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super:hex_tweaks [2017/11/06 01:48] – [Miscellaneous] Added G4 statue coordinates smileuser96super:hex_tweaks [2023/12/23 22:49] (current) – [Miscellaneous] neen
Line 128: Line 128:
 <color #FFA500>822C9 - 00 00 to ?? ??</color>\\ <color #FFA500>822C9 - 00 00 to ?? ??</color>\\
 Adjusts how quickly [[super:samus | Samus]] can turn around and begin moving in the opposite direction in ball form after doing a mid-air morph in acid/lava without gravity suit.\\ Adjusts how quickly [[super:samus | Samus]] can turn around and begin moving in the opposite direction in ball form after doing a mid-air morph in acid/lava without gravity suit.\\
 +
 +<color #FFA500>801D2 - 9C 42 0B 9C 44 0B to EA EA EA EA EA EA </color>\\
 +Allows [[super:samus | Samus]] to run in Lava or Acid (found by Mentlegen).\\
 +===== Samus' Palette =====
 +<color #FFA500>8D7E3 - 60 to A0 </color>\\
 +<color #FFA500>8D7E5 - 40 to C0 </color>\\
 +<color #FFA500>8D7EF - 60 to A0 </color>\\
 +<color #FFA500>8D7F1 - 40 to C0 </color>\\
 +<color #FFA500>8D7FB - 60 to A0 </color>\\
 +<color #FFA500>8D7FD - 40 to C0 </color>\\
 +Expands Samus' charge palette table to use the allotted amount of space (shared with the Samus death sequence). By default, only the first three palette lines are read and then played backwards. This change increases the number of unique palette lines Samus can use when charging. Of the given 8 lines in smile, only 6 can be used after this change ( as apposed to the previous 3 )
 +(found by Mentlegen)
 ===== Bombs, power bombs, morph ball and spring ball ===== ===== Bombs, power bombs, morph ball and spring ball =====
 <color #FFA500>81EF5 - 02 to ??</color> [in air]\\ <color #FFA500>81EF5 - 02 to ??</color> [in air]\\
Line 298: Line 310:
 <color #FFA500>824F5 - AD D0 0C to EA EA EA</color>\\ <color #FFA500>824F5 - AD D0 0C to EA EA EA</color>\\
 Disables the pseudo screw attack, which happens if [[super:samus | Samus]] does a spinning jump during a beam charge (found by Crashtour99).\\ Disables the pseudo screw attack, which happens if [[super:samus | Samus]] does a spinning jump during a beam charge (found by Crashtour99).\\
 +
 +<color #FFA500>84663 - 08 to 60</color>\\
 +The end of the arm cannon no longer opens up when you select weapons on the hud(found by SmileUser).\\
  
 ===== Speed booster ===== ===== Speed booster =====
Line 375: Line 390:
 <color #FFA500>85396 - AD C0 to 80 27</color>\\ <color #FFA500>85396 - AD C0 to 80 27</color>\\
 Greatly reduces the waiting time until player has control of [[super:samus | Samus]] again after shinesparking into a solid surface (found by SadiztykFish).\\ Greatly reduces the waiting time until player has control of [[super:samus | Samus]] again after shinesparking into a solid surface (found by SadiztykFish).\\
 +
 +<color #FFA500>8DAA2 - 06 to 00</color>\\
 +Causes the speed booster palette to loop in a similar manner to when samus is charging (found my Mentlegen)
  
 ===== Space jump ===== ===== Space jump =====
Line 380: Line 398:
 Spinning jumps descend slower than usual with space jump equipped. Space jumping can be done by simply holding jump button. In water or lava, space jump sinks very slow; leaving the spinning animation makes [[super:samus | Samus]] fall normally.\\ Spinning jumps descend slower than usual with space jump equipped. Space jumping can be done by simply holding jump button. In water or lava, space jump sinks very slow; leaving the spinning animation makes [[super:samus | Samus]] fall normally.\\
  
