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Hex tweak submission

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

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Mettyk25jigsaw

Thankyou very much, I didn't think of ceres ridley.

JAM

Quote from: Mettyk25jigsaw on June 07, 2014, 09:45:51 PM
Reason I have done it in my game? = I have a 6 mb rom and am using the extra space in those last 2 MB for cloned Ridleys, music data, enemy GFX tiles, BG data & Scroll PLM special scrolling data on which only Snes9x emulators will only be able to play my game with the exception of 1 particular version of Zsnes emulator done by Fusoya...Smile does not need to recognize these lots of material, so I can dump them here, (except for BG data, which I have repointed after finishing modifying).
But it will. I hope, $FE banks will be enough for everyone.

Crashtour99

@ $909934 change 18 (CLC) to EA (NOP)
This stops speed booster from lowering jump height before collecting the high jump boots.

Essentially, speed booster adds a percentage of your horizontal speed to your vertical speed, but because of that CLC part of the sub-pixel speed was being lost (if the addition overflowed and set the carry flag, that additional 1 pixel speed was truncated via that particular CLC).

Now you can collect speedbooster before hijump without adversely affecting jump height.   :^_^:

begrimed

To add onto what Crash posted:

8191C - 89 00 20 to EA EA EA = Jumps gain some extra height if Samus is running, even without speed booster.

81935 - 65 12 to EA EA = Jumps no longer gain any extra height if Samus is running with speed booster. 8191F - F0 to 80 works too.

Smiley

DCB97 - A9 51 00 to A9 19 00
DCB9F - A9 52 00 to A9 1A 00

Spinjump when releasing Grapple :D
Seems to work just fine without any problems.

biospark

In case anyone is interested, I added single wall walljumping and (primitive) infinite bomb jumping in fusion:

https://www.youtube.com/watch?v=vibSQX33J0M

Patch is included in the video description, but I can post the hex if anyone wants it.

Kitsune_Phoenix

I didn't know that you were on MetConst.

Quietus

QuoteDate Registered:
    12 July 2014, 07:03:33
:^_^:

Jiffy

Quote from: biospark on July 14, 2014, 12:23:11 PM
In case anyone is interested, I added single wall walljumping and (primitive) infinite bomb jumping in fusion:

https://www.youtube.com/watch?v=vibSQX33J0M

Patch is included in the video description, but I can post the hex if anyone wants it.

Tried this out. It would really be better with a modified level design, since Fusion is almost built around its physics.
Also, the IBJ is hard (but do-able); maybe it needs a little longer bomb timer.

biospark

You're absolutely correct. In fact, if I ever make a hack for this game, I would keep walljumping and bomb jumping the same. It ruins the whole "indoor" feeling to the game. Plus, walljumps move 50% faster horizontally (but not with this patch), which makes it a nice mechanic I think.

Jiffy

*if you ever finish a hack for this game

Maybe you should change Fusion's layout because of this. Or, I will get round to it... when I finish Arrival.

Kitsune_Phoenix

#86
*deleted post*

RealRed

This is a little bit less of a hex tweak, but something strange (obnoxious, even) that I found...
something between $83A480 - $83A4FF that forces a tide in the motherbrain's room. I'm not sure what specifically, but something I did changed a lot of data in and around this area. I can provide data that causes the tide in MB's room, if anybody wants.
Does anyone know what this data is, anyway? I'd guess FX1 or doors, but it can't be... Nothing in the motherbrain's room directly points to this information.

P.JBoy

From James' bank logs:
$83|A474-A48B DDB|MA|Exit To Red Brinstar
$83|A48C-A497 DDB|MA|Missiles And Supers
$83|A498-A4AF DDB|MA|Before Missiles And Supers
$83|A4B0-A4D3 DDB|MA|Pipe Shaft With Crabs
$83|A4D4-A4F7 DDB|MA|Above Pipe Shaft
$83|A4F8-A527 DDB|MA|Cave With Broken Pipe


So yeah, door stuff
...

RealRed

Alright, so I narrowed it down. Unfortunately for me, it's not a "feature" of super metroid...
It's a "feature" for Super metroid Project Base.
$83A4C0 is 06 2D in both super metroid, and Project Base. if I change it to 6E 06 in my PB, Mother Brain's room has a large tide for it's lava, even though the FX1 settings will have tide-large unchecked. In Super Metroid (otherwise unmodified), nothing is different. Chances are, something added to Project Base is doing this... I guess all I can do is not use whatever door is there normally.
I guess I'll have to interrogate Grime.
... Also, what is "Pipe Shaft With Crabs"?

personitis

Quote from: Bloodsonic on July 22, 2014, 11:55:54 PM
... Also, what is "Pipe Shaft With Crabs"?
I'd assume the room to the top right of green Maridia's grapple room. You either go up for some missiles and supers or head down, going on your way to Botwoon.

P.JBoy

It's room $7D1A3. The data for the doors in that room are at $A4B0, $A4BC and $A4C8. The specific thing you're editing there is the Xi and Yi of the door at the top of that room
...

JAM

1340AE
80 00 to ?? ??
Delay in frames after EMERGENCY message appearing and before the escape message text.

JAM

A little magic from me! =)

24F72, 24FAB:
Change 05 F0 to 03 10
Make Power Bombs reveal the tiles as Bombs do.

For ASMers: now you've got a hijack point to make an item, allowing to reveal blocks by Power Bomb. Something like Power Bomb Scope.

CrAzY

Talk about a sweet tweak! Guessing it overrides the normal function of breaking bomb blocks, or do those still break? Well I'll find out either way.

Scyzer

Nah it just changes the block collision detection for bombs. Normally it checks for only normal bombs (which have a value of $05 in this hex tweak, and the $F0 is BEQ which means it must be exact). 03 10 makes it check for PBs or bombs (value of $03, and $10 means BPL, so anything from $03 and up).

Quietus

That was actually found some years ago.  I requested the change, and Black Falcon discovered it.  There is a PBReveal.ips somewhere, but I can't find the post for the life of me. :O_o:

MetroidMst


Quietus

Ha, I looked at that earlier, but didn't click into the 'Documents' section, because I knew it was an .ips file. :metroid:

JAM

Quietus
I didn't knew about it. Made it using PLM Disassembly doc as guide.
Call it "PBRevealV2.ips" then because my version is not using free space. =)