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

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

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gunnargumpert

he made, but it´s REALY OUTDATED and MUCH EASIER with my way to do. (he says, you have to make the pointer, but lunar adress is saving HOURS of work)

sorry, big letters, not because i´m angry  :lol:

oh, and he explained just smile 1.32 method, but everyone is using 2.50 now! smile automaticaly shows, where the pointer os pointing to.


but the tutorial helped me a bit, to understand BANKS and pointers (21 03 --> 03 21)

Scyzer

Quote from: gunnargumpert on March 24, 2010, 04:06:50 PM
he made, but it´s REALY OUTDATED and MUCH EASIER with my way to do. (he says, you have to make the pointer, but lunar adress is saving HOURS of work)

sorry, big letters, not because i´m angry  :lol:

oh, and he explained just smile 1.32 method, but everyone is using 2.50 now! smile automaticaly shows, where the pointer os pointing to.


but the tutorial helped me a bit, to understand BANKS and pointers (21 03 --> 03 21)

I don't see how it's outdated, as it works pretty much exactly the same in later versions of SMILE...
Lunar address can't possibly save HOURS of work, as it takes about 2 minutes to repoint something the normal way, and most of that time is actually finding and opening the right .txt documents.

Just for the record, I still use 1.32 =P. Not because I don't like 2.50, but because that's what my hack started with, that's what it's gonna finish with. Also because it's the only version that can actually open my hack properly atm XD

gunnargumpert


Cadarot

Alright everyone. This is my first real ASM hack/mod/awesomeness that i created, I polished it off, and it's now done.

Pretty much, You're able to swap out to the Ice beam, Wave beam, Plasma Beam, and Spazers by simply walking over a BTS
Also which is included, is the Hyper Beam BTS

For the Ice beam, use Air-Fool X-Ray BTS 09
For the Wave beam, use Air-Fool X-Ray BTS 0A
For the Spazers, use Air-Fool X-Ray BTS 0B
For the Plasma beam, use Air-Fool X-Ray BTS 0C

Also for the Hyper beam, 07 for the Hyperbeam Activator, 08 for the Deactivator.

The Hyperbeam blocks needs to be set up a certain way for it to not mess with anything else. it should always be at last 3 tiles high, with the BTS 08 (the deactivator) surrounding BTS 07 (the hyperbeam activator) completely

There are a few graphic glitches that exist in the game, where if one beam exists on screen, and your beam is changed, it will have the wrong palette and graphics.
At this time, I don't believe that there is a fix for this (I may be wrong).
Also you may notice, that the rainbow effect is missing from the Hyperbeam. I do not know how to fix this atm.

This is a video of it in action.
Super Metroid Beam Swap

You can download it HERE

Crashtour99

That would be perfect for a custom boss that could change it's beam resistances during battle.

Awesomeness Flamestar!   :cheers:

Nu Zalem

Alright people, this is my first contribution to this topic. This patch removes Phantoon's graphics from the Wrecked Ship tileset, and places them into free space in the rom itself (address 10EC00 to be exact). Now you can take full advantage of the tileset for that area. Just one thing...you cannot pause in Phantoon's room due to a bug (if you pause the game while engaging him, he becomes invisible to the player...permanently. You could still see the blue flames but nothing else...code had to be made to disable pausing in that room so I would suggest hackers to give subtle hints to let players know that they will soon engage the boss). Thanks to the guidance of DChronos and Black Falcon, this patch was made possible.

**Edit**

The ips for some odd reason did not work when applied to fresh roms. The graphics were move to free space, but you could still pause in Phantoon's room, thus allowing the bug to still semi-exist. I've uploaded a working version of the .ips file along with an .asm file. Make sure the last value in the door editor for the door leading to Phantoon's room are "EA25" and the last value for the door inside of Phantoon's room is "E1FE". Should be no problem now.

