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Project Base 0.7.3 release

Started by begrimed, August 31, 2009, 06:03:10 AM

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Tomtroid

#600
Quote from: begrimed on August 11, 2016, 02:12:32 PM
I've been working on Project Base 0.8 off and on lately. One of the things I'm trying to accomplish is making the map feel like it was meant to be explored by the stronger and faster Samus that you play as, instead of only devising ways for the player to blow through obstacles more quickly. Mostly I've just been working on new rooms, and some graphical stuff.

[spoiler][/spoiler]



Looks nice. I suppose that'll be a new room for 0.8?

Thirteen1355

Really curious about that room.

I looks a bit like Tourian, but it has natural stuff in it as well.

maxipower

Quote from: begrimed on August 11, 2016, 02:12:32 PM
QuoteI truly hope you do understand your amazing hack isn't just speedrunner meat.
Hahahaha, thank you. Yeah, the expedience of everything has been getting reigned in a bit since the earlier versions where even the gravity was too fast. A stand-out example for me is having to temporarily get rid of platform enemies because of Samus sometimes randomly taking damage from landing on them. I'd like to get those working again and be able to use enemies as environmental pieces more like they sometimes originally were. The same could be said for removed map stations, item fanfare, etc. Lots of smaller bits that collectively squeeze much of the soul out of the original game - I totally get it.

It's tough deciding which tweaks to keep and undo. I really do like the brevity of things now, and so do a lot of others. I also like the cinematic aspect and suspenseful pauses that have since been shortened or removed. There's definitely a nice balance that can be found between the two, which I become more aware of over time. :D

I've been working on Project Base 0.8 off and on lately. One of the things I'm trying to accomplish is making the map feel like it was meant to be explored by the stronger and faster Samus that you play as, instead of only devising ways for the player to blow through obstacles more quickly. Mostly I've just been working on new rooms, and some graphical stuff.

[spoiler][/spoiler]

[spoiler]https://dl.dropboxusercontent.com/u/25247391/tiles.avi

The bugs, star and grass are animated tiles[/spoiler]

With all due respect, I think project base as is, is a perfect blend of improvements and expansion to the original game. All your new rooms and tunnels you have added felt natural. But that 0.8 screenshot looks alien as I cannot place were it is. Obviously when it's released I could be wrong but if you are making vast changes to the map I think it problarh deserves its own Rom hack name.

Perhaps project bar truely is Base, and this new beast your making is your true vision

Tldr, project base is perfect.

Thirteen1355

Nah, I think removing the item jingle causes the player to feel that you should have played the original game at least once.
I think Project Base should be THE version of Super Metroid, and those new rooms only expand upon the original. As long as the new rooms look good (and they do), I think it only helps improving Super Metroid.

If you remove all of those atmospheric things, the player gets the feeling this hack only aims to please speedrunners or people that don't want the atmosphere being in the way of the gameplay.
In my opinion, though, Super Metroid's atmosphere (the suspense of the slow approach of certain bosses, the timer and Mode 7 effects which amazed people at that time) is part of the gameplay.

Also, best thing would be if the item jingle remained, but you don't have to wait until it's over before you can move one.
The Super Metroid hack Eris does that.

Also, Project Base was planned from the start to include entirely new rooms.

Jordan5

Quote from: Thirteen1355 on August 14, 2016, 07:50:10 AM
Nah, I think removing the item jingle causes the player to feel that you should have played the original game at least once.

They should have played the original at least once.

Quote from: Thirteen1355 on August 14, 2016, 07:50:10 AM
Also, best thing would be if the item jingle remained, but you don't have to wait until it's over before you can move on.
The Super Metroid hack Eris does that.

That's actually super annoying though because new rooms won't load until the jingle has finished, so you sit staring at a black screen. The shorter jingle for expansions and long jingle for equipment is best way to go about it IMO.

Thirteen1355

Quote from: Jordan5 on August 14, 2016, 08:12:20 AM
Quote from: Thirteen1355 on August 14, 2016, 07:50:10 AM
Nah, I think removing the item jingle causes the player to feel that you should have played the original game at least once.

They should have played the original at least once.

Quote from: Thirteen1355 on August 14, 2016, 07:50:10 AM
Also, best thing would be if the item jingle remained, but you don't have to wait until it's over before you can move on.
The Super Metroid hack Eris does that.

That's actually super annoying though because new rooms won't load until the jingle has finished, so you sit staring at a black screen. The shorter jingle for expansions and long jingle for equipment is best way to go about it IMO.

I disagree. I think Project Base is the best way to play the game. Why play a game with inferior controls first, only to leave this perfection to the people that want to replay it once?

And I think your idea for the item jingle is better.

Quietus

Regarding playing the original: I've always felt that with most hacks, it's players who have loved a game, and wish to experience more if it. It would be hard to truly appreciate Project Base (or any other hack) if you don't know what you're comparing it to.

Thirteen1355

I tend to disagree :yay:
Most players who never have seen or heard of Project Base were annoyed by certain control things in Super Metroid, or the quicksand that was really annoying in Maridia.

So they knew it could be better.

ShadowOne333

I've been enjoying Project Base a lot!

More so by applying the Heavier physics patch over it to make it close to the physics in Fusion/ZM and to make the action much more fast paced. (Yeah I hate the floaty physics) :P
I gotta say that this hack has made me enjoy Super Metroid a lot more, I can now find myself wanting to come back to this game without the bad memories of the floaty jumps and the slow shots.

I've been using this patch:
http://www.romhacking.net/hacks/2767/
The Super Metroid (JU) [!] [h] [2015].ips variation (to make it as close to vanilla SM as possible).

Now with that said, I've trying to implement some of the changes of Control Freak to this patch, but without luck, it freezes upon doing so in-game.
The base ASM for Control Freak along with its bins are located here:
https://m2k2.taigaforum.com/attachment/Sn5XdULOGgd6ZAJ1Tg5rhfkLDso

The only changes I want to apply to Project Base Nintendit from Control Freak are the X Button to X Ray and the L&R button changes, specifically the R Button toggling the missiles and power bombs, this is the one I am mostly going for to implement to the Super Metroid (JU) [!] [h] [2015].ips patch I specified before.

Now, is it possible to implement ONLY those changes from Control Freak into the Super Metroid (JU) [!] [h] [2015].ips variation of Project Base Nintendit?

Jordan5

I'm assuming that the [h] means there is a header on your rom. You will either need to remove the header via SMILE before applying the asm or add 'header' between lorom and the code (I believe that's how you do it, I've never had to because headers are dumb)

Thirteen1355

Quote from: ShadowOne333 on August 19, 2016, 04:52:39 PM
I've been enjoying Project Base a lot!

More so by applying the Heavier physics patch over it to make it close to the physics in Fusion/ZM and to make the action much more fast paced. (Yeah I hate the floaty physics) :P
I gotta say that this hack has made me enjoy Super Metroid a lot more, I can now find myself wanting to come back to this game without the bad memories of the floaty jumps and the slow shots.

I've been using this patch:
http://www.romhacking.net/hacks/2767/
The Super Metroid (JU) [!] [h] [2015].ips variation (to make it as close to vanilla SM as possible).

Now with that said, I've trying to implement some of the changes of Control Freak to this patch, but without luck, it freezes upon doing so in-game.
The base ASM for Control Freak along with its bins are located here:
https://m2k2.taigaforum.com/attachment/Sn5XdULOGgd6ZAJ1Tg5rhfkLDso

The only changes I want to apply to Project Base Nintendit from Control Freak are the X Button to X Ray and the L&R button changes, specifically the R Button toggling the missiles and power bombs, this is the one I am mostly going for to implement to the Super Metroid (JU) [!] [h] [2015].ips patch I specified before.

Now, is it possible to implement ONLY those changes from Control Freak into the Super Metroid (JU) [!] [h] [2015].ips variation of Project Base Nintendit?

