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super:hex_tweaks [2019/09/24 12:58] – [Miscellaneous] Enemy respawn timer smileuser96 | super:hex_tweaks [2023/12/23 22:49] (current) – [Miscellaneous] neen | ||
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<color # | <color # | ||
Adjusts how quickly [[super: | Adjusts how quickly [[super: | ||
+ | |||
+ | <color # | ||
+ | Allows [[super: | ||
===== Samus' Palette ===== | ===== Samus' Palette ===== | ||
<color # | <color # | ||
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<color # | <color # | ||
<color # | <color # | ||
- | Expands Samus' charge palette table to use the allotted amount of space. 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 ) | + | 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) | (found by Mentlegen) | ||
===== Bombs, power bombs, morph ball and spring ball ===== | ===== Bombs, power bombs, morph ball and spring ball ===== | ||
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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: | 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: | ||
- | <color #FFA500>8249E - 9D 9E 10 26 to EA EA EA EA</ | + | <color #FFA500>824A0 - 10 26 to 80 0F</ |
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 # | + | <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.\\ | ||
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Space jump works underwater/ | Space jump works underwater/ | ||
- | <color # | + | <color # |
- | <color #FFA500>824BE - 8F 2D B4 09 to EA EA EA EA</ | + | <color #FFA500>824C2 - F0 04 to EA EA </ |
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: | 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: | ||
- | <color #FFA500>81E98 - 02 to ??</ | + | <color #FFA500>81E97 - 80 02 to ?? ??</ |
- | <color #FFA500>81E9C - 00 to ??</ | + | <color #FFA500>81E9B - 80 00 to ?? ??</ |
- | 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, |
+ | 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 #FFA500>81E99 - 00 05 to ?? ??</ |
- | <color #FFA500>81E9E - 05 to ??</ | + | <color #FFA500>81E9D - 00 05 to ?? ??</ |
- | Adjusts how long [[super: | + | Adjusts how long [[super: |
+ | Note that the values are in reverse byte order; i.e. 00 05 is read by the game as 0500\\ | ||
===== Samus' ship ===== | ===== Samus' ship ===== | ||
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<color # | <color # | ||
Enemy respawn timer.\\ | Enemy respawn timer.\\ | ||
+ | |||
+ | <color # | ||
+ | Speedboost damage value. Mind your endianness! (F4 01 = $01F4).\\ | ||
+ | |||
+ | <color # | ||
+ | Shinespark damage value. Mind your endianness! (2C 01 = $012C).\\ | ||
+ | |||
+ | <color # | ||
+ | Screw attack damage value. Mind your endianness! (D0 07 = $07D0).\\ | ||
+ | |||
+ | <color # | ||
+ | Psuedo screw attack damage value. Mind your endianness! (C8 00 = $00C8).\\ | ||
+ | |||
+ | <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 # | ||
+ | Crocomire invulnerable to missiles\\ | ||
+ | <color # | ||
+ | Crocomire invulnerable to supers\\ | ||
+ | |||
+ | <color # | ||
+ | $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</ | ||
+ | Angle up and down can be bound to any button, not just R and L |