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

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

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PHOSPHOTiDYL

Three patches in one for your Super Metroid Entertainment System.

This patch will do the following:

Change a few things with the hex map to Planet Zebes.
(A few flashing circles with lines to the names would make this even better.)


Put a 4 digit energy cache on the file select screen.
(Includes a few graphic alterations...)


Put a 4 digit energy cache on the hud.
(Not much room to work with, I think it's decent.)


Top of the file includes a skip intro patch for quick testing, & samus new save starting health.
Now you can start with a nice round number like 100, & E-tanks can probably hold various values.
It does display up to 9999 energy.

Uses free space at the end of bank $80 & $81.

Enjoy.

UPDATE:
Slight optimization. Code is placed in better free space. Works on various hacks no problem.

UPDATE:
This is compatible with the file difficulties, either mine or sylandro's.
Just delete the STA $7E3642,x in the file difficulty display code.
That section of code is being skipped with the energy cache.
Code from $81A136 to $81A148 can be cleaned out.

SKIP IF USING "MENUMODE" PATCH:
Then the STA $7E366A,x needs to be STA $7E3650,x.
This is for the "display difficulty on file select screen" part of code.
Just moves the text over so it's under "SAMUS" & not the energy display.

Also an ips patch with just the gfx.
The bin files have a few more cosmetic changes with the hud.
Maybe you didn't want those.

UPDATE:
For compatibility with the HUD game timer, version 1 & 2.
The timer & the max health routine use the same hijack point.
JSR to the timer in the MAXMATH routine, right before the LDA $09C0.

UPDATE:
For compatibility with black_falcon's hud 2.5 hack.
There is an org $809B4E with JSR AUTO in his patch also used with the energycache.
Continue to use JSR AUTO to jump to free space.
In the AUTO routine from the hud patch, replace the LDA $09C0 with JSR MAXMATH.
Remove the CMP #$0001, or nop it if you already patched & are working in hex.
In the MAXMATH routine from the energycache, add CMP #$0001 after LDA $09C0.

Without doing this, the max health will always show over the hud.
The reserve icon is always there, regardless of tanks collected.

UPDATE:
This is a hex tweak for a bug I just found.
If holding item cancel & selecting an item for the flashing 'one shot,'
the energy text will flash instead, & won't go away.

0844C3 to 0A disables the one shot.


Steel Sparkle

Yea  that hud thing is pretty cool. i have always wanted to see her Energy displayed in full rather than 99 a piece.

Vanya

Do you have a version of that without the altered health display stuff?

PHOSPHOTiDYL

Quote from: Vanya on March 08, 2017, 04:44:06 PM
Do you have a version of that without the altered health display stuff?

Nope.
Couldn't get it to display the etanks bars properly for each etank collected.

PHOSPHOTiDYL

Two palette locations for your Super Metroid Entertainment System.

Address 012987 #DF is the palette for all the pause screen flashing.
Address 012D5D #3F is the palette for the reserve arrow flashing.

Also sample palettes to help you compare for editing.

Cpt.Glitch

Should let you start with any item you want, including Missiles, PBs, ect. Also includes a choice to enable Zero or Full Powered suit, and has the Unknown items patch Fix included as well if you use Biospark's unknown items patch. Please read the comments in the code before asking any questions, as some important things are answered there.



PHOSPHOTiDYL

Got some "DATA MODE" tweaks for your Super Metroid Entertainment System, 2 in 1 patch.

1st change is for the ["IS THIS OK?"] ["YES"] ["N O"] on the data copy & clear screens.
Now it's ["ARE YOU SURE?"] ["OKAY"] ["NOPE"].
Uses $14 bytes free space for the ["NOPE"] tilemap.
$08 bytes free where ["N O"] used to be.

2nd change is for anyone using a file difficulties patch.
If you're not using said patch, delete said section from the asm.
It's set up for my "hackmode" patch, should be pretty easy to get working with sylandro's.
I've found a better hijack point for displaying the difficulty on the main menus.

By better, I mean it's the best I could get.
The difficulty won't move over on the data screen without moving it on the main screen.
Is also compatible with the "energycache" patch without changing anything.

UPDATE:
This patch is outdated. Newer posts have fixes & additional code to play with.

PHOSPHOTiDYL

This is more reference material than a patch, if not using energycache.
UNLESS you've been piecing together all my patches.
Uses $4A bytes free space in bank $81 if using the game timer.

For your Super Metroid Entertainment System.

Fancy thing with the samus helmet, you can place anywhere.

UPDATE:
This patch is outdated. Newer posts have fixes & additional code to play with.

PHOSPHOTiDYL

Autosave feature @ game over.

Roomstate events will not save if dying before completing.
Say you die in the pirate room after morph & missiles, you will load @ samus ship.
However, zebes will not be awakened.
You will need to go back & clear the room.

Very cheap quickfix, game will autosave @ the game over screen.
Samus will start again with max health, ammo will remain the same.
It only works with the health code in place.

$18 bytes free space in bank $82.

For your Super Metroid Entertainment System.

USE AT YOUR OWN RISK.

After further testing, this now sets you at the ship.
Plenty of time to reset while samus strips.
Is a quickfix, with some work you can get it to load last save used.

This lets you skip bomb torizo if you die while fighting...

UPDATE:
Various attempts have been made at a working autosave feature.
There's no way around events & items w/o tons of useless code.

Just saving map progress would be good enough.
Due to how the map is loading, there's no solution on my end.

PHOSPHOTiDYL

Mother Brain Experiment.

I'm sick of the final boss just being a boring movie before I watch the credits.
So here's a patch making it a legit boss fight.