Scyzer

Quote from: Nu Zalem on April 05, 2010, 04:08:31 PM
Alright people, this is my first contribution to this topic. This patch removes Phantoon's graphics from the Wrecked Ship tileset, and places them into free space in the rom itself (address 10EC00 to be exact). Now you can take full advantage of the tileset for that area. Just one thing...you cannot pause in Phantoon's room due to a bug (if you pause the game while engaging him, he becomes invisible to the player...permanently. You could still see the blue flames but nothing else...code had to be made to disable pausing in that room so I would suggest hackers to give subtle hints to let players know that they will soon engage the boss). Thanks to the guidance of DChronos and Black Falcon, this patch was made possible.

sounds interesting... did you have to change his tilemaps to allow them to read from the ROM and not decompress from the tilesheet? I'm interested in that cause I was looking for his tilemaps a while ago, but couldn't understand them... no idea how layer_2 tilemaps work for sprites.

Nu Zalem

I don't recall me having to change Phantoon's tilemaps (as far as moving his graphics from WS tileset to free space in rom).

Scyzer

Quote from: Nu Zalem on April 05, 2010, 07:41:37 PM
I don't recall me having to change Phantoon's tilemaps (as far as moving his graphics from WS tileset to free space in rom).

Hmmm... then I'm curious as to how you got his AI to read the graphics from the rom, and not the tilesheet. Well, I guess if it works it's no problem =)

Black Falcon

Edit: Okay I got it.
nothing more to say. :<_<:

DSO

Quote from: Black Falcon on April 06, 2010, 12:36:35 PM
Quote from: Sadiztyk Fish on April 05, 2010, 07:46:03 PM
I'm curious as to how you got his AI to read the graphics from the rom, and not the tilesheet. Well, I guess if it works it's no problem =)
It's basically a Layer1_2 pointer to a routine which loads his tiles and transfers them into VRam via DMA.
The bad thing is, that this routine seems to run only once (haven't really tested), but the gfx get reloaded after
unpausing ,which is why they become invisible (or they screw up horribly).
The disabled start button prevents this (the flag is set during the door transition into his room, and cleared when leaving the room).

/sigh

(wags finger at Black Falcon)

Charmander106

Hi everyone! This is my first ASM patch. I'm still trying to learn ASM as I am still a noob, but hey, learning this stuff takes time right? Anyways...

This patch makes the gravity suit immune to certain types of spikes. The patch is for unheadered roms.

Any comments, suggestions would be most grateful, well enjoy!

gunnargumpert

Quote from: Webber1900 on April 11, 2010, 11:44:40 PM
This patch makes the gravity suit immune to certain types of spikes. The patch is for unheadered roms.

Any comments, suggestions would be most grateful, well enjoy!

that's a great idea! but i think, it's better to make spike tiles, too! because it shouldn't look like normal spikes. it's more real, if we are using spikes, they aren't looking so sharp.

gunnargumpert

i`ve a question about the stuff here: will there be a patch to recharge the speedbooster exactly like in metroid fusion? and will there be a patch for a walljump, that is so fast like in fusion? single walljump should still be possible.

would be cool.

personitis

Quote from: gunnargumpert on April 18, 2010, 07:03:35 AMand will there be a patch for a walljump, that is so fast like in fusion? single walljump should still be possible.
A few changes with Grime's hex notes can change that.

gunnargumpert

Quote from: person701 on April 18, 2010, 12:52:43 PM
Quote from: gunnargumpert on April 18, 2010, 07:03:35 AMand will there be a patch for a walljump, that is so fast like in fusion? single walljump should still be possible.
A few changes with Grime's hex notes can change that.


sorry, but there is nothing! just the walljumpheight!

but not the speed, samus moves away from the wall during a walljump.

