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Hex tweak submission

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

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DSO

0x28150 or $85:8150| A9 19 > 80 17; stops message boxes from loading colors to palette

CrAzY

#101
1DBF - 1DD1
09 00 01 02 03 04 05 06 07 08
to
45 3C 3D 3E 3F 40 41 42 43 44

This allows you to use two different "font" styles, one for Samus' health, & the other default style for Missiles - Super Missiles - Power bombs. This re-points where the tiles are drawn from for the health digits only. It uses the other set of numbers (below the default) located around D3200 in Tile Layer Pro (Gameboy format), which I believe are unused.

JAM

My turn.

14870F
B8 0B to ?? ??
HP of Mother Brain. 1st phase (Brain in jar).

148D68
50 46 to ?? ??
HP of Mother Brain. 2nd phase (T-Rex form).

14BFB1
A0 8C to ?? ??
HP of Mother Brain. 3rd phase (After draining by giant Metroid).

personitis

About time this was found/made public. Maybe we'll see some more challenging Brain fights?

Jordan5

Quote from: person701 on February 10, 2015, 05:24:48 PM
About time this was found/made public. Maybe we'll see some more challenging Brain fights?

Stardust Brain is already too strong :sad:

JAM

Quote from: person701 on February 10, 2015, 05:24:48 PM
About time this was found/made public.
I guess, it wasn't before because of direct RAM addressing to the second enemy slot. Nothing like STA $0F8C or STA $0F8C, X. Dealing with Mother Brain it is STA $0FCC.

Quote from: person701 on February 10, 2015, 05:24:48 PM
Maybe we'll see some more challenging Brain fights?
Yes, it'll be in one of the hacks I'm fixing. You can already try to beat it in Nightmare. HP is unchanged though (but beam damage and enemy damages are).

RealRed


RealRed

How do I remove the "The last metroid..."?

Also, I'd like to change the music for the intro. Grime gave me:
<Grime> $8BA714: 09 to ??  intro music
<Grime> $8BA70C 00 to ?? kind of song (no change)

... These don't seem to be right, though.

JAM

Skipping Ceres v2.1 patch does that. Look in the code of this patch.

RealRed

#109
Sooo, these tilemaps aren't located in raccoonsam's tilemap page. from my wasted efforts of going around and trashing $8C, it doesn't appear to be in that bank, either. I don't really have any clue where or how to find it. Help?

EDIT: PJBoy helped me out.
https://dl.dropboxusercontent.com/u/76139352/temp.bin
This is the data uncompressed, it's stored compressed in bank $97. THAT'S why it was so difficult to locate.
https://dl.dropboxusercontent.com/u/76139352/temp.html
Here's an image of how it's set up, with repeats blacked out. you can see the shape of the rooms/cutscene graphics in here, so that's pretty useful.
Anywho, both are temps on PJBoy's drop box, so get 'em while they're hot. this is useful stuff if you're interested.

Anyway, that's all folks! Sorry for the new topic.

RealRed

#110
Excellent! Worked with a two byte change, that's pretty cool.

EDIT:
For the music:
<PJBoy> then finally you have 8BA713 LDA #$FF36
Don't mess with the FF. 36 is the "Collection", and right ahead at 8BA71B is the "Play", which is 05.
PJBoy is just zooming around solving all of my problems today!
Grime's first edit was correct, with the wrong value. I guess that threw me off. No idea what the second one was meant to be, though.

adamf

#111
I realized something late last night.  If the HUD routine doesn't redraw the energy area when $09C2 is unchanged, and it knows it's unchanged by comparing it to $0A06... why not write Samus's new max energy over there?

I even tested this one (yay!) and not only does it work, it doesn't have any undesirable side effects like setting a hurt pose or anything.  That's apparently set when the right kind of damage is dealt.  Everything went better than expected.

20973 - C2 09 to 06 0A

Prevents energy tanks from adding to current energy when picked up, and updates the HUD properly.

(little edit for clarity there)

Kitsune_Phoenix

#112
*deleted post*

Quietus

Yup, and if you're low on health, it won't give that life saver feeling, as there'd be no free health refill.

Cardweaver

x8A604 - 80 to 08
x8A61E - 80 to 08
x8A638 - 80 to 08
x8A652 - 80 to 08


Disables unmorphing by pressing jump while samus is morphed on the ground. Springball unaffected.

adamf

OK, so I've been fishing in the heat-bit code.

6E386 - 00 40 to ?? ?? - fractional damage per frame in heated rooms eg. 00 80 = 1 damage/2 frames
6E38F - 00 00 to ?? ?? - damage per frame in heated rooms. eg 01 00 = 1 damage/frame

00 40 = 4000, or 1/4 health point (it takes 4 to make $10000).