Set up for "hackmode" patch. Instruction included for vanilla or sylandro's patch.

No hyper beam. Instead missiles & supers so your prior exploration will cost you.
Those will be divided by two for hard mode. It's already a struggle on normal mode.

Mother brain's second form can be spammed with missiles & just stand there taking it.

Not anymore.

Whatever you hit her with will move the head. Regular beams will do no damage.
Also includes damage options for the final "hyper beam" so you can adjust accordingly.

Like not getting an energy refill after the first giant metroid drain, & relying on your reserves.
Hard mode would just end you with 598 damage.

Still some lag, but so do the other bosses.

Highly experimental.
$1A bytes free space bank $A9.

UPDATE:
Hack mode makes this near impossible without a perfect fight. Good luck.


P.JBoy


A Dummy

Mother Brain not being a completely legit boss fight is something that has bothered me as well. (Outside of low% speed runs of course.)
So it's nice to see someone looking into what can be done to make the fight more interesting.

Cpt.Glitch

Double Jump for ZM! This code is used to give space jump a more prime-like feel. In other words, it makes space jump give 1 extra jump. The code is commented on how to change the amount of extra jumps. It uses the unused Crocomire AI as freespace. If you have another code that uses data there, use a hex editor to determine where the other code ends, and point this code there.

PHOSPHOTiDYL

Here's a little something for difficulties.
Or you can make use of it for other things.
Set up for hackmode patch, so easy to use.

You'll end up with 1.5x enemy hp on hard mode.
Enemy damage goes through suit division, which is already set up with a difficulties patch.
You can change it to check for items collected, game time, whatever.

EDIT:
Hack mode is insanely difficult.
It took me at least 30 tries to take out ridley with only 700hp & 1 reserve tank.
I can't even deal with botwoon.

So adding a .75x enemy hp patch, in an attempt to balance things out.
Normal mode .75x, hack mode 1x. Makes an easy normal & normal hard mode.
Or change the branch. Then you'll have normal normal & easy hard modes.

PHOSPHOTiDYL

Got something from my hack quest today.

Unlock ridley as a usable boss in all areas.
Uses cheap coding to allow for multiple ridley.
Not gonna explain, just look at the code to set it up.

$102 bytes free space bank $A6.
It's not optimized to keep it simple to use.

Also it's set up for 8 areas, with scaling values for testing purposes.

With some creative thinking, this can be applied to all enemies.
Maybe they'll get stronger the longer game time progresses.

PHOSPHOTiDYL

No details for this one.

Just patch & go fight gold torizo.

If you haven't looked @ the code yet, it's some ghetto warp torizo.
Next time you try to corner it, get warp smacked.

Cpt.Glitch

Shinespark Control for ZM

This is version one. Version two will have a feature that allows you to keep boosting when hitting the ground. In the mean time, this version just ends the spark if you hit a floor. This originally clipped the player in the ground, but that is fixed until I get version 2 working. This uses the unused Crocomire AI, so if you have code there already, see where that code ends, and point this there.
[spoiler=Controls:]Up: Upward Spark
Left: Left Spark
Right: Right Spark
Right & Up/Down: Diagonal Rightward Spark Up or down
Left & Up/Down: Diagonal Leftward Spark Up or down  [/spoiler]
https://www.youtube.com/watch?v=Ik_HEIPcihg

Cpt.Glitch

https://www.youtube.com/watch?v=Zx_yUvJROYY
Picking up items is now quicker and smoother. You are no longer forced to go to the status screen every-time a new ability is collected. Version one has unknown items functioning as they usually do (requiring full suit to activate). Version two (the UN attachment) has the unknown items function as normal items. A majority of that uses biosparks unknown items asm.

PHOSPHOTiDYL

Here's a small patch that sets save stations as used if a timer is running.

Super Metroid $0F bytes bank $84.

PHOSPHOTiDYL

In case your annoyed with not being able to select spazer & plasma,
& setting up new vunerabilities for splazma beam is too much work...

Here's a new patch to split wave & ice beams, identical to spazer & plasma.

Scyzer's wave/ice split wasn't working for me.
Credits for pointing me in the right direction.

Selecting one beam will deselect the other.

$5B bytes in bank $82.
$1C bytes in bank $84.

PHOSPHOTiDYL

So as nice as the save refills patch is, it breaks all compatibility with smile rf's plm save editor.

Not the decent one from 'special editors.'
The awesome one from right clicking a save station plm.

Here's a horribly basic patch that keeps compatibility, & refills ONLY if you choose yes to save.

$29 bytes bank $84.

UPDATE:
I just realized samus reserves come after max reserves, when all other items are opposite.
Replace the r-tanks line with LDA $09D4 : STA $09D6. Still $29 bytes.
Or don't restore reserves. It's up to you.

Also new smile rf update is compatible with the old patch.

Quote58

Somebody asked about my game timer patch/asm from years ago and I figured I'd remake it because it was badly written and only accessable on the old main site, so here's a new version of the V2 patch.
It draws the timer on the top line of the hud and includes hours/minutes/seconds.
The asm just uses the tiles already available, so instead of a colon it uses a period, and instead of TIME looking nice, the top line of pixels is chopped off since super Metroid cuts off the top line of the screen. The patch includes slightly redrawn TIME tiles right after the blank spaces in the hud gfx at D3200 (2bpp "Gameboy" mode), as well as a colon for the timer right after it.
This patch uses free space at 80CDC0 but not much.
Here's a picture of the patch:


Edit: whoops, forgot to change the index back in this one too. The dot separator should be a dot now for the non-patch. Sorry!