Cadarot

Quote from: gunnargumpert on April 18, 2010, 07:03:35 AM
i`ve a question about the stuff here: will there be a patch to recharge the speedbooster exactly like in metroid fusion? and will there be a patch for a walljump, that is so fast like in fusion? single walljump should still be possible.

would be cool.
FFS this isn't a request topic. If you have a request, learn ASM or ask the author.
And don't you give me that "I'm German" crap because there are plenty of German users who have done just that,

gunnargumpert

Quote from: Flamestar666 on April 18, 2010, 07:48:46 PM
Quote from: gunnargumpert on April 18, 2010, 07:03:35 AM
i`ve a question about the stuff here: will there be a patch to recharge the speedbooster exactly like in metroid fusion? and will there be a patch for a walljump, that is so fast like in fusion? single walljump should still be possible.

would be cool.
FFS this isn't a request topic. If you have a request, learn ASM or ask the author.
And don't you give me that "I'm German" crap because there are plenty of German users who have done just that,

well, i asked just for a recource, not for help


___________________________________________________________________

ok! i have a new hex change recource! i have found the hexcodes for the following:


[NOTE: WITH HEADER -- NOT HEADERLESS]


$8223D\ XX Walljump Speed
$82249/ XX you are moving away from wall faster/ slower, if you change the nibble

$8223C\ XX  Morph-from-Edge-Speed
$82248/ XX  (if you're rolling from an edge, you are moving this fast)

$82224   C0 03 --> 22 03\  Springball makes Samus FASTER (=The speed of samus
$82230   C0 01 --> 20 03/  moving left/right in springball jump) -> not shure what value else is working correct
                                           drewseph used values 20 03 and 18 03 -> i changed it, so i can say it's not a stolen code


i`ll search for a few different new codes, and then i'll write it inside this forum

DSO

I'm sorry, but what you've been looking for has been listed here for quite a while already, with unheadered locations. You should probably check and make sure whatever the rest of what you're looking for isn't already on there, just look in http://metroidconstruction.com/hex.php and you'll see stuff that just yesterday you said that we didn't have. The site was last updated March 30th, so yes we did have stuff such as:

82049 - 01 to ??
Speed at which Samus moves left/right through the air after performing a walljump. 00 = slower, 01 = standard, 02 = slightly faster, etc. (found by Black_Falcon)

begrimed

ASM by Kejardon and Sadiztyk Fish, and permission by both to post this.

Spinjump restarting!

I made a quick IPS for unheadered ROMs. IPS and ASM both allow jump to be pressed in the air again at any time to enter the spinning pose, ala Fusion/Zero Mission.

gunnargumpert

Spinjump restarting:

awsome!!! it's working better than in redesign!!! thanks

DSO

This patch repoints 20 tilesets, 1-15, and 22-26, to free space taking up all of the $F0 banks and beyond. It does not repoint palettes, but just tiles and tables. It also clears out all the old disused space for tiles and tables, so now those are empty and ready for level data or whatever. Obviously, this is intended to be applied at the start of a hack, and if it is then the ASM file will not be needed. However, if you want to apply it to an existing hack you're working on that has already messed around with the tileset locations and stuff, here's some directions.

First, you'll want all your tilesets tiles and tables exported and ready to be re-imported.

Apply patch to a clean ROM
Apply hack to that ROM
Use Xkas to apply the .asm file to the ROM
Reimport tiles and tables as needed

Altzan

Thanks for that, DSO.
Maybe now I won't have such a hard time editing graphics for a new hack.

Quietus

DSO:

I've tried applying your patch to my hack, and it ended up FUBAR. (Don't panic - I backed up first!)

I then tried it with a fresh, unheadered ROM, and it seems to be replacing all of the tilesets you mentioned with the first (Crateria) tileset, so almost every room is fooked, and every tileset looks the same, barits colouring.  Am I missing something?

DSO

Nothing's wrong, it's just far easier to copy/paste the same information 20 times over when your hex editor is as dumb as mine. With SMILE able to import tiles and the tiletables, you can restore the originals easily if you want, but considering the fact that you used the patch, you were going to change those anyway, right?

If you want to fix Ceres all you should have to do is reimport the tiles.