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

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

Previous topic - Next topic

Crashtour99

My first public patch!   :grin:

I'm going to be using a modified version in my hack, but I figured this might be useful for other folks as well.

What does it do?  Well it allows charge beam to slowly refill health when charging/charged, does not refill reserve tanks.  You might need to repoint the free space.

*big thanks to Black Falcon, Crys, and DSO (I based the coding off of the Prime 2 healing blocks)*

Altzan

Quote from: Sadiztyk Fish on April 29, 2010, 10:23:44 PM
Is there any reason to vote? It's not a competition, it's a collaboration!

He just wants feedback, I guess... but it does need its own thread for that.

Quote from: Crashtour99 on April 30, 2010, 07:55:49 AM
My first public patch!   :grin:
I'm going to be using a modified version in my hack, but I figured this might be useful for other folks as well.
What does it do?  Well it allows charge beam to slowly refill health when charging/charged, does not refill reserve tanks.  You might need to repoint the free space.
*big thanks to Black Falcon, Crys, and DSO (I based the coding off of the Prime 2 healing blocks)*

Nice one, that sounds cool. Good job!

Quote from: Grime on April 26, 2010, 08:42:24 AM
Dunno if I'll use this. I was curious if doing it would work. It did. Samus' energy and/or supplies will instantly refill after the room transition finishes. Might could come in handy for a boss room, or some kind of gauntlet challenge.
Door heal ASM
;Some simple ASM for doors. Last 4 digits ($8F####)
;of the free space will be your door scroll pointer.
;For example, this writes to free space at $8FEB50.
;So, your door's "scroll pointer" in the door editor = EB50
;Uses 7-31 bytes (7EB50~7EB6E), depending on what the door refills
;This only replinishes all of Samus' energy,
;but you can make it refill other things by un-commenting
;the additional LDA/STA pairs. Do this by removing the ; in front

lorom
org $8FEB50   ;free space in bank $8F

LDA $09C4   ;Max health
STA $09C2   ;Current health

;LDA $09D4   ;Max reserve tanks
;STA #09D6   ;Current reserve tanks

;LDA $09C8   ;Max missiles
;STA $09C6   ;Current missiles

;LDA $09CC   ;Max super missiles
;STA $09CA   ;Current super missiles

;LDA $09D0   ;Max power bombs
;STA $09CE   ;Current power bombs

RTS


That does sound like a cool idea for a gauntlet-type hack run.  :grin:

gunnargumpert

Quote from: Crashtour99 on April 30, 2010, 07:55:49 AM
My first public patch!   :grin:

I'm going to be using a modified version in my hack, but I figured this might be useful for other folks as well.

What does it do?  Well it allows charge beam to slowly refill health when charging/charged, does not refill reserve tanks.  You might need to repoint the free space.

*big thanks to Black Falcon, Crys, and DSO (I based the coding off of the Prime 2 healing blocks)*


very good idea!

well, does it work with EVERY charged version of beam?

Quietus

I would imagine it's activated by having the Charge Beam equipped.  As long as you are capable of having the charging animation, it should be effective.

Crashtour99

I hijacked the code at a place that checks for the current charge status only while the beam is charging (cause believe it or not, there is a current charge check when you're just standing around doing nothing LOL).  And I didn't test it for every combination, but it works for charge beam only, and for charge+ice+wave+plasma, so I figured if it worked for the latter, it would work for all of em.

Black Falcon

Crashtour99: Nice job with the charge beam healing.

Just one thing:
I looked at the asm file and saw that your routine ends with
this:

LDA $0CD0       ;original code that was replaced
JSR $BBA4       ;jump back to original code stuffs


This isn't always accurate. JSR means Jump to SubRoutine. Subroutines always need an end.
In this case this would be 'RTS' which stands for ReTurn from Subroutine.
Just replace 'JSR $BBA4'  with RTS:

LDA $0CD0       ;original code that was replaced
RTS      ;jump back to original code stuffs


This defines the end, and the game will return back to right after the JSR $F650 (it jumps back to $90BBA4).
Now you're maybe wondering what RTL stands for.
Also this command defines an end of a routine. It means ReTurn from Long jump.
Long jumps (JSLs) tell the game to jump to code located outsite of your current bank.

example code:

org $908000   ; tell xkas to place code here (you already know that, I'm sure)

JSL $DF8000   ;jump to code in bank $DF
                    ;you see this upcode takes 4 instead of 3 bytes
                    ;because of the destination bank $DF

org $DF8000
[insert code here]
RTL               ;return back to where we came from (in this case to $908004, right after JSL $DF8000)


I hope that helps you.
Good luck with learing asmz!  :wink:

Crashtour99

*copied and pasted in my asm learnin notes*   :^_^:
Thanks Black Falcon, much appreciated!

Cadarot

After being bored at work, I decided to scribble down a little something.
To my surprise, it worked nearly flawlessly.