Hey, it's you!
Yeah, right now, I'm playing the exact same way as you. Full patch, vanilla palettes, heavy gravity (in order to match it with the GBA games and AM2R). You seem to want to use Control Freak to make the Super Metroid controls even more similar to the GBA games, right? Well, I've tried implementing Control Freak as well, but to no avail. The control edits are conflicting. I think it's mainly the option to have auto-run. Another big clash comes with the changes in Spinjumps with both hacks.



Grime, there's another thing that you may want to change in the atmosphere/immersion patch:
The fireflies don't lit the rooms they reside in (in Project Base). When you kill them, the light remains in the room.

personitis

If I had to take a guess as to why there's issues with control freak patch and PB (without looking at sources such as RAM map or assmebly/disassembly), it's probably to do with the added backflip code location in PB and where control freak writes code and the two overlapping one another.

Thirteen1355

Quote from: Jordan5 on August 19, 2016, 05:12:00 PM
I'm assuming that the [h] means there is a header on your rom. You will either need to remove the header via SMILE before applying the asm or add 'header' between lorom and the code (I believe that's how you do it, I've never had to because headers are dumb)

Headers are a horrible thing with SNES roms. I know only one rom hack that needs a headered rom (Eris), so you should remove that one. Almost every SM hack needs an unheadered rom. You can remove the header with the Super Metroid Editor (SMILE), but I prefer SNEStuff, because it loads much quicker.

ShadowOne333

Quote from: personitis on August 19, 2016, 05:47:44 PM
If I had to take a guess as to why there's issues with control freak patch and PB (without looking at sources such as RAM map or assmebly/disassembly), it's probably to do with the added backflip code location in PB and where control freak writes code and the two overlapping one another.
I think that might be it too, that and the AutoRun ASM which apparently PB and CF both seem to modify.
Is there any way in which we could simply comment out those changes in the ASM file and then apply it over the patched SM ROM with PB?

Quote from: Thirteen1355 on August 19, 2016, 05:39:19 PM
You seem to want to use Control Freak to make the Super Metroid controls even more similar to the GBA games, right? Well, I've tried implementing Control Freak as well, but to no avail. The control edits are conflicting. I think it's mainly the option to have auto-run. Another big clash comes with the changes in Spinjumps with both hacks.
That's correct.
I want to modify Super Metroid to have a much more similar layout and feel to the GBA games' physics and controls.
Right now I got the physics right where I want them with the patch I metioned in my post, but the controls for the missiles and power bombs are the only thing missing to fully make the conversion I'm aiming for.

It really gave Super Metroid a much more action packed feel to it like the GBA ones, it didn't feel as dragging and floaty anymore to me, which is something I never liked.

I hope eventually there comes a way to implement CF and PB in a friendly way soon.

Thirteen1355

[spoiler][/spoiler]

I loved the floaty gravity, just like I love the heavy gravity. From my current playthrough on I'm using heavy gravity, simply because all of the other 2D Metroids have it (now AM2R replaces Metroid 2 for me). So the heavy gravity fits the rest much better. It also makes Super Metroid a bit harder. It's a pretty easy game.

Yeah, I would like the GBA missile selection system, as well as auto-dash. I think the missile selection doesn't conflict with PB. The dash and spinjump changes certainly do, though.

Project Base does work with many Super Metroid hacks (Eris, if you remove its header), but if a hack has even one small change made to the control scheme (Ice Metal's Boost Ball, Super Zero Mission's Respin), Project Base will break the game.

But yeah, you know more about editing than I do. The best thing for now is to wait for Grime to comment. He knows.

personitis

Quote from: ShadowOne333 on August 20, 2016, 02:03:56 PM
I think that might be it too, that and the AutoRun ASM which apparently PB and CF both seem to modify.
Is there any way in which we could simply comment out those changes in the ASM file and then apply it over the patched SM ROM with PB?
If my guess is correct, there could be more than just one conflict in the area of interest. The solution would be simple though: get a proper hijack (for newer code like auto-run and such), find some free space, and put the code there. If moving code to another bit of free space, you'd need to adjust the original hijack so it knows were to read as well. There would be no reason to comment out/"no operation"(NOP) things unless you actually didn't want them there in the first place.

Thirteen1355

Is underwater Space Jump without Gravity Suit possible in the original Super Metroid? I just did sequence break a bit, and beat Draygon before I got into the Wrecked Ship. So I obtained Space Jump, and it works underwater.

personitis

It's not. Though if you acquire Space Jump before Gravity Suit you can initiate a space jump above liquid, hold jump near the water surface, and bounce across iirc. :D

Thirteen1355

I just spoke to a person who tried Project Base, and he totally didn't like the changes made to the Ridley fight in the beginning.

Xangi

#619
Hey so I'm just trying to apply JAM's Spazer + Plasma to this and from what I see in that thread there are issues doing that. The answer given there was a very short:

"you can us it with pro. base but not at this free space 1A74B8..1A75EF ther is no free space in pro. base at this adress your need at least 138 bytes freespace and at this two adresses ther is only 8 bytes freespace"

which I assume means I've gotta edit the IPS patch with a hex editor to tell it to throw its changes elsewhere? I'm just wondering if there's a better way of doing this than popping open HxD and trying to find-replace pieces of the IPS patch.

Thanks in advance.

EDIT: Well I did it and it doesn't seem to have broken the game. Time will tell.

Thirteen1355

#620
Shadow, maybe it is possible to combine Project Base with Control Freak, IF you use these two optional patches listed on the Project Base site:
- Disable Backflip
- Classic Booster


Both the Backflip move and the new Speed Booster mechanic seem to clash with Control Freak.
EDIT: Doesn't work.

Another thing that makes PB clash with CF: Respin. When you apply the Respin patch to Super Metroid (which PB already includes), and apply CF afterwards, CF actually REMOVES Respin.
Also, in the intro sequence (referring to the orignal Metroid Mother Brain fight), when Samus Spin Jumps, the game immediately crashes. Also, when you look at the Control Freak RHDN page:

  • Spinjump controls have also been improved a bit - Walljumping should be a bit easier on a d-pad, and Samus will fire in the direction you're pressing instead of just forward, if you press fire.
So the Spinjump has been changed in both hacks.
So we should ask Grime ( :grin:) if he could make a patch that removes the altered Spinjump.

Or, you could do it yourself. Maybe that was your plan anyway. I cannot do it, unfortunately.  :pale:

Also, is it possible to include those unused enemies (Stoke, Bang), into Project Base? That would be really amazing!

ShadowOne333

What the...
I didn't get any notification about the replies through email. Weird.

In any way, I'll wait until the dev of this project lends a word about the Control Freak compatibility with the source files I provided.
Until then, I'll try to see if by some miracle I can get it to work alongside PB.

If I manage to get anything working I'll be sure to drop by and explain what I did (if that happens of course).
Wish me luck!

Thirteen1355

You should click the 'Notify' button that is hidden somewhere on the thread (don't know exactly where it is)...

begrimed

I'm not sure I've got the know-how to make the patches compatible with each other on my own (I don't have the time to dig into that right now), but here is the ASM file for the backflip + pose table that Project Base uses. If somebody else gets them working together smoothly, I can add it to the Project Base page.

lorom

;ASM to keep running speed while landing. This is more effective than simply changing the pose table, as you can have variables, doesn't move you forward a pixel, and (from what I tested) doesn't cause a palette glitch.