-<color #FFA500>8249E 9D 9E 10 26 to EA EA EA EA</color>\\+<color #FFA500>824A0 - 10 26 to 80 0F</color>\\
 Space jumping in the air behaves normally. Underwater, space jumps can be done quicker and at any time, even after falling long distances.\\ Space jumping in the air behaves normally. Underwater, space jumps can be done quicker and at any time, even after falling long distances.\\
  
-<color #FFA500>82493 - F0 0F AD to EA EA EA</color>\\+<color #FFA500>82493 - F0 0F to 80 0D</color>\\
 Space jumps can be done quicker and at any time in air, water or lava, even after falling long distances.\\ Space jumps can be done quicker and at any time in air, water or lava, even after falling long distances.\\
  
Line 389: Line 407:
 Space jump works underwater/lava/acid without Gravity suit.\\ Space jump works underwater/lava/acid without Gravity suit.\\
  
-<color #FFA500>82493 - F0 0F AD to EA EA EA</color>\\ +<color #FFA500>82493 - F0 0F to 80 0D</color>\\ 
-<color #FFA500>824BE 8F 2D B4 09 to EA EA EA EA</color>\\+<color #FFA500>824C2 F0 04 to EA EA </color>\\
 Space jumps remain in-place at the peak of the jump or when the jump button is released, can be done quicker and also by holding the jump button. Fire [[super:samus | Samus]]' weapon or otherwise leave the spinning jump animation to fall normally.\\ Space jumps remain in-place at the peak of the jump or when the jump button is released, can be done quicker and also by holding the jump button. Fire [[super:samus | Samus]]' weapon or otherwise leave the spinning jump animation to fall normally.\\
  
-<color #FFA500>81E98 - 02 to ??</color> [air]\\ +<color #FFA500>81E97 80 02 to ?? ??</color> [air]\\ 
-<color #FFA500>81E9C - 00 to ??</color> [water]\\ +<color #FFA500>81E9B 80 00 to ?? ??</color> [water]\\ 
-Adjusts how quickly you can repeatedly use space jump. 00 = more frequently, 02 = standard, 04 = less frequently, etc. (found by Black Falcon)\\+Adjusts how quickly you can repeatedly use space jump. For air, 80 00 = more frequently, 80 02 = standard, 80 04 = less frequently, etc. (found by Black Falcon)\\ 
 +Note that the values are in reverse byte order; i.e. 80 02 is read by the game as 0280\\
  
-<color #FFA500>81E9A - 05 to ??</color> [air]\\ +<color #FFA500>81E99 00 05 to ?? ??</color> [air]\\ 
-<color #FFA500>81E9E - 05 to ??</color> [water]\\ +<color #FFA500>81E9D 00 05 to ?? ??</color> [water]\\ 
-Adjusts how long [[super:samus | Samus]] must fall before space jump no longer works. The value differences are pretty radical, though. 04 = barely have to fall before you can no longer jump, 05 = standard, 06 = seemingly no limit to how long you can fall and still use space jump again, etc. (found by Black Falcon)\\+Adjusts how long [[super:samus | Samus]] must fall before space jump no longer works. 00 04 = barely have to fall before you can no longer jump, 00 05 = standard, 00 06 = seemingly no limit to how long you can fall and still use space jump again, etc. (found by Black Falcon)\\ 
 +Note that the values are in reverse byte order; i.e. 00 05 is read by the game as 0500\\
  
 ===== Samus' ship ===== ===== Samus' ship =====
Line 497: Line 517:
 Blinking speed of square on mini-map that [[super:samus | Samus]] is currently on. 00 = no longer blinks, 04 = blinks twice as fast, 09+ = looks kinda buggy (found by Flamestar666).\\ Blinking speed of square on mini-map that [[super:samus | Samus]] is currently on. 00 = no longer blinks, 04 = blinks twice as fast, 09+ = looks kinda buggy (found by Flamestar666).\\
  
