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[SM] Mixing Spazer and Plasma [997‰ IS done]

Started by JAM, July 14, 2010, 04:43:04 PM

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Swordsmage

Hi, first I wanna say that this is probably the number 1 Super Metroid hack I've always wanted and I'm so glad it exists. But I was wondering if it would be possible if we could get a version that can be used with Project Base? It works sometimes but there are a few rooms that just bug out when I enter them and crash the game.

Zero Dozer

It's fully functional, though I could have guessed that due to some other Metroid hacks that use this resource. Nonetheless, a good way to bring to Super Metroid a thing that took Nintendo making a sequel for addressing the lack of compatibility between those two beams.

PHOSPHOTiDYL

Some data for making a pb splazma patch. You'll need to redo all enemy vunerabilities. With the beam artifact that appears when shooting diagonally, you'll need to use make sure any bg tiles aren't using transparency, & only use certain fx3 options.
I have no idea what fx those would be.

[spoiler]SPLAZMA BEAM
1A74B8 - 1A75EF

PB ENEMY GFX
1A74C0 - 1A772A

DATA MOVED
$B4F4C0-$B4F5EF [1A74C0-1A75EF]

*Room state shares pointer
**Room state used different pointer
==============================================
|ROOM MDB|OLD POINTER|NEW POINTER|DATA LENGTH|
==============================================
| 795D4  |  $B4F4C0  |  $B4F7C0  | $12 BYTES |
----------------------------------------------
| 79994  |  $B4F5E6  |  $B4F8E6  | $12 BYTES |
----------------------------------------------
| 79C35  |  $B4F588  |  $B4F888  | $12 BYTES |
----------------------------------------------
| 79F64* |  $B4F4F6  |  $B4F7F6  | $12 BYTES |
----------------------------------------------
| 7A107  |  $B4F4D2  |  $B4F7D2  | $12 BYTES |
----------------------------------------------
| 7A1AD  |  $B4F5BE  |  $B4F8BE  | $12 BYTES |
----------------------------------------------
| 7A2CE  |  $B4F552  |  $B4F852  | $0E BYTES |
----------------------------------------------
| 7AC2B  |  $B4F576  |  $B4F876  | $12 BYTES |
----------------------------------------------
| 7CCCB**|  $B4F59A  |  $B4F89A  | $0E BYTES |
----------------------------------------------
| 7D27E  |  $B4F564  |  $B4F864  | $0E BYTES |
----------------------------------------------
| 7D3B6  |  $B4F5D4  |  $B4F8D4  | $0A BYTES |
----------------------------------------------
| 7D57A  |  $B4F540  |  $B4F840  | $12 BYTES |
----------------------------------------------
| 7D69A  |  $B4F4E4  |  $B4F7E4  | $0E BYTES |
----------------------------------------------
| 7D898  |  $B4F5AC  |  $B4F8AC  | $0A BYTES |
----------------------------------------------
UNKNOWN DATA FROM 1A7508-1A7535
MOVED TO 1A7808

00 02 FF FF 00 04 FF FF 02 02 FF FF 01 02 08 02 02 02 02 81 00 02 FF FF 01 01 81 81 01 01 81 81 01 01 81 81 01 01 01 01 08 08 00 00 00 00



[/spoiler]

SuperKB

Very delicate hack! There is one problem I'm having. Phantoon for some reason is invulnerable to Missiles and Super Missile. I'm using (JU) rom. I had to make it unheadered for it to work because it keeps crashing on the prologue intro. I'm not sure if it was to only work with unheadered roms because the readme never told me.

Quietus

Pretty much everything is for an unheadered ROM. There are very few exceptions.

SuperKB

Understood. I'll keep that in mind for experimenting for other hacks.

JAM

Quote from: PHOSPHOTiDYL on October 04, 2016, 05:30:08 AM
[spoiler]SPLAZMA BEAM
1A74B8 - 1A75EF

PB ENEMY GFX
1A74C0 - 1A772A
[/spoiler]
It's not that easy. Actually, bank $93 was rewritten almost completly. About 15 kbytes in pure hex. It'll be easy to move the enemy gfx than rewrite bank $93 once more.

Quote from: PHOSPHOTiDYL on October 04, 2016, 05:30:08 AM
[spoiler]
UNKNOWN DATA FROM 1A7508-1A7535
MOVED TO 1A7808

00 02 FF FF 00 04 FF FF 02 02 FF FF 01 02 08 02 02 02 02 81 00 02 FF FF 01 01 81 81 01 01 81 81 01 01 81 81 01 01 01 01 08 08 00 00 00 00
[/spoiler]
It's enemy vulnerabilities array data. For cloned enemise, I guess.

Anyway, thanks for the info, Eventually, I'll release the special PB version and a tool to make almost every hack compatible with Spazer + Plazma patch. I hope, in early 2017.

benox50

I know this is old, however I'm thinking of using that for my hack, cause this looks like an amazing addition to SM.
However I also already edited all the beams before using this. I edited the default beams to make them feel more different from each other using BF projectiler tool.
I need to redo it with this patch so I'm wondering where are all the values now : Damage, Charge damage, speed, cooldown, sfx
I have no idea where to search since only Jam knows where he moved them. So a list that come with the readme (somekind of new Hex offset) could be really appreciated since now Game behaviour and projectiler will not read the new locations.  :bounce:


PHOSPHOTiDYL

Stop thinking & start hacking. Isn't that your quote?  :lol:

benox50

I just found this doc: http://old.metroidconstruction.com/docs/JAMbeameditingguide.txt

So I will look to find it myself cause I cant wait. I maybe bumped that for nothing

Zekeram12

A bit of a nitpick, but shouldn't the plasma color override the wave and spazer colors? When you combine wave and plasma, it takes a plasma color, and wave overrides the spazer color. Also, in Samus Returns, the combined wave-spazer-plasma beam uses the plasma beam color, to reinforce my point.