;Made by SadiztykFish for Grime =)

!Spark = $05D5
org $90D34C
   JSR Set
org $90A383
   JMP Landy
SLOWDOWN:
org $90FA00         ;Uses free space from $8763A to $87663 (depending on variables)
Landy:
   PHP
   REP #$30
   LDA !Spark
   AND #$0000
   STA !Spark
   BNE SLOW

;If you want to disable the check for the SpeedBooster item, delete or comment the next 3 lines by putting a ; in front

   ;LDA $09A2
   ;AND #$2000
   ;BEQ SLOW

;If you want to disable the check for RUN (so you don't need to be holding it to keep speed), delete or comment the next 3 lines

  ; LDA $8B
  ; AND $09B6
  ; BEQ SLOW

;To keep speed even if you aren't spinning (ie, even if you just run off a ledge), uncomment the next line by removing the ; and comment/delete the next 9 lines (if you want to save space)

;   BRA END

   LDA $0A24
   CMP #$0013
   BEQ END
   CMP #$0014
   BEQ END
   CMP #$0019
   BEQ END
   CMP #$001A
   BEQ END
   CMP #$001B
   BEQ END
   CMP #$001C
   BEQ END
   CMP #$0027
   BEQ END
   CMP #$0028
   BEQ END
   CMP #$0029
   BEQ END
   CMP #$002A
   BEQ END
   CMP #$003D
   BEQ END
   CMP #$003E
   BEQ END
   CMP #$0051
   BEQ END
   CMP #$0052
   BEQ END
   CMP #$0067
   BEQ END
   CMP #$0068
   BEQ END
   CMP #$0081
   BEQ END
   CMP #$0082
   BEQ END
   CMP #$0083
   BEQ END
   CMP #$0084
   BEQ END
SLOW:
   JMP SLOWDOWN
END:
   PLP
   RTS
Set:
   LDA #$0001
   STA !Spark
   LDA $0AAF
   RTS

!FirstLift = #$0000 ;How many frames before the FIRST lift. 0008 = double-jump effect
!DecayOne = #$0005 ;How many frames until 1st vertical momentum slowdown
!DecayTwo = #$0010 ;How many frames until 2nd vertical momentum slowdown
!DecayThree = #$0025 ;How many frames until 3rd vertical momentum slowdown / after falling
!StartSpeed = #$005 ;How many pixels to boost up at the start
!LiftSpeed = #$0004 ;How many pixels to boost up during damage boost
!DecaySpeedOne = #$0002 ;How many pixels to boost up during damage boost after 1st decay time
!DecaySpeedTwo = #$0001 ;How many pixels to boost up during damage boost after 2nd decay time

org $A0868F
JSR $FF00

org $A0FF00
PHX
LDA $0A28
CMP #$004F
BEQ YAY
CMP #$0050
BEQ YAY
LDA $0A1C
CMP #$004F
BEQ WOO
CMP #$0050
BEQ WOO
ENDLIFTY:
PLX
LDA $1840
RTS

YAY:
LDA #$0002
STA $0B36
LDA #$FFFF-!StartSpeed
JSL VERTICALCHECK
BRA ENDLIFTY

WOO:
LDX $05D5
INX
STX $05D5
CPX !FirstLift
BPL SAMUSGOUP
BRA ENDLIFTY

SAMUSGOUP:
CPX !DecayThree
BPL ENDLIFTY
CPX !DecayTwo
BPL $0A
CPX !DecayOne
BPL $0A
LDA #$FFFF-!LiftSpeed
BRA $08
LDA #$FFFF-!DecaySpeedOne
BRA $03
LDA #$FFFF-!DecaySpeedOne
JSL VERTICALCHECK
BRA ENDLIFTY
org $90F780
VERTICALCHECK:
STA $12
STZ $14
JSR $9440
RTL

org $90F63A ;I put a lot of custom ASM here, so you should check whether it's  free first
LDA $0A23
AND #$00FF
CMP #$0003
BEQ ENDAIR
CMP #$0002
BEQ ENDAIR
CMP #$0006
BEQ ENDAIR
CMP #$0014
BEQ ENDAIR
JSL $9098BC
ENDAIR:
RTL

;Note:
;Falling means you walked off a ledge or demorphed in midair
;Jumping means you used the jump button