Long story short, You heal slowly when standing still (Standing and only standing. No shooting, charging, etc.)
You can grab it HERE

VIDEO
[spoiler]http://www.youtube.com/watch?v=44hWuMTBhhA[/spoiler]

Daltone

Hurt flash timer hex changes!
101924 - 60 to ?? Projectile hurt flash
102576 - 60 to ?? Enemy contact hurt flash

Also spike hurt flash timer
A0E9A - 3C to ?? - spike bts 00
A0ED5 - 3C to ?? - spike bts 01
A0F10 - 3C to ?? - spike bts 03
A1871 - 3C to ?? - air fool x-ray bts 02

Values are in hex so 60 is 96 frames

The Envoy of the Beginning

Hey Daltone, I used your asm patch and noticed that the the in-game timer doesn't work.

Lunaria

Morphball animation guide.

People who edit GFX should have no issue figuring out how this works.

It's a guide that shows how the morphball animates in-game.

For the record this is the animation order:

1/ 1- 2/ 2- 3/ 3- 4/ 4-

If you change direction when rolling it will change order from forward to backwards in the animation pattern.

Lunaria

Sorry for double post.

This is a morphball edit to make it look like a koopa shell from SMW, enjoy! :3

Patch is for headerless I belive... but don't quote me on that.


EDIT:
NOTE: LOOK HERE:

The GFX file and patch from this topic should be on the site: http://forum.metroidconstruction.com/index.php/topic,612.0.html

(MZM ball in super metroid)

JAM

Small addition to hex tweaks.

Change 8D 0C 0F at 13228B to EA EA EA
Ceres Ridley will no longer immortal.

Change C2 09 at 1326F2 to 8C 0F
Ridley will fly away after his health will be less than 30 (by default). To be correct, after his health will be less than value at 1326F5.

Change C9 00 02 F0 22 at 23D58 to EA EA EA EA EA
Missile doors will no longer opens after super missile hit

Quietus

I too have a couple for the tweaks, both for the X-ray.

4078A = 0A This is how long the X-ray's beam takes to widen before you can move it around.  Obviously 00 is very helpful, as the beam appears instantly.
4079A = 0A This is the width of the beam itself.  This goes up to 40, which effectively X-ray's the entire screen in front of Samus, but going higher glitches.

Cadarot

Quote from: Quietus on May 16, 2010, 08:01:18 AM
I too have a couple for the tweaks, both for the X-ray.

4078A = 0A This is how long the X-ray's beam takes to widen before you can move it around.  Obviously 00 is very helpful, as the beam appears instantly.
4079A = 0A This is the width of the beam itself.  This goes up to 40, which effectively X-ray's the entire screen in front of Samus, but going higher glitches.
That one has already been found... By me actually XD

4078A - 0A to 00
4079A - 0A to 01
Gives the X-ray scope a much thinner "beam" than usual (found by Flamestar666).


It doesn't specify, but you can change these values to whatever you want.

The first one is for the animation, and the 2nd is for the initial beam size if I'm right

Quietus

I did see those, but felt that the descriptions made no mention of the speed at which the beam widens, so posted anyway.  :heheh:

begrimed

I cleared that up on the hex page, which has also been meatily updated.

Other stuff that's been submitted in this topic will be on the main site soon enough. Rock on fellas.

Crashtour99

Something I just found that may or may not be useful for others...

824F5 change AD D0 0C to EA EA EA
Disables pseudo screw attack (including yellow flashing)

gunnargumpert

Quote from: Black Falcon on March 14, 2010, 01:36:38 PM
Releasing an updated version of the shinespark control.
This time Samus doesn't get stuck in the floor when shinesparking diagonally down.
Same for ceiling / shinespark diagonally up.

Old versions can be easily replaced!



your "Drain bevore collect" and maybe some others are very nice, but have a glich. if you make samus "standig" while im shinespark and touch a wall, the game crashes.

Daltone

Bomb *jump* Damage ASM
Does 10 hp damage with Power suit, 5 hp with Varia and 0 with Gravity.
Updated, more damage for a power bomb jump 50 hp/ 25 hp/ 0 hp

Updated again, If you happen to have a fast bomb timer.
Also I can't post it as a .asm?!

Samus-Aran

i have some cutom metroid prime 2 echoes beam icons for super metroid

[attachment deleted by admin]



zephyrtronium


JAM

Did you miss me? =) Just glad to see all of you, guys. My modem is working on now. Back on topic.

Addition to ceres Ridley.

1364DE
1E 00 to ?? ??
When player reach this health, Ridley will stop shooting fireballs and do "clockwise flight" attack and try to perform ramming attack by every move. Instead of stooting fireballs and flying clockwise he will just fly in place for 2 seconds. If you set value at 1326F5 to 00 00, set this to 00 00 too, or you'll get a very little chance to win when your health is low.

I recommend to set the same values here and at 1326F5 unless you want to make Ridley more aggressive.

1364DB
C2 09 to 8C 0F
When Ridley's health is less than value at 1364DE, he will stop shooting fireballs and do "clockwise flight" attack and try to perform ramming attack by every move (see description above).

1364DB
C2 09 to C6 09
When player's missiles is less than value at 1364DE, he will stop shooting fireballs and do "clockwise flight" attack and try to perform ramming attack by every move.
For Super Missiles, change to CA 09. For Power Bombs: to CE 09.

1326F2 - C2 09 to C6 09
Ceres Ridley will fly away after player's missiles is less than 30 (by default). Specifically, player's missiles is less than value at 1326F5 For Super Missiles, change to CA 09. For Power Bombs: to CE 09.