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zero_mission:hex_changes [2020/03/21 15:18] – old revision restored (2020/03/21 02:57) cpt.glitch | zero_mission:hex_changes [2022/02/10 14:14] – [Enemy/Boss Tweaks] fixed branch destination. otherwise jumps inside pool, but luckily doesn't crash, just changes r0 which is unneeded after caauyjdp | ||
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====== Metroid: Zero Mission Hex Tweaks ====== | ====== Metroid: Zero Mission Hex Tweaks ====== | ||
- | “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 ZM hex changes are 2 byte changes. All that is needed to preform | + | “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 ZM hex changes are 2 byte changes. All that is needed to perform |
===== Samus Tweaks ====== | ===== Samus Tweaks ====== | ||
Tweaks related directly to Samus. | Tweaks related directly to Samus. | ||
+ | |||
+ | <color # | ||
+ | Unmorphing makes samus stand all the way up. | ||
+ | |||
+ | <color # | ||
+ | Disables the crouch sound. | ||
<color # | <color # | ||
Line 11: | Line 17: | ||
<color # | <color # | ||
Disables walljumping. | Disables walljumping. | ||
+ | |||
+ | <color # | ||
+ | 0x8D4C = 0C to 08 (respin)\\ | ||
+ | 0x8E64 = 0C to 08 (while turning back mid-air)\\ | ||
+ | 0x8EEC = 0C to 08 (spinjump)\\ | ||
+ | 0x6BBC = 01 D1 to 08 20 (initial spinjump pose)</ | ||
+ | Disables spinjumping. | ||
+ | |||
+ | <color # | ||
+ | 0x8F90 change to C046\\ | ||
+ | 0x6138 change to D061</ | ||
+ | Enables walljumping with spacejump and screw attack. | ||
+ | |||
+ | <color # | ||
+ | 0x250184 = 2 to ?? (Frame 2)\\ | ||
+ | 0x250194 = 2 to ?? (Frame 3)</ | ||
+ | Power Suit Walljump animation frame timers. Adjusting these can reduce or lengthen WJ delay. | ||
+ | |||
+ | <color # | ||
+ | 0x29F994 = 2 to ?? (Frame 2)\\ | ||
+ | 0x29F9A4 = 2 to ?? (Frame 3)</ | ||
+ | Zero Suit Walljump animation frame timers. Adjusting these can reduce or lengthen WJ delay. | ||
<color # | <color # | ||
Line 88: | Line 116: | ||
<color # | <color # | ||
Event Ridely will check for before starting fight. If event isn't set, fight will not begin. | Event Ridely will check for before starting fight. If event isn't set, fight will not begin. | ||
+ | |||
+ | <color # | ||
+ | Deorem spawns regardless if missiles were obtained. | ||
<color # | <color # | ||
Line 121: | Line 152: | ||
<color # | <color # | ||
Enemies no longer get stunned when shot. | Enemies no longer get stunned when shot. | ||
+ | |||
+ | <color # | ||
+ | Event Dessgeega will check for before starting fight. If event isn't set, fight will not begin. | ||
+ | |||
+ | <color # | ||
+ | Dessgeega will start fighting at anytime | ||
===== Weapon Related ===== | ===== Weapon Related ===== | ||
Line 150: | Line 187: | ||
===== Map/ | ===== Map/ | ||
+ | |||
+ | <color # | ||
+ | 52378 = 02 to ?? (Second half Y position)\\ | ||
+ | 52390 = 20 to ?? (Second half X position)</ | ||
+ | HUD Energy positions (in pixels) (WIP, will need ASM to change first half X position) | ||
+ | |||
+ | <color # | ||
+ | 52486 = 06 74 to 10 70 \\ | ||
+ | |||
+ | 5249C = 36 to ?? (Missiles X)\\ | ||
+ | 524D8 = 02 to ?? (Super Missiles Y)\\ | ||
+ | 524F0 = 50 to ?? (Super Missiles X)\\ | ||
+ | 5252C = 02 to ?? (Power Bombs Y)\\ | ||
+ | 52544 = 6A to ?? (Power Bombs X)</ | ||
+ | HUD Ammo positions (in pixels)\\ | ||
+ | |||
+ | <color #FFA500> | ||
+ | 5257E = 0A to ?? (Minimap flicker Y)\\ | ||
+ | 52596 = DE to ?? (Minimap flicker X)\\ | ||
+ | 52602 = FA to ?? (Minimap Y)\\ | ||
+ | 5261A = D6 to ?? (Minimap X)</ | ||
+ | HUD Minimap positions (in pixels)\\ | ||
<color # | <color # | ||
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<color # | <color # | ||
Disables pausing. | Disables pausing. | ||
+ | |||
+ | <color # | ||
+ | Always show items collected and timer on pause screen | ||
<color # | <color # | ||
Line 221: | Line 283: | ||
===== Misc. ===== | ===== Misc. ===== | ||
+ | |||
+ | <color #FFA500> 3A2: 0C -> 08</ | ||
+ | Selecting " | ||
+ | |||
+ | <color #FFA500> 0x62E5C = 33 02 -> 63 00</ | ||
+ | No exiting ship, jump or footsteps sounds on starting new game. | ||
<color # | <color # | ||
Line 258: | Line 326: | ||
<color # | <color # | ||
Amount Power Bomb drops restore. | Amount Power Bomb drops restore. | ||
+ | |||
+ | <color # | ||
+ | 0x3459C8 = 64 to ?? (Normal)\\ | ||
+ | 0x3459CC = 32 to ?? (Hard)</ | ||
+ | Energy Tank Values | ||
+ | |||
+ | <color # | ||
+ | 0x3459C9 = 5 to ?? (Normal)\\ | ||
+ | 0x3459CD = 2 to ?? (Hard)</ | ||
+ | Missile Tank Values | ||
+ | |||
+ | <color # | ||
+ | 0x3459CA = 2 to ?? (Normal)\\ | ||
+ | 0x3459CE = 1 to ?? (Hard)</ | ||
+ | Super Missile Tank Values | ||
+ | |||
+ | <color # | ||
+ | 0x3459CB = 2 to ?? (Normal)\\ | ||
+ | 0x3459CF = 1 to ?? (Hard)</ | ||
+ | Power Bomb Tank Values | ||
+ | | ||
+ | <color # | ||
+ | 0x3459C1 = 0 to ?? (Missiles)\\ | ||
+ | 0x3459C2 = 0 to ?? (Super Missiles)\\ | ||
+ | 0x3459C3 = 0 to ?? (Power Bombs)</ | ||
+ | Starting Energy/Ammo | ||
<color # | <color # | ||
Line 290: | Line 384: | ||
Press B to skip elevator/ | Press B to skip elevator/ | ||
+ | <color #FFA500> 0x345B4A 3C -> ?? </ | ||
+ | number of frames it takes for slow crumble blocks to break | ||
+ | |||
+ | <color # | ||
+ | Makes hard mode always available | ||
+ | |||
+ | <color # | ||
+ | Disables varia suit animation | ||
+ | |||
+ | <color # | ||
+ | 0x600ee = 20 to 00</ | ||
+ | If Gravity Suit has not been acquired, it will not be activated after defeating ruin test | ||
+ | |||
+ | <color # | ||
+ | to\\ | ||
+ | DC = left\\ | ||
+ | D4 = right</ | ||
+ | To change a Chozo statue' |