;00: Facing forward, ala Elevator pose.
;01: Facing right, normal
;02: Facing left, normal
;03: Facing right, aiming up
;04: Facing left, aiming up
;05: Facing right, aiming upright
;06: Facing left, aiming upleft
;07: Facing right, aiming downright
;08: Facing left, aiming downleft
;09: Moving right, not aiming
;0A: Moving left, not aiming
;0B: Moving right, gun extended forward (not aiming)
;0C: Moving left, gun extended forward (not aiming)
;0D: Moving right, aiming straight up (unused?)
;0E: Moving left, aiming straight up (unused?)
;0F: Moving right, aiming upright
;10: Moving left, aiming upleft
;11: Moving right, aiming downright
;12: Moving left, aiming downleft
;13: Normal jump facing right, gun extended, not aiming or moving
;14: Normal jump facing left, gun extended, not aiming or moving
;15: Normal jump facing right, aiming up
;16: Normal jump facing left, aiming up
;17: Normal jump facing right, aiming down
;18: Normal jump facing left, aiming down
;19: Spin Jump right
;1A: Spin Jump left
;1B: Space jump right
;1C: Space jump left
;1D: Facing right as morphball, no springball
;1E: Moving right as a morphball on ground without springball
;1F: Moving left as a morphball on ground without springball
;20: Spinjump right. Unused?
;21: Spinjump right. Unused?
;22: Spinjump right. Unused?
;23: Spinjump right. Unused?
;24: Spinjump right. Unused?
;25: Starting standing right, turning left
;26: Starting standing left, turning right
;27: Crouching, facing right
;28: Crouching, facing left
;29: Falling facing right, normal pose
;2A: Falling facing left, normal pose
;2B: Falling facing right, aiming up
;2C: Falling facing left, aiming up
;2D: Falling facing right, aiming down
;2E: Falling facing left, aiming down
;2F: Starting with normal jump facing right, turning left
;30: Starting with normal jump facing left, turning right
;31: Midair morphball facing right without springball
;32: Midair morphball facing left without springball
;33: Spinjump right. Unused?
;34: Spinjump right. Unused?
;35: Crouch transition, facing right
;36: Crouch transition, facing left
;37: Morphing into ball, facing right. Ground and mid-air
;38: Morphing into ball, facing left. Ground and mid-air
;39: Midair morphing into ball, facing right? May be unused
;3A: Midair morphing into ball, facing left? May be unused
;3B: Standing from crouching, facing right
;3C: Standing from crouching, facing left
;3D: Demorph while facing right. Mid-air and on ground
;3E: Demorph while facing left. Mid-air and on ground
;3F: Some transition with morphball, facing right. Maybe unused
;40: Some transition with morphball, facing left. Maybe unused
;41: Staying still with morphball, facing left, no springball
;42: Spinjump right. Unused?
;43: Starting from crouching right, turning left
;44: Starting from crouching left, turning right
;45: Running, facing right, shooting left. Unused? (Fast moonwalk)
;46: Running, facing left, shooting right. Unused? (Fast moonwalk)
;47: Standing, facing right. Unused?
;48: Standing, facing left. Unused?
;49: Moonwalk, facing left
;4A: Moonwalk, facing right
;4B: Normal jump transition from ground(standing or crouching), facing right
;4C: Normal jump transition from ground(standing or crouching), facing left
;4D: Normal jump facing right, gun not extended, not aiming, not moving
;4E: Normal jump facing left, gun not extended, not aiming, not moving
;4F: Hurt roll back, moving right/facing left
;50: Hurt roll back, moving left/facing right
;51: Normal jump facing right, moving forward (gun extended)
;52: Normal jump facing left, moving forward (gun extended)
;53: Hurt, facing right
;54: Hurt, facing left
;55: Normal jump transition from ground, facing right and aiming up
;56: Normal jump transition from ground, facing left and aiming up
;57: Normal jump transition from ground, facing right and aiming upright
;58: Normal jump transition from ground, facing left and aiming upleft
;59: Normal jump transition from ground, facing right and aiming downright
;5A: Normal jump transition from ground, facing left and aiming downleft
;5B: Something for grapple (wall jump?), probably unused
;5C: Something for grapple (wall jump?), probably unused
;5D: Broken grapple? Facing clockwise, maybe unused
;5E: Broken grapple? Facing clockwise, maybe unused
;5F: Broken grapple? Facing clockwise, maybe unused
;60: Better broken grapple. Facing clockwise, maybe unused
;61: Nearly normal grapple. Facing clockwise, maybe unused
;62: Nearly normal grapple. Facing counterclockwise, maybe unused
;63: Facing left on grapple blocks, ready to jump. Unused?
;64: Facing right on grapple blocks, ready to jump. Unused?
;65: Glitchy jump, facing left. Used by unused grapple jump?
;66: Glitchy jump, facing right. Used by unused grapple jump?
;67: Facing right, falling, fired a shot
;68: Facing left, falling, fired a shot
;69: Normal jump facing right, aiming upright. Moving optional
;6A: Normal jump facing left, aiming upleft. Moving optional
;6B: Normal jump facing right, aiming downright. Moving optional
;6C: Normal jump facing left, aiming downleft. Moving optional
;6D: Falling facing right, aiming upright
;6E: Falling facing left, aiming upleft
;6F: Falling facing right, aiming downright
;70: Falling facing left, aiming downleft
;71: Standing to crouching, facing right and aiming upright
;72: Standing to crouching, facing left and aiming upleft
;73: Standing to crouching, facing right and aiming downright
;74: Standing to crouching, facing left and aiming downleft
;75: Moonwalk, facing left aiming upleft
;76: Moonwalk, facing right aiming upright
;77: Moonwalk, facing left aiming downleft
;78: Moonwalk, facing right aiming downright
;79: Spring ball on ground, facing right
;7A: Spring ball on ground, facing left
;7B: Spring ball on ground, moving right
;7C: Spring ball on ground, moving left
;7D: Spring ball falling, facing/moving right
;7E: Spring ball falling, facing/moving left
;7F: Spring ball jump in air, facing/moving right
;80: Spring ball jump in air, facing/moving left
;81: Screw attack right
;82: Screw attack left
;83: Walljump right
;84: Walljump left
;85: Crouching, facing right aiming up
;86: Crouching, facing left aiming up
;87: Turning from right to left while falling
;88: Turning from left to right while falling
;89: Ran into a wall on right (facing right)
;8A: Ran into a wall on left (facing left)
;8B: Turning around from right to left while aiming straight up while standing
;8C: Turning around from left to right while aiming straight up while standing
;8D: Turn around from right to left while aiming diagonal down while standing
;8E: Turn around from left to right while aiming diagonal down while standing
;8F: Turning around from right to left while aiming straight up in midair
;90: Turning around from left to right while aiming straight up in midair
;91: Turning around from right to left while aiming down or diagonal down in midair
;92: Turning around from left to right while aiming down or diagonal down in midair
;93: Turning around from right to left while aiming straight up while falling
;94: Turning around from left to right while aiming straight up while falling
;95: Turning around from right to left while aiming down or diagonal down while falling
;96: Turning around from left to right while aiming down or diagonal down while falling
;97: Turning around from right to left while aiming straight up while crouching
;98: Turning around from left to right while aiming straight up while crouching
;99: Turning around from right to left while aiming diagonal down while crouching
;9A: Turning around from left to right while aiming diagonal down while crouching
;9B: Facing forward, ala Elevator pose... with the Varia and/or Gravity Suit.
;9C: Turning around from right to left while aiming diagonal up while standing
;9D: Turning around from left to right while aiming diagonal up while standing
;9E: Turning around from right to left while aiming diagonal up in midair
;9F: Turning around from left to right while aiming diagonal up in midair
;A0: Turning around from right to left while aiming diagonal up while falling
;A1: Turning around from left to right while aiming diagonal up while falling
;A2: Turn around from right to left while aiming diagonal up while crouching
;A3: Turn around from left to right while aiming diagonal up while crouching
;A4: Landing from normal jump, facing right
;A5: Landing from normal jump, facing left
;A6: Landing from spin jump, facing right
;A7: Landing from spin jump, facing left
;A8: Just standing, facing right. Unused? (Grapple movement)
;A9: Just standing, facing left. Unused? (Grapple movement)
;AA: Just standing, facing right aiming downright. Unused? (Grapple movement)
;AB: Just standing, facing left aiming downleft. Unused? (Grapple movement)
;AC: Jumping, facing right, gun extended. Unused? (Grapple movement)
;AD: Jumping, facing left, gun extended. Unused? (Grapple movement)
;AE: Jumping, facing right, aiming down. Unused? (Grapple movement)
;AF: Jumping, facing left, aiming down. Unused? (Grapple movement)
;B0: Jumping, facing right, aiming downright. Unused? (Grapple movement)
;B1: Jumping, facing left, aiming downleft. Unused? (Grapple movement)
;B2: Grapple, facing clockwise
;B3: Grapple, facing counterclockwise
;B4: Crouching, facing right. Unused? (Grapple movement)
;B5: Crouching, facing left. Unused? (Grapple movement)
;B6: Crouching, facing right, aiming downright. Unused? (Grapple movement)
;B7: Crouching, facing left, aiming downleft. Unused? (Grapple movement)
;B8: Grapple, attached to a wall on right, facing left
;B9: Grapple, attached to a wall on left, facing right
;BA: Grabbed by Draygon, facing left, not moving
;BB: Grabbed by Draygon, facing left aiming upleft, not moving
;BC: Grabbed by Draygon, facing left and firing
;BD: Grabbed by Draygon, facing left aiming downleft, not moving
;BE: Grabbed by Draygon, facing left, moving
;BF: Jump/Turn right to left while moonwalking.
;C0: Jump/Turn left to right while moonwalking.
;C1: Jump/Turn right to left while moonwalking and aiming diagonal up.
;C2: Jump/Turn left to right while moonwalking and aiming diagonal up.
;C3: Jump/Turn right to left while moonwalking and aiming diagonal down.
;C4: Jump/Turn left to right while moonwalking and aiming diagonal down.
;C5: Morph ball, facing right. Unused? (Grabbed by Draygon movement)
;C6: Morph ball, facing left. Unused? (Grabbed by Draygon movement)
;C7: Super jump windup, facing right
;C8: Super jump windup, facing left
;C9: Horizontal super jump, right
;CA: Horizontal super jump, left
;CB: Vertical super jump, facing right
;CC: Vertical super jump, facing left
;CD: Diagonal super jump, right
;CE: Diagonal super jump, left
;CF: Samus ran right into a wall, is still holding right and is now aiming diagonal up
;D0: Samus ran left into a wall, is still holding left and is now aiming diagonal up
;D1: Samus ran right into a wall, is still holding right and is now aiming diagonal down
;D2: Samus ran left into a wall, is still holding left and is now aiming diagonal down
;D3: Crystal flash, facing right
;D4: Crystal flash, facing left
;D5: X-raying right, standing
;D6: X-raying left, standing
;D7: Crystal flash ending, facing right
;D8: Crystal flash ending, facing left
;D9: X-raying right, crouching
;DA: X-raying left, crouching
;DB: Standing transition to morphball, facing right? Unused?
;DC: Standing transition to morphball, facing left? Unused?
;DD: Morphball transition to standing, facing right? Unused?
;DE: Morphball transition to standing, facing left? Unused?
;DF: Samus is facing left as a morphball. Unused? (Grabbed by Draygon movement)
;E0: Landing from normal jump, facing right and aiming up
;E1: Landing from normal jump, facing left and aiming up
;E2: Landing from normal jump, facing right and aiming upright
;E3: Landing from normal jump, facing left and aiming upleft
;E4: Landing from normal jump, facing right and aiming downright
;E5: Landing from normal jump, facing left and aiming downleft
;E6: Landing from normal jump, facing right, firing
;E7: Landing from normal jump, facing left, firing
;E8: Samus exhausted(Metroid drain, MB attack), facing right
;E9: Samus exhausted(Metroid drain, MB attack), facing left
;EA: Samus exhausted, looking up to watch Metroid attack MB, facing right
;EB: Samus exhausted, looking up to watch Metroid attack MB, facing left
;EC: Grabbed by Draygon, facing right. Not moving
;ED: Grabbed by Draygon, facing right aiming upright. Not moving
;EC: Grabbed by Draygon, facing right and firing.
;EF: Grabbed by Draygon, facing right aiming downright. Not moving
;F0: Grabbed by Draygon, facing right. Moving
;F1: Crouch transition, facing right and aiming up
;F2: Crouch transition, facing left and aiming up
;F3: Crouch transition, facing right and aiming upright
;F4: Crouch transition, facing left and aiming upleft
;F5: Crouch transition, facing right and aiming downright
;F6: Crouch transition, facing left and aiming downleft
;F7: Crouching to standing, facing right and aiming up
;F8: Crouching to standing, facing left and aiming up
;F9: Crouching to standing, facing right and aiming upright
;FA: Crouching to standing, facing left and aiming upleft
;FB: Crouching to standing, facing right and aiming downright
;FC: Crouching to standing, facing left and aiming downleft

