was studied to understand the spritemap format. (RaccoonSam's spritemap tutorial was also instrumental.)


Exister

This asm allows you to set different items for bomb torizo to wakeup to. It also changes the item that causes bomb torizo's door to lock. The item can be set within the asm itself, details on what values to use are provided inside! Uses no freespace since it's just editing a small bit of vanilla code.
Uhhhh nevermind use this it's better lol https://metroidconstruction.com/resource.php?id=491

H A M

Mother Brain's Rinkas Fix
Allows drops to spawn from MB's rinkas and also removes the delay when one of these rinkas are freezed and killed. No freespace used.

Tundain

Shinespark compatible reflects

-Makes samus bounce off of reflects when shinesparking :)

Two versions are included:
-one with my downsparking patch included, so samus can bounce in all directions
-one with only vanilla shinesparking (so only horizontal/upwards movement)

9/1/2024 (DMY) update:
-small fix related to drawing samus
-now also includes a grapple reaction for the reflect, allowing you to modify their orientation when firing grapple at them.

instructions in the file.

TobiMikami

This is the craziest mod I never realized we needed, amazing work, as always

OmegaDragnet9

Event Construction Blocks and
Event Triggered Disappearing Solid.

Does not set events. Blocks only appear/disappear after an event is triggered and the room is reloaded.

(In the same spirit as the Tiles Builder PLM) the idea is to make relatively small room edits without using Room States.

The changes are made in the editor at the individual block level. For large level edits I recommend using room states.

Details:
[spoiler]
Construction Block is triggered by an event matching the room index.

$F000 determines BTS that appears.
$0FFF determines GFX to display per tile.
Adding $0400 flips tiles horizontally.
Adding $0800 flips them vertically.

The Event Check Solid PLM creates a solid block that will take on the GFX from Layer 1.

When an event is triggered (this time matching the PLM argument, and not the room index) the PLM becomes a transparent air tile after the room is reloaded.

Keep 3 to 4 tiles away from a door BTS, or graphical glitches can occur.

Does not show up under x ray.
[/spoiler]

Credits: Kejardon, his PLM Disassembly explained the Vanilla routines that this PLM operates off of.

Benox50, the Tiles Builder PLM inspired this. Beyond that his resources help me understand this stuff better.

P.JBoy for the Banklogs.

Video:
[spoiler]
https://cdn.discordapp.com/attachments/370769325851803648/1195604185933160508/RoomBuildingPLMs.mp4?ex=65b4982b&is=65a2232b&hm=2c8680cb66d885f0424b41f1909f3c66a072afb82a4e212929843c633ddc5856&[/spoiler]



H A M

Samus drained pose fix
Fixes pose E8h (Facing right - Samus drained - crouching) to be symmetrical with pose E9h (Facing left  - Samus drained - crouching). Compatible with a flipped version of Mother Brain.
I haven't fully tested it yet.

OmegaDragnet9

Event Gray Doors

08-30-2024

Added version 1.1 (which is featured in the Boss Area Event System.)  Added Standalone version, which ONLY overwrites the Animals Saved Condition with code that sets the event based off the PLM argument (which would be the door index.)

-02-09-2024-

Updated with instructions to make compatible with Nodever2's Door Cap PLM Rewrite. (I highly recommend checking that one out if you haven't already.)

JAM already had this functionality in his Extra Events Doors patch. (Without doing a disassembly of the IPS patch I believe this should operate very similarly.)

Included is the Room Index version (as was shared in Hex Edits, commented out in this file.) This version checks the event based off the Door Index (low byte of PLM Argument.)

To utilize this, make sure the gray door high byte is set to the "Animals Saved" option in the editor. Low byte determines both the door index as well as the event to trigger the door flashing.

Credits: JAM, P.JBoy and MetroidNerd#9001.

Video:
[spoiler]
https://cdn.discordapp.com/attachments/371734116955193354/1197795873002881135/Gray_Doors_Hijack.mp4?ex=65bc9156&is=65aa1c56&hm=4f8091761ee8d865130c0bad74c1210fa7f6182e5329133b07e4477868b4c641&; [/spoiler]