Turns out, BlackFalcon already found the 40 byte.  Oh well.

(It's late and I need my sleeps, if it needs more explanation, I'll try harder tomorrow.)

ostehovel

Quote from: RealRed on March 01, 2015, 01:20:56 PM
Sooo, these tilemaps aren't located in raccoonsam's tilemap page. from my wasted efforts of going around and trashing $8C, it doesn't appear to be in that bank, either. I don't really have any clue where or how to find it. Help?

EDIT: PJBoy helped me out.
https://dl.dropboxusercontent.com/u/76139352/temp.bin
This is the data uncompressed, it's stored compressed in bank $97. THAT'S why it was so difficult to locate.
https://dl.dropboxusercontent.com/u/76139352/temp.html
Here's an image of how it's set up, with repeats blacked out. you can see the shape of the rooms/cutscene graphics in here, so that's pretty useful.
Anywho, both are temps on PJBoy's drop box, so get 'em while they're hot. this is useful stuff if you're interested.

Anyway, that's all folks! Sorry for the new topic.

To explain a little more.
Tiles are at: $95:F90E (compressed) (SNES-format)
TileMap are at $96:FF14 (compressed)

Oste Hovel

Vismund Cygnus

#117
To clarify a bit on what RealRed said up there:
<Scyzer_> The song is at $8B9B6D.
The play type is at $8B9B80. It won't change if you let it go through the intro, but if you press a button to skip directly to the title screen, it changes the play type at $8B9A95.
So:

59B6D: 03 to ?? - Song that plays
59B80: 05 to ?? - Song type that plays
59A95: 06 to ?? - Song type that plays if the intro is skipped.

For songs and types, use the values as they are shown in SMILE. So for example, if I were to set the values to 1B, 05 and 06 respectively, Upper Maridia would play through the intro, and if the intro was not skipped, however skipping the intro would play Lower Maridia instead.

ALSO: Another stupid thing that's probably been found before.

7FC0: 53 75 70 65 72 20 4D 65 74 72 6F 69 64 20 20 20 20 20 20 20 20 to ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??

This changes the text that displays when you load the ROM to whatever you want it to say. A minor edit that adds a little bit of customisation to the intro. I'd recommend you just type it as a text-string on your hex editor. So for example:
[spoiler]

[/spoiler]

FullOfFail

Not sure if this is listed anywhere else, but I just wanted to make sure it's out there:

36C50 - 60 to ??
Bowoon's Spit Damage

36BA8 - 80 to ??
Botwoon's Body Damage

And I *think* the Head is the part that you change in the enemy editor. If someone has other things to tweak such as Botwoon's speed, when it pops it's head out, etc, please list.

personitis

#119
Couldn't find this anywhere so sorry if redundant.

155474 - 88 07 to ?? ??
Damage Golden Torizo needs to be below(?) in order to start spawning the flying creatures from his chest.

And to be a bit more specific on some of his projectile damages:

32EBF - 78 to ??
Golden Torizo's energy wave/flying barrier/what-have-you damage

32D82 - 50 to ??
Damage of Golden Torizo's mouth orbs


Edit: have another (I hope this doesn't turn into me constantly updating this post to note these...  :>_>:)

A188A - 10 00 to ?? ??
Damage that air spikes (air fool X-ray BTS 02) do


Edit 2: <_< >_>

1321C1 - 78 00 to ?? ??
How much damage Ridley's tail does while on Zebes.

There's a separate value for the one in Ceres which I don't need and didn't bother to find. I merely picked the location out of Kej's Ridley disassembly which also has the Ceres value.

JAM

JAMPION time!

A2847
Change C9 to D1

This single byte tweak allows to use Grapple Air blocks in the game. Use type $6 for them (marked as "Air???" in original SMILE, between Horizontal line and Bombable Air). BTS you can use is $00-03. You can grapple to these blocks, but can't stand on them. Thus, Grapple Air blocks.

Tip: make something in the background to grapple to.

Daltone

A188A: 10 00 to ... air fool xray 02 (air spike) damage

Mettyk25jigsaw

Quote from: Daltone on February 25, 2016, 11:59:07 AM
A188A: 10 00 to ... air fool xray 02 (air spike) damage

I'll note that the '00' part of 10 00 here Doesn't do anything as it is only a single byte change. I tried that myself   
And found that out through the help of JAM some time back... So it only goes to FF and not FFFF...

P.JBoy

It does if you don't have varia or gravity suit equipped :p
...

Mettyk25jigsaw

Come to think of it you're right' Pjboy, I remember now.  Should have remembered to add more detail. Thanks .  Pjboy. May not have thought of that without you reminding me.