;8000: B button
;4000: Y button
;2000: Select
;1000: Start
;0800: Up
;0400: Down
;0200: Left
;0100: Right
;0080: A button
;0040: X button
;0020: L
;0010: R

org $919EE2
DW T00,T01,T02,T03,T04,T05,T06,T07,T08,T09,T0A,T0B,T0C,T0D,T0E,T0F
DW T10,T11,T12,T13,T14,T15,T16,T17,T18,T19,T1A,T1B,T1C,T1D,T1E,T1F
DW T20,T21,T22,T23,T24,T25,T26,T27,T28,T29,T2A,T2B,T2C,T2D,T2E,T2F
DW T30,T31,T32,T33,T34,T35,T36,T37,T38,T39,T3A,T3B,T3C,T3D,T3E,T3F
DW T40,T41,T42,T43,T44,T45,T46,T47,T48,T49,T4A,T4B,T4C,T4D,T4E,T4F
DW T50,T51,T52,T53,T54,T55,T56,T57,T58,T59,T5A,T5B,T5C,T5D,T5E,T5F
DW T60,T61,T62,T63,T64,T65,T66,T67,T68,T69,T6A,T6B,T6C,T6D,T6E,T6F
DW T70,T71,T72,T73,T74,T75,T76,T77,T78,T79,T7A,T7B,T7C,T7D,T7E,T7F
DW T80,T81,T82,T83,T84,T85,T86,T87,T88,T89,T8A,T8B,T8C,T8D,T8E,T8F
DW T90,T91,T92,T93,T94,T95,T96,T97,T98,T99,T9A,T9B,T9C,T9D,T9E,T9F
DW TA0,TA1,TA2,TA3,TA4,TA5,TA6,TA7,TA8,TA9,TAA,TAB,TAC,TAD,TAE,TAF
DW TB0,TB1,TB2,TB3,TB4,TB5,TB6,TB7,TB8,TB9,TBA,TBB,TBC,TBD,TBE,TBF
DW TC0,TC1,TC2,TC3,TC4,TC5,TC6,TC7,TC8,TC9,TCA,TCB,TCC,TCD,TCE,TCF
DW TD0,TD1,TD2,TD3,TD4,TD5,TD6,TD7,TD8,TD9,TDA,TDB,TDC,TDD,TDE,TDF
DW TE0,TE1,TE2,TE3,TE4,TE5,TE6,TE7,TE8,TE9,TEA,TEB,TEC,TED,TEE,TEF
DW TF0,TF1,TF2,TF3,TF4,TF5,TF6,TF7,TF8,TF9,TFA,TFB,TFC

T00:
T9B:
DW $0000,$0100,$0026
DW $0000,$0200,$0025
DW $FFFF

T01:
DW $0000,$4400,$0037 ;quick morph while facing right
T03:
T05:
T07:
TA4:
TA6:
TE0:
TE2:
TE4:
TE6:
DW $0080,$0800,$0055
DW $0080,$0010,$0057
DW $0080,$0020,$0059
DW $0080,$8000,$0019
DW $0080,$0000,$004B
DW $0400,$0030,$00F1
DW $0400,$0010,$00F3
DW $0400,$0020,$00F5
DW $0400,$0000,$0035
DW $0000,$0260,$0078
DW $0000,$0250,$0076
DW $0000,$0230,$0025
DW $0000,$0030,$0003
DW $0000,$0110,$000F
DW $0000,$0120,$0011
DW $0000,$0900,$000F
DW $0000,$0500,$0011
DW $0000,$0240,$004A
DW $0000,$0200,$0025
DW $0000,$0800,$0003
DW $0000,$0010,$0005
DW $0000,$0020,$0007
DW $0000,$0100,$0009
DW $FFFF

T02:
DW $0000,$4400,$0038 ;quick morph while facing left
T04:
T06:
T08:
TA5:
TA7:
TE1:
TE3:
TE5:
TE7:
DW $0080,$0800,$0056
DW $0080,$0010,$0058
DW $0080,$0020,$005A
DW $0080,$8000,$001A
DW $0080,$0000,$004C
DW $0400,$0030,$00F2
DW $0400,$0010,$00F4
DW $0400,$0020,$00F6
DW $0400,$0000,$0036
DW $0000,$0160,$0077
DW $0000,$0150,$0075
DW $0000,$0140,$0049
DW $0000,$0100,$0026
DW $0000,$0030,$0004
DW $0000,$0210,$0010
DW $0000,$0220,$0012
DW $0000,$0A00,$0010
DW $0000,$0600,$0012
DW $0000,$0800,$0004
DW $0000,$0010,$0006
DW $0000,$0020,$0008
DW $0000,$0200,$000A
DW $FFFF

T09:
T0D:
T0F:
T11:
DW $0000,$4400,$0037 ;quick morph while running right
DW $0400,$0000,$0035
DW $0080,$0000,$0019
DW $0000,$0110,$000F
DW $0000,$0120,$0011
DW $0000,$0900,$000F
DW $0000,$0500,$0011
DW $0000,$0140,$000B
DW $0000,$0100,$0009
DW $0000,$0200,$0025
DW $0000,$0800,$0003
DW $0000,$0010,$0005
DW $0000,$0020,$0007
DW $FFFF

T0A:
T0E:
T10:
T12:
DW $0000,$4400,$0038 ;quick morph while running left
DW $0400,$0000,$0036
DW $0080,$0000,$001A
DW $0000,$0210,$0010
DW $0000,$0220,$0012
DW $0000,$0A00,$0010
DW $0000,$0600,$0012
DW $0000,$0240,$000C
DW $0000,$0200,$000A
DW $0000,$0100,$0026
DW $0000,$0800,$0004
DW $0000,$0010,$0006
DW $0000,$0020,$0008
DW $FFFF

T0B:
DW $0400,$0000,$0035
DW $0080,$0000,$0019
DW $0000,$0110,$000F
DW $0000,$0120,$0011
DW $0000,$0900,$000F
DW $0000,$0500,$0011
DW $0000,$0100,$000B
DW $0000,$0200,$0025
DW $0000,$0800,$0003
DW $0000,$0010,$0005
DW $0000,$0020,$0007
DW $FFFF

T0C:
DW $0400,$0000,$0036
DW $0080,$0000,$001A
DW $0000,$0210,$0010
DW $0000,$0220,$0012
DW $0000,$0A00,$0010
DW $0000,$0600,$0012
DW $0000,$0200,$000C
DW $0000,$0100,$0026
DW $0000,$0800,$0004
DW $0000,$0010,$0006
DW $0000,$0020,$0008
DW $FFFF

