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fusion:locations:hex_changes [2020/04/01 22:17] multi-manfusion:locations:hex_changes [2020/04/02 00:08] (current) multi-man
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 “Hex Tweaks” are loosely defined as sets of single-or-multiple-byte-changes that can be preformed for desirable effects. There is no clearly-defined upper limit for the number of bytes that can constitute a 'hex tweak' but they are usually less than 16 bytes' worth of changes. Most Fusion hex changes are 2 byte changes. All that is needed to perform the hex tweak is a hex editor such as HxD. The tweak will give you an offset, original byte values, and the new values that you will enter in.  “Hex Tweaks” are loosely defined as sets of single-or-multiple-byte-changes that can be preformed for desirable effects. There is no clearly-defined upper limit for the number of bytes that can constitute a 'hex tweak' but they are usually less than 16 bytes' worth of changes. Most Fusion hex changes are 2 byte changes. All that is needed to perform the hex tweak is a hex editor such as HxD. The tweak will give you an offset, original byte values, and the new values that you will enter in. 
  
 +====== Tweaks ======
 +<color #FFA500>0x60B10 = 03 48 to 16 E0 </color>\\
 +<color #FFA500>0x60B10 = 03 48 to 16 E0 </color>\\
 +Enables the event++ hex tweak, which allows you to fight bosses and get powerups out of order.
 +
 +<color #FFA500>0x353E - 09 06 to C0 46 </color>\\
 +Disables event-based music after leaving the room it started playing in
 +e.g. The first track after stepping out of the ship, the track after beating a boss and obtaining its item
 +
 +<color #FFA500>0x60EC0 = 03 48 00 78 to 66 20 C0 46 </color>\\
 +<color #FFA500>0x60ED8 = 03 48 00 78 to 67 20 C0 46 </color>\\
 +Allows Operations Room Pad to be used on any event*\\
 +*For use with Event++ tweak only, escape countdown bugs out in vanilla unless on correct event
 +
 +<color #FFA500>0x6C40A = 64 to ?? </color>\\
 +Amount of energy E-tanks increase max health by.
 +
 +<color #FFA500>0x6C3D6 = 05 to ?? </color>\\
 +Amount of Missiles Missile Tanks increase max Missiles by.
 +
 +<color #FFA500>0x6C427 = 02 to ?? </color>\\
 +Amount of Power Bombs a Power Bomb Tank increases max Power Bombs by.
 +
 +<color #FFA500>0x28D2AC = 63 to ?? </color>\\
 +Sets starting Energy
 +
 +<color #FFA500>0x28D2AE = 63 to ?? </color>\\
 +Sets starting Max Energy
 +
 +<color #FFA500>0x28D2B0 = 0A to ?? </color>\\
 +Sets starting Missile count
 +
 +<color #FFA500>0x28D2B2 = 0A to ?? </color>\\
 +Sets starting Max Missiles
 +
 +<color #FFA500>0x28D2B4 = 0A to ?? </color>\\
 +Sets starting Power Bombs
 +
 +<color #FFA500>0x28D2B5 = 0A to ?? </color>\\
 +Sets starting Max Power Bombs
 +
 +<color #FFA500>0x084FAE = 01 to ?? </color>\\
 +Modifies how much Ammo Missiles use
 +
 +<color #FFA500>0x0858EA = 01 to ?? </color>\\
 +Modifies how much Ammo Power Bombs use
 +
 +<color #FFA500>0x060BC = 7A to 79\\
 +0x060BE = 00 to ?? (Ammo use - 1)\\
 +0x060C0 = D0 to D3\\
 +0x0858E5 = 7A to 79\\
 +0x0858E6 = 00 to ?? (Ammo use - 1)\\
 +0x0858E8 = D0 to D3\\
 +0x0858EA = 01 to ?? (Ammo use)\\
 +0x0858ED = 72 to 71 </color>\\
 +Power Bomb uses Missile Ammo
 +
 +<color #FFA500>0x06C426 = 7A to 79, 48 to 88\\
 +0x6C428 = 02 to ?? (Ammo to add)\\
 +0x6C42A = 72 to 71, 48 to 88\\
 +0x6C42C = 72 to 71 </color>\\
 +Makes Power Bombs increase Missile Capacity
 +
 +<color #FFA500>0x072452 - 7A to 79 </color>\\
 +Show Missile Ammo under Power Bombs (WIP fix)
 +
 +<color #FFA500>0x08777E = 01 to 0B </color>\\
 +Skip new file intro and jump to ship landing cutscene
 +
 +<color #FFA500>0x003CE0 = 07 D1 to 07 E0 </color>\\
 +No more "Warning No Entry" sound after obtaining wave beam from BOX II
 +
 +<color #FFA500>0x069FC0 = 03 48 to 08 E0 </color>\\
 +Enable front wide camera (unused, so it's kinda broken)
 +
 +<color #FFA500>0x00029C = 9C to D0 </color>\\
 +Makes the game go straight to the credits after entering the ship following the last boss, skipping the entire final cutscene and monologue.
 +
 +<color #FFA500>0x068678 = 3F to 3B </color>\\
 +In-Game Timer increments a second every 60 frames, instead of every 64.
 +
 +<color #FFA500>0x071DA2 = 1D 2E to 14 E0 </color>\\
 +Stops low health alarm in Metroid Fusion
 +
 +<color #FFA500>0x076A2E = A5 to A3 </color>\\
 +Enables Debug Menu (You can also change it back to A3 if you patched the debug mode through MAGE)
 +
 +<color #FFA500>0x0615DC = FA to ?? Health (Value is doubled)\\
 +0x0615E0 = 64 to ?? Missiles\\
 +0x0615E2 = 0A to ?? Power Bombs </color>\\
 +Red X Drop Values
 +
 +<color #FFA500>0x06160C = 00 to ?? Health\\
 +0x06160E = 02 to ?? Missiles\\
 +0x061610 = 00 to ?? Power Bombs </color>\\
 +Green X Drop Values
 +
 +<color #FFA500>0x061630 = 0A to ?? Health\\
 +0x061632 = 00 to ?? Missiles\\
 +0x061634 = 00 to ?? Power Bombs </color>\\
 +Yellow X Drop Values
 +
 +<color #FFA500>0x025CE6 = C8 to ?? Health (Value is doubled)\\
 +0x025CEA = 32 to ?? Missiles\\
 +0x025CEC = 0A to ?? Power Bombs</color>\\
 +Normal Core X Drop Values
 +
 +<color #FFA500>0x02DDF4 = C8 to ?? Health (Value is doubled)\\
 +0x02DDF8 = 32 to ?? Missiles\\
 +0x02DDFA = 0A to ?? Power Bombs</color>\\
 +Beam Core X Drop Values
 +
 +<color #FFA500>0x040FCE = 1E to ?? </color>\\
 +Blue X Health Drop Value
 +
 +<color #FFA500>0x06470C = 06 48 to 12 E0 </color>\\
 +Make debug areas use normal clipdata
fusion/locations/hex_changes.txt · Last modified: 2020/04/02 00:08 by multi-man