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

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

Previous topic - Next topic

H A M

Samus drained pose fix (not MB-compatible)
Fixes pose E8h (Facing right - Samus drained - crouching) to be symmetrical with pose E9h (Facing left  - Samus drained - crouching). Uses no freespace, but not compatible with a flipped version of Mother Brain.
I tested it once

Tundain

Missile grabbing Golden Torizo

Makes golden torizo grab missiles and throw them back at you (with the appropriate gfx and damage)

Uses no freespace

H A M

One of my ASMs for the upcoming Super Junkoid 1.4.

H A M

bugfix for https://patrickjohnston.org/bank/90#f852C
uses no freespace
1.1: actually works!

H A M

Charge flare fixes + optimization
Fixes the charge sparks' color when facing right + correct graphics when moonwalking. Also frees up $90BC7A..BCBD (44h/68 bytes).

H A M

Charge flare DMA + fixes
DMA's charge flare to free up sprite tiles $51..53 and fixes the charge sparks' color when facing right + correct graphics when moonwalking. Uses no freespace.
EDIT: All it does is to free up tile $52 because tiles $51 and $53 are used by beam explosions.

dewhi100

supersNeedMains: The super missile ammo you collect is worthless until an event flag is set, indicating that you have "main supers".

pseudoVaria: gives Samus heat protection without Varia suit, as long as she is holding a fully charged ice beam.

pseudoVaria has a small conflict with Smiley's suitdamage.asm. More info in the asm file.

H A M

Update 1.1 for Charge flare DMA + fixes
Grapple flare now draws correctly. Still uses no freespace!

H A M

Enemy Touch AI Rewrite
Rewrites normal enemy touch AI routine to free up space ($A0A548..A596, $4Fh=79 bytes saved). Also makes speedboosting/shinesparking/(pseudo) screwing not cancel iframes, and makes odd contact damage work correctly!

H A M

Enemy Touch AI Rewrite
Rewrites normal enemy touch AI routine to free up space ($A0A54D..A596, 4Ah=74 bytes saved). Also makes speedboosting/shinesparking/(pseudo) screwing not cancel iframes, and makes odd contact damage work correctly!
Update 1.1: Enemies with HP greater than 32767=7FFFh now damage properly! And damage is fixed!


H A M

enemy projectile-projectile collision fix
fixes the enemy projectile-projectile collision detection to rely on hitboxes and also make the collision routine happen after the pre-instruction but before setting the instruction.
version 1.1: hopefully less laggier

H A M

reset atmospheric effects in door transition, uses some freespace
fixes an overlooked bug

H A M


OmegaDragnet9

Boss Area Event System

If you used an older version there is a typo on line 152.
BEQ $24 should be BCC $24. My apologies.


Based off of PHOSPHOTiDYL's hex edits to the boss bits. Credits to P.JBoy for the incredible Banklogs. Credits to JAM because the Event Gray Doors work very closely to how his worked.

Instead of depending on the area boss bits to load and keep bosses from respawning, this uses Events determined by the Room Index.

[spoiler=MORE ON HOW IT WORKS]
This allows for more flexibility in the location, and frequency of bosses. (You can have all of them in Crateria, or have duplicates of any bosses.)

The Vanilla area boss bits already take up a few events in the $0016-$00FF range (specific ones marked in the defines section and event bit array document.) With this system, you are less likely to accidentally mark a boss as defeated with an event plm.
[/spoiler]

This is intended to be used in conjunction with Nodever2's Torizo Speed resource.

Included is the "Event Gray Doors" resource:

[spoiler=EVENT GRAY DOORS]
Documentation is provided to make it work with Nodever2's Door Cap PLM Rewrite. If you set the gray door condition to "Main Boss for the Area is Dead" the door will only open when the Room Index event is set. If you set the gray door to "Etecoons/Dachora Saved" the door will open when the event matching the door's PLM argument is set.

(When you want to save the animals at the very end of the game, you make sure the door index is set to $000F.) [/spoiler]

March 21, 2024:

After extensive testing today in quickmet I can say with reasonable certainty that you can use this system with the Vanilla boss icons. You must use the eight area specific events mentioned in the boss bit array for the icons to give you the desired results.

This applies to G4, but narrowed to exactly specific events. If you want Kraid's statue to turn gray, then wherever Kraid is in your hack, his room MUST have a room index matching Vanilla Kraid (this is Event $48.)

[spoiler=CHANGING THE ROOM INDEX IN SMART]
If you are using SMART, only change the Room Index inside the editor. Don't manipulate the XML files or directly edit the ROM. The Room Index is easy to change and it won't let you pick a number that's already taken.

Last thing is make sure the alternate room state is event based.
[/spoiler]

H A M


dewhi100

Kejardon's Walljump BTS

This was a dropbox link which is now defunct.
Fortunately someone had the ASM copy-pasted in a thread.
Reconstituted into a patch file and can be hosted here.
Adding it to the Resources in mainsite too.


H A M

when repeatedly changing the aim while moonwalking samus doesn't slide

H A M

Memory freeup + Kraid unpause fix
Frees up $7E:DF5C..EF5B and optimizes Kraid's pausing and unpausing routines.

H A M

Extended Tilemap
Transfers extended tilemaps directly to the VRAM write table instead of transfering to $7E:2000..2FFF first.


H A M

Instruction List Pointer as Sprite Object ID
Allows using an instruction list pointer as sprite object ID in addition to indices to the $B4BDA8 table. Useful for creating new sprite objects because you don't have to repoint the $B4BDA8 table.

Tundain

Enemy always freezes vulnerability

Set bit $40 in an enemy's vulnerability for an ice beam combo to make it so the enemy always freezes when shot (not just when at low health).


H A M

Fix Walljump Y offset and Hitbox
Fixes the Y offset and hitbox of the walljump pose (but not grapple walljump pose) to be consistent with the spinjump pose. That solves the issue that when letting go of the jump button while walljump-spinning, Samus appears to move downward 8 pixels instantly.