T13:
DW $0000,$4400,$0037 ;quick morph during jump, right
DW $0080,$0000,$0019
DW $0000,$0900,$0069
DW $0000,$0500,$006B
DW $0000,$0190,$0069
DW $0000,$01A0,$006B
DW $0000,$0200,$002F
DW $0000,$0800,$0015
DW $0000,$0400,$0017
DW $0000,$0010,$0069
DW $0000,$0020,$006B
DW $0000,$0100,$0051
DW $0000,$0040,$0013
DW $FFFF

T14:
DW $0000,$4400,$0038 ;quick morph during jump, left
DW $0080,$0000,$001A
DW $0000,$0A00,$006A
DW $0000,$0600,$006C
DW $0000,$0290,$006A
DW $0000,$02A0,$006C
DW $0000,$0100,$0030
DW $0000,$0800,$0016
DW $0000,$0400,$0018
DW $0000,$0010,$006A
DW $0000,$0020,$006C
DW $0000,$0200,$0052
DW $0000,$0040,$0014
DW $FFFF

T15:
T4D:
T51:
T69:
T6B:
DW $0000,$0420,$0037 ;quick morph during normal jump, right
DW $0000,$4400,$0037 ;quick morph during normal jump, right
DW $0080,$0000,$0019
DW $0000,$0900,$0069
DW $0000,$0500,$006B
DW $0000,$0190,$0069
DW $0000,$01A0,$006B
DW $0000,$0200,$002F
DW $0000,$0800,$0015
DW $0000,$0400,$0017
DW $0000,$0010,$0069
DW $0000,$0020,$006B
DW $0000,$0100,$0051
DW $0000,$00C0,$0013
DW $0000,$0080,$004D
DW $0000,$0040,$0013
DW $FFFF

T16:
T4E:
T52:
T6A:
T6C:
DW $0000,$0420,$0038 ;quick morph during normal jump, right
DW $0000,$4400,$0038 ;quick morph during normal jump, left
DW $0080,$0000,$001A
DW $0000,$0A00,$006A
DW $0000,$0600,$006C
DW $0000,$0290,$006A
DW $0000,$02A0,$006C
DW $0000,$0100,$0030
DW $0000,$0800,$0016
DW $0000,$0400,$0018
DW $0000,$0010,$006A
DW $0000,$0020,$006C
DW $0000,$0200,$0052
DW $0000,$00C0,$0014
DW $0000,$0080,$004E
DW $0000,$0040,$0014
DW $FFFF

T17:
DW $0000,$4400,$0037 ;quick morph while aiming down/right
DW $0080,$0000,$0019
DW $0400,$0000,$0037
DW $0000,$0900,$0069
DW $0000,$0500,$006B
DW $0000,$0190,$0069
DW $0000,$01A0,$006B
DW $0000,$0200,$002F
DW $0000,$0800,$0015
DW $0000,$0400,$0017
DW $0000,$0010,$0069
DW $0000,$0020,$006B
DW $0000,$0100,$0051
DW $0000,$00C0,$0013
DW $0000,$0080,$0017
DW $0000,$0040,$0013
DW $FFFF

T18:
DW $0000,$4400,$0038 ;quick morph while aiming down/left
DW $0080,$0000,$001A
DW $0400,$0000,$0038
DW $0000,$0A00,$006A
DW $0000,$0600,$006C
DW $0000,$0290,$006A
DW $0000,$02A0,$006C
DW $0000,$0100,$0030
DW $0000,$0800,$0016
DW $0000,$0400,$0018
DW $0000,$0010,$006A
DW $0000,$0020,$006C
DW $0000,$0200,$0052
DW $0000,$00C0,$0014
DW $0000,$0080,$0018
DW $0000,$0040,$0014
DW $FFFF

T19:
DW $0040,$0000,$0013
DW $0000,$0840,$0015
DW $0000,$0440,$0017
DW $0000,$0050,$0069
DW $0000,$0060,$006B
DW $0000,$0180,$0019
DW $0000,$0800,$0015
DW $0000,$0010,$0069
DW $0000,$0020,$006B
;DW $0000,$4400,$0031 ;quick morph during spin jump, right
DW $0000,$0400,$0017
DW $0000,$0100,$0019
DW $0000,$0200,$001A
DW $FFFF

T1A:
DW $0040,$0000,$0014
DW $0000,$0840,$0016
DW $0000,$0440,$0018
DW $0000,$0050,$006A
DW $0000,$0060,$006C
DW $0000,$0280,$001A
DW $0000,$0800,$0016
DW $0000,$0010,$006A
DW $0000,$0020,$006C
;DW $0000,$4400,$0032 ;quick morph during spin jump, left
DW $0000,$0400,$0018
DW $0000,$0200,$001A
DW $0000,$0100,$0019
DW $FFFF

T1B:
DW $0040,$0000,$0013
DW $0000,$0840,$0015
DW $0000,$0440,$0017
;DW $0000,$4400,$0031 ;quick morph during space jump, right
DW $0000,$0050,$0069
DW $0000,$0060,$006B
DW $0000,$0180,$001B
DW $0000,$0800,$0015
DW $0000,$0010,$0069
DW $0000,$0020,$006B
DW $0000,$0400,$0017
DW $0000,$0100,$001B
DW $0000,$0200,$001C
DW $FFFF

T1C:
DW $0040,$0000,$0014
DW $0000,$0840,$0016
DW $0000,$0440,$0018
;DW $0000,$4400,$0032 ;quick morph during space jump, left
DW $0000,$0050,$006A
DW $0000,$0060,$006C
DW $0000,$0280,$001C
DW $0000,$0800,$0016
DW $0000,$0010,$006A
DW $0000,$0020,$006C
DW $0000,$0400,$0018
DW $0000,$0200,$001C
DW $0000,$0100,$001B
DW $FFFF

T1D:
T1E:
DW $0800,$0000,$003D
DW $0080,$8000,$0019 ;spinjump from morph without springball, facing right
DW $0080,$0000,$003D
T1F:
T41:
DW $0800,$0000,$003E
DW $0080,$8000,$001A ;spinjump from morph without springball, facing left
DW $0080,$0000,$003E
DW $0000,$0100,$001E
DW $0000,$0200,$001F
DW $FFFF

T20:
T21:
T22:
T23:
T24:
T2F:
;DW $0000,$0280,$0050 ;damage-boost
;DW $FFFF
T30:
;DW $0000,$0180,$004F ;damage-boost
;DW $FFFF
T33:
T34:
T35:
T36:
T37:
T38:
T39:
T3A:
T3B:
T3C:
T3D:
T3E:
T3F:
T40:
T42:
T43:
T44:
T47:
T48:
T4B:
;DW $0000,$0280,$004F ;damage-boost
;DW $FFFF
T4C:
;DW $0000,$0180,$004F ;damage-boost
;DW $FFFF
T55:
T56:
T57:
T58:
T59:
T5A:
T5B:
T5C:
T5D:
T5E:
T5F:
T60:
T61:
T62:
T63:
T64:
T65:
T66:
T87:
T88:
T8F:
T90:
T91:
T92:
T93:
T94:
T95:
T96:
T97:
T98:
T99:
T9A:
T9C:
T9D:
T9E:
T9F:
TA0:
TA1:
TA2:
TA3:
TA8:
TA9:
TAA:
TAB:
TAC:
TAD:
TAE:
TAF:
TB0:
TB1:
TB2:
TB3:
TB4:
TB5:
TB6:
TB7:
TB8:
TB9:
TC5:
TC6:
TC9:
TCA:
TCB:
TCC:
TCD:
TCE:
TD3:
TD4:
TD5:
TD6:
TD7:
TD8:
TD9:
TDA:
TDB:
TDC:
TDD:
TDE:
TE8:
TE9:
TEA:
TEB:
TF1:
TF2:
TF3:
TF4:
TF5:
TF6:
TF7:
TF8:
TF9:
TFA:
TFB:
TFC:
DW $FFFF