-<color #FFA500>1C5F - 10 to 20</color>\\ +<color #FFA500>82AB6 - 2C to ??</color>\\ 
-HUD icons use yellow/power bomb door colors instead of green/super missile door colors when selected (found by Black Falcon).\\+<color #FFA500>82ADD - 2C to ??</color>\\ 
 +<color #FFA500>82B1A - 2C to ??</color>\\ 
 +Palette used by unexplored tiles on the minimap. Increments of 4.\\ 
 + 
 +<color #FFA500>82AC6 - 28 to ??</color>\\ 
 +<color #FFA500>82AED - 28 to ??</color>\\ 
 +<color #FFA500>82B2A - 28 to ??</color>\\ 
 +Palette used by explored tiles on the minimap. Increments of 4.\\ 
 + 
 +<color #FFA500>1C5F - 10 to ??</color>\\ 
 +HUD icons use different colors instead of green/super missile door colors when selected (found by Black Falcon).\\ 
 +- 20 = yellow/power bomb door color\\ 
 +- 08 = weird pink color\\ 
 +- 0C = weird blue color\\ 
 +- 1C = orange and yellow colors\\ 
 +- 04 = grey color\\ 
 +- 14 = no color change on select\\ 
 +- 18 = color varies depending on room's loaded palette\\
  
 <color #FFA500>01C60 - 20 EA 9C to EA EA EA</color>\\ <color #FFA500>01C60 - 20 EA 9C to EA EA EA</color>\\
Line 539: Line 576:
 <color #FFA500>11297 - 85 B1 to C6 B1</color>\\ <color #FFA500>11297 - 85 B1 to C6 B1</color>\\
 <color #FFA500>112C6 - 85 B1 to E6 B1</color>\\ <color #FFA500>112C6 - 85 B1 to E6 B1</color>\\
-<color #FFA500>112D3 - 85 B1 to C6 B1</color>\\ +<color #FFA500>112D3 - 85 B3 to C6 B3</color>\\ 
-<color #FFA500>112E0 - 85 B1 to E6 B1</color>\\+<color #FFA500>112E0 - 85 B3 to E6 B3</color>\\
 The pause screen map scrolls much more smoothly (found by DSO).\\ The pause screen map scrolls much more smoothly (found by DSO).\\
 +
 +<color #FFA500>059A41 - 20 18 85 to EA EA EA</color>\\
 +Stops the animation of the title screen between phases from loading game from emulator after the 1994 up until the full title screen itself. It still does everything else and displays the title screen instead of the animation and still without the game title 'SUPER METROID'. But Super metroid game title still displays once it has fully loaded. (found by Mettyk25jigsaw)
  
 ===== FX1, graphics and other visual effects ===== ===== FX1, graphics and other visual effects =====
Line 627: Line 667:
 Removes Gravity suit's protection against heated rooms, meaning that Gravity suit can be collected first without making Varia useless (found by Jathys).\\ Removes Gravity suit's protection against heated rooms, meaning that Gravity suit can be collected first without making Varia useless (found by Jathys).\\
  
-<color #FFA500>20717 - 22 21 87 84 to EA EA EA EA</color>\\+<color #FFA500>20717 - 22 21 87 84 to 22 BA DE 91</color>\\
 Varia suit and Gravity suit behave like regular items when collected (bypasses the sound, flash, and moving [[super:samus | Samus]] to the center of the screen).\\ Varia suit and Gravity suit behave like regular items when collected (bypasses the sound, flash, and moving [[super:samus | Samus]] to the center of the screen).\\
 +Updated to also refresh Samus' palette, change these bytes to EA EA EA EA instead of 22 BA DE 91 for the original tweak.\\
  
 <color #FFA500>2096C - 79 00 00 to EA EA EA</color>\\ <color #FFA500>2096C - 79 00 00 to EA EA EA</color>\\
Line 651: Line 692:
 Crumbling Chozo statue check for bombs in equipped items. Change to whatever item you want (found by DSO).\\ Crumbling Chozo statue check for bombs in equipped items. Change to whatever item you want (found by DSO).\\
  