T25:
;DW $0000,$0280,$001A ;1A to 50 for damage-boost
DW $0080,$0000,$004C
DW $0000,$0200,$0025
DW $FFFF

T26:
;DW $0000,$0180,$0019 ;19 to 4F for damage boost
DW $0080,$0000,$004B
DW $0000,$0100,$0026
DW $FFFF

T27:
T71:
T73:
T85:
DW $0800,$0030,$00F7
DW $0800,$0010,$00F9
DW $0800,$0020,$00FB
DW $0800,$0000,$003B
DW $0200,$0000,$0043
DW $0000,$8080,$0050 ;damage boost from crouch
DW $0400,$0000,$0037
DW $0080,$0000,$004B
DW $0000,$0030,$0085
DW $0000,$0100,$0001
DW $0000,$0010,$0071
DW $0000,$0020,$0073
DW $FFFF

T28:
T72:
T74:
T86:
DW $0800,$0030,$00F8
DW $0800,$0010,$00FA
DW $0800,$0020,$00FC
DW $0800,$0000,$003C
DW $0100,$0000,$0044
DW $0400,$0000,$0038
DW $0000,$8080,$004F ;damage boost from crouch
DW $0080,$0000,$004C
DW $0000,$0030,$0086
DW $0000,$0200,$0002
DW $0000,$0010,$0072
DW $0000,$0020,$0074
DW $FFFF

T29:
T2B:
T6D:
T6F:
DW $0000,$0420,$0037 ;quick morph while facing right
DW $0000,$4400,$0037 ;quick morph during fall, right
DW $0080,$0000,$0019
DW $0000,$0900,$006D
DW $0000,$0500,$006F
DW $0000,$0200,$0087
DW $0000,$0800,$002B
DW $0000,$0400,$002D
DW $0000,$0010,$006D
DW $0000,$0020,$006F
DW $0000,$0040,$0067
DW $0000,$0080,$0019 ;0029 = 0019 for spinfall
DW $0000,$8100,$0029 ;0029 = 0019 for spinfall
DW $FFFF

T2A:
T2C:
T6E:
T70:
DW $0000,$0420,$0038 ;quick morph while facing left
DW $0000,$4400,$0038 ;quick morph during fall, left
DW $0080,$0000,$001A
DW $0000,$0A00,$006E
DW $0000,$0600,$0070
DW $0000,$0100,$0088
DW $0000,$0800,$002C
DW $0000,$0400,$002E
DW $0000,$0010,$006E
DW $0000,$0020,$0070
DW $0000,$0040,$0068
DW $0000,$0080,$001A ;002A = 001A for spinfall
DW $0000,$8200,$002A ;002A = 001A for spinfall
DW $FFFF

T2D:
DW $0080,$0000,$0019
DW $0400,$0000,$0037
DW $0000,$0900,$006D
DW $0000,$0500,$006F
DW $0000,$0800,$002B
DW $0000,$0400,$002D
DW $0000,$0200,$0087
DW $0000,$0010,$006D
DW $0000,$0020,$006F
DW $0000,$0040,$0067
DW $0000,$0100,$0029
DW $FFFF

T2E:
DW $0080,$0000,$001A
DW $0400,$0000,$0038
DW $0000,$0A00,$006E
DW $0000,$0600,$0070
DW $0000,$0800,$002C
DW $0000,$0400,$002E
DW $0000,$0100,$0088
DW $0000,$0010,$006E
DW $0000,$0020,$0070
DW $0000,$0040,$0068
DW $0000,$0200,$002A
DW $FFFF

T31:
DW $0800,$0000,$003D
DW $0080,$0000,$003D
T32:
DW $0800,$0000,$003E
DW $0080,$0000,$003E
DW $0000,$0100,$0031
DW $0000,$0200,$0032
DW $FFFF

T45:
DW $0000,$0240,$0045
DW $0000,$0100,$0009
DW $0000,$0200,$0025
DW $FFFF

T46:
DW $0000,$0140,$0046
DW $0000,$0200,$000A
DW $0000,$0100,$0026
DW $FFFF

T49:
T75:
T77:
DW $0400,$0000,$0036
DW $0080,$0000,$00C0
DW $0000,$0160,$0077
DW $0000,$0150,$0075
DW $0000,$0140,$0049
DW $0000,$0200,$000A
DW $0000,$0100,$0026
DW $FFFF

T4A:
T76:
T78:
DW $0400,$0000,$0035
DW $0080,$0000,$00BF
DW $0000,$0250,$0076
DW $0000,$0260,$0078
DW $0000,$0240,$004A
DW $0000,$0100,$0009
DW $0000,$0200,$0025
DW $FFFF

T4F:
DW $0000,$0280,$0052
DW $0000,$0080,$004F ;changed from 0180 to 0080
;DW $0000,$0080,$004E
DW $FFFF

T50:
DW $0000,$0180,$0051 ;changed from 0280 to 0080
DW $0000,$0080,$0050
;DW $0000,$0080,$004D
DW $FFFF

T53:
DW $0000,$0280,$0050
DW $FFFF

T54:
DW $0000,$0180,$004F
DW $FFFF

T67:
DW $0000,$4400,$0037 ;quick morph during fall after firing a shot, right
DW $0080,$0000,$0019
DW $0000,$0900,$006D
DW $0000,$0500,$006F
DW $0000,$0800,$002B
DW $0000,$0400,$002D
DW $0000,$0200,$0087
DW $0000,$0010,$006D
DW $0000,$0020,$006F
DW $0000,$0040,$0067
DW $0000,$0100,$0067
DW $FFFF

T68:
DW $0000,$4400,$0038 ;quick morph during fall after firing a shot, left
DW $0080,$0000,$001A
DW $0000,$0A00,$006E
DW $0000,$0600,$0070
DW $0000,$0800,$002C
DW $0000,$0400,$002E
DW $0000,$0100,$0088
DW $0000,$0010,$006E
DW $0000,$0020,$0070
DW $0000,$0040,$0068
DW $0000,$0200,$0068
DW $FFFF

T79:
T7B:
DW $0800,$0000,$003D
DW $0080,$0000,$007F
T7A:
T7C:
DW $0800,$0000,$003E
DW $0080,$0000,$0080
DW $0000,$0100,$007B
DW $0000,$0200,$007C
DW $FFFF

T7D:
DW $0800,$0000,$003D
T7E:
DW $0800,$0000,$003E
DW $0000,$0100,$007D
DW $0000,$0200,$007E
DW $FFFF

T7F:
DW $0800,$0000,$003D
T80:
DW $0800,$0000,$003E
DW $0000,$0100,$007F
DW $0000,$0200,$0080
DW $FFFF

T81:
DW $0040,$0000,$0013
DW $0000,$0840,$0015
DW $0000,$0440,$0017
;DW $0000,$4400,$0031 ;quick morph during screw attack, right
DW $0000,$0050,$0069
DW $0000,$0060,$006B
DW $0000,$0180,$0081
DW $0000,$0800,$0015
DW $0000,$0010,$0069
DW $0000,$0020,$006B
DW $0000,$0400,$0017
DW $0000,$0100,$0081
DW $0000,$0200,$0082
DW $FFFF

T82:
DW $0040,$0000,$0014
DW $0000,$0840,$0016
DW $0000,$0440,$0018
;DW $0000,$4400,$0032 ;quick morph during screw attack, left
DW $0000,$0050,$006A
DW $0000,$0060,$006C
DW $0000,$0280,$0082
DW $0000,$0800,$0016
DW $0000,$0010,$006A
DW $0000,$0020,$006C
DW $0000,$0400,$0018
DW $0000,$0200,$0082
DW $0000,$0100,$0081
DW $FFFF

T83:
DW $0400,$0000,$0037 ;quick morph during wall jump, right
DW $0400,$0000,$0019
DW $0000,$0200,$001A
DW $0000,$0010,$0069
DW $0000,$0020,$006B
DW $0000,$0040,$0013
DW $0000,$0080,$0083
DW $FFFF

T84:
DW $0400,$0000,$0038 ;quick morph during wall jump, left
DW $0400,$0000,$0018
DW $0000,$0100,$0019
DW $0000,$0010,$006A
DW $0000,$0020,$006C
DW $0000,$0040,$0014
DW $0000,$0080,$0084
DW $FFFF

T89:
TCF:
TD1:
DW $0000,$4400,$0037 ;quick morph while facing right
DW $0080,$8000,$0019
DW $0080,$0000,$004B
DW $0000,$0900,$000F
DW $0000,$0500,$0011
DW $0400,$0000,$0035
DW $0000,$0220,$0078
DW $0000,$0210,$0076
DW $0000,$0800,$0003
DW $0000,$0010,$0005
DW $0000,$0020,$0007
DW $0000,$0200,$0025
DW $0000,$0100,$0009
DW $FFFF

T8A:
TD0:
TD2:
DW $0000,$4400,$0038 ;quick morph while facing left
DW $0080,$8000,$001A
DW $0080,$0000,$004C
DW $0000,$0A00,$0010
DW $0000,$0600,$0012
DW $0400,$0000,$0036
DW $0000,$0120,$0077
DW $0000,$0110,$0075
DW $0000,$0800,$0004
DW $0000,$0010,$0006
DW $0000,$0020,$0008
DW $0000,$0100,$0026
DW $0000,$0200,$000A
DW $FFFF

T8B:
T8D:
TBF:
TC1:
TC3:
DW $0080,$0200,$001A
DW $0080,$0000,$004C
DW $FFFF

T8C:
T8E:
TC0:
TC2:
TC4:
DW $0080,$0100,$0019
DW $0080,$0000,$004B
DW $FFFF

TBA:
TBB:
TBC:
TBD:
TBE:
DW $0000,$0A40,$00BB
DW $0000,$0640,$00BD
DW $0000,$0240,$00BC
DW $0000,$0010,$00BB
DW $0000,$0020,$00BD
DW $0000,$0040,$00BC
DW $0000,$0200,$00BE
DW $0000,$0100,$00BE
DW $0000,$0800,$00BE
DW $0000,$0400,$00BE
DW $FFFF

TC7:
DW $0200,$0000,$00CA
DW $0000,$0880,$00CB
DW $0000,$0010,$00CD
DW $0000,$0100,$00C9
DW $FFFF

TC8:
DW $0100,$0000,$00C9
DW $0000,$0880,$00CC
DW $0000,$0010,$00CE
DW $0000,$0200,$00CA
DW $FFFF

TDF:
DW $0800,$0000,$00DE
DW $FFFF

TEC:
TED:
TEE:
TEF:
TF0:
DW $0000,$0940,$00ED
DW $0000,$0540,$00EF
DW $0000,$0140,$00EE
DW $0000,$0010,$00ED
DW $0000,$0020,$00EF
DW $0000,$0040,$00EE
DW $0000,$0200,$00F0
DW $0000,$0100,$00F0
DW $0000,$0800,$00F0
DW $0000,$0400,$00F0
DW $FFFF

org $91FC99
JSL $90F63A
RTS

ShadowOne333

Quote from: begrimed on August 25, 2016, 10:22:16 PM
I'm not sure I've got the know-how to make the patches compatible with each other on my own (I don't have the time to dig into that right now), but here is the ASM file for the backflip + pose table that Project Base uses. If somebody else gets them working together smoothly, I can add it to the Project Base page.

Thank you for that code!

I already encountered one collision with the Control Freak code here:

Control Freak:
[spoiler]org $919EE2
FallTransitions: ;29, 2A, 31, 32, 33, 34, 7D, 7E
;Adding 2B, 6D, 6F
DB $29,$29,$2A,$2B,$2C,$6D,$6E,$6F,$70,$29,$2A,$29,$2A,$2B,$2C,$6D
DB $6E,$6F,$70,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$31,$31,$32
DB $33,$33,$33,$34,$33,$FF,$FF,$29,$2A,$FF,$FF,$FF,$FF,$FF,$FF,$FF
DB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
DB $FF,$32,$34,$FF,$FF,$29,$2A,$29,$2A,$29,$2A,$FF,$FF,$FF,$FF,$FF
DB $FF,$FF,$FF,$29,$2A,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$29,$2A,$29
DB $2A,$FF,$FF,$29,$2A,$29,$2A,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
DB $FF,$6D,$6E,$6F,$70,$6D,$6E,$6F,$70,$7D,$7E,$7D,$7E,$FF,$FF,$FF
DB $FF,$FF,$FF,$FF,$FF,$2B,$2C,$FF,$FF,$29,$2A,$FF,$FF,$FF,$FF,$FF
DB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$29,$FF,$FF,$FF,$FF
DB $FF,$FF,$FF,$FF,$29,$2A,$29,$2A,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
DB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
DB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$6D
DB $6E,$6F,$70,$FF,$FF,$29,$2A,$29,$2A,$29,$2A,$FF,$FF,$FF,$FF,$FF
DB $2B,$2C,$6D,$6E,$6F,$70,$29,$2A,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
DB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
[/spoiler]

Project Base:
[spoiler]org $919EE2
DW T00,T01,T02,T03,T04,T05,T06,T07,T08,T09,T0A,T0B,T0C,T0D,T0E,T0F
DW T10,T11,T12,T13,T14,T15,T16,T17,T18,T19,T1A,T1B,T1C,T1D,T1E,T1F
DW T20,T21,T22,T23,T24,T25,T26,T27,T28,T29,T2A,T2B,T2C,T2D,T2E,T2F
DW T30,T31,T32,T33,T34,T35,T36,T37,T38,T39,T3A,T3B,T3C,T3D,T3E,T3F
DW T40,T41,T42,T43,T44,T45,T46,T47,T48,T49,T4A,T4B,T4C,T4D,T4E,T4F
DW T50,T51,T52,T53,T54,T55,T56,T57,T58,T59,T5A,T5B,T5C,T5D,T5E,T5F
DW T60,T61,T62,T63,T64,T65,T66,T67,T68,T69,T6A,T6B,T6C,T6D,T6E,T6F
DW T70,T71,T72,T73,T74,T75,T76,T77,T78,T79,T7A,T7B,T7C,T7D,T7E,T7F
DW T80,T81,T82,T83,T84,T85,T86,T87,T88,T89,T8A,T8B,T8C,T8D,T8E,T8F
DW T90,T91,T92,T93,T94,T95,T96,T97,T98,T99,T9A,T9B,T9C,T9D,T9E,T9F
DW TA0,TA1,TA2,TA3,TA4,TA5,TA6,TA7,TA8,TA9,TAA,TAB,TAC,TAD,TAE,TAF
DW TB0,TB1,TB2,TB3,TB4,TB5,TB6,TB7,TB8,TB9,TBA,TBB,TBC,TBD,TBE,TBF
DW TC0,TC1,TC2,TC3,TC4,TC5,TC6,TC7,TC8,TC9,TCA,TCB,TCC,TCD,TCE,TCF
DW TD0,TD1,TD2,TD3,TD4,TD5,TD6,TD7,TD8,TD9,TDA,TDB,TDC,TDD,TDE,TDF
DW TE0,TE1,TE2,TE3,TE4,TE5,TE6,TE7,TE8,TE9,TEA,TEB,TEC,TED,TEE,TEF
DW TF0,TF1,TF2,TF3,TF4,TF5,TF6,TF7,TF8,TF9,TFA,TFB,TFC
[/spoiler]

So far that has been the only collision I could find in terms of addresses between the two.

Could you make a patch with that code from Project Base I specify in the spoiler disabled?
That way I could give it a quick test to see if with that code disabled we can run Control Freak just fine with it.