-<color #FFA500>58674 A9 38 85 74 A9 58 to A9 20 85 74 A9 40</color>\\+<color #FFA500>58674 A9 38 85 74 A9 58 to A9 20 85 74 A9 40</color>\\
 Stops the blue palette swaps during the zoomed-in title intro. Only useful if you're changing the title screen's colors.\\ Stops the blue palette swaps during the zoomed-in title intro. Only useful if you're changing the title screen's colors.\\
 +
 +<color #FFA500>5A25B - A9 23 00 22 4D 91 80 60 A9 26 00 22 4D 91 80 60 A9 27 00 22 4D 91 80 60\\
 +to\\
 +60 FF FF FF FF FF FF FF 60 FF FF FF FF FF FF FF 60 FF FF FF FF FF FF FF</color>\\
 +Silences the baby metroid sounds on the title screen. (Found by Moehr).\\
  
 <color #FFA500>2846 - 02 00 to ?? ??</color> [left]\\ <color #FFA500>2846 - 02 00 to ?? ??</color> [left]\\
Line 687: Line 733:
 5F5BB - E0 to DE</color>\\ 5F5BB - E0 to DE</color>\\
 Change checking for hours to checking for minutes when showing ending. Should be useful for mini-hacks. (Found by JAM)\\ Change checking for hours to checking for minutes when showing ending. Should be useful for mini-hacks. (Found by JAM)\\
 +
 +<color #FFA500>5A592 - A9 A7 A5 to A9 2F B7</color>\\
 +Skip intro text when starting a new game - starts at the 'Fly to Ceres' cutscene.\\
  
 <color #FFA500>33951 - A9 8E 00 to A9 ?? ??\\ <color #FFA500>33951 - A9 8E 00 to A9 ?? ??\\
Line 695: Line 744:
 3396D - A9 88 00 to A9 ?? ??</color>\\ 3396D - A9 88 00 to A9 ?? ??</color>\\
 X and Y coordinates of the Phantoon statue.\\ X and Y coordinates of the Phantoon statue.\\
 +
 +<color #FFA500>14667B - 0D to 09</color>\\
 +Fixes WS sparks setting themselves invisible if the area main boss isn't dead.\\
 +
 +<color #FFA500>278413 - CD to 6F</color>\\
 +Mutes all music in the game. (Found by Zeke)\\
 +
 +<color #FFA500>36CA3 - 40 00 to ?? ??</color>\\
 +Enemy respawn timer.\\
 +
 +<color #FFA500>1024AF - A0 F4 01 to A0 ?? ??</color>\\
 +Speedboost damage value. Mind your endianness! (F4 01 = $01F4).\\
 +
 +<color #FFA500>1024BA - A0 2C 01 to A0 ?? ??</color>\\
 +Shinespark damage value. Mind your endianness! (2C 01 = $012C).\\
 +
 +<color #FFA500>1024C2 - A0 D0 07 to A0 ?? ??</color>\\
 +Screw attack damage value. Mind your endianness! (D0 07 = $07D0).\\
 +
 +<color #FFA500>1024CC - A0 C8 00 to A0 ?? ??</color>\\
 +Psuedo screw attack damage value. Mind your endianness! (C8 00 = $00C8).\\
 +
 +<color #FFA500>144B81 - F0 49 to EA EA </color>\\
 +Walking version of Robo enemy is always on. Now you can edit your info files in RF too so that the question in the box is answered. (Found by Moehr)\\
 +
 +<color #FFA500>123A46 - F0 0B to F0 E9 </color>\\
 +Crocomire invulnerable to missiles\\
 +<color #FFA500>123A4E - F0 03 to F0 E1 </color>\\
 +Crocomire invulnerable to supers\\
 +
 +<color #FFA500>$175D0 from F0 to 80\\
 +$175D5 from F0 to 80\\
 +$17607 from F0 to 80\\
 +$1760C from F0 to 80\\
 +$88247 from F0 07 to 80 00\\
 +$8825D from F0 07 to 80 00\\
 +$882B2 from F0 07 to 80 00\\
 +$882C8 from F0 07 to 80 00</color>\\
 +Angle up and down can be bound to any button, not just R and L
super/hex_tweaks.1509932886.txt.gz · Last modified: 2017/11/06 01:48 by smileuser96