This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revision | |||
fusion:locations:hex_changes [2020/04/01 22:17] – multi-man | fusion:locations:hex_changes [2020/04/02 00:08] (current) – multi-man | ||
---|---|---|---|
Line 3: | Line 3: | ||
“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 # | ||
+ | <color # | ||
+ | Enables the event++ hex tweak, which allows you to fight bosses and get powerups out of order. | ||
+ | |||
+ | <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 # | ||
+ | <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 # | ||
+ | Amount of energy E-tanks increase max health by. | ||
+ | |||
+ | <color # | ||
+ | Amount of Missiles Missile Tanks increase max Missiles by. | ||
+ | |||
+ | <color # | ||
+ | Amount of Power Bombs a Power Bomb Tank increases max Power Bombs by. | ||
+ | |||
+ | <color # | ||
+ | Sets starting Energy | ||
+ | |||
+ | <color # | ||
+ | Sets starting Max Energy | ||
+ | |||
+ | <color # | ||
+ | Sets starting Missile count | ||
+ | |||
+ | <color # | ||
+ | Sets starting Max Missiles | ||
+ | |||
+ | <color # | ||
+ | Sets starting Power Bombs | ||
+ | |||
+ | <color # | ||
+ | Sets starting Max Power Bombs | ||
+ | |||
+ | <color # | ||
+ | Modifies how much Ammo Missiles use | ||
+ | |||
+ | <color # | ||
+ | Modifies how much Ammo Power Bombs use | ||
+ | |||
+ | <color # | ||
+ | 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 </ | ||
+ | Power Bomb uses Missile Ammo | ||
+ | |||
+ | <color # | ||
+ | 0x6C428 = 02 to ?? (Ammo to add)\\ | ||
+ | 0x6C42A = 72 to 71, 48 to 88\\ | ||
+ | 0x6C42C = 72 to 71 </ | ||
+ | Makes Power Bombs increase Missile Capacity | ||
+ | |||
+ | <color # | ||
+ | Show Missile Ammo under Power Bombs (WIP fix) | ||
+ | |||
+ | <color # | ||
+ | Skip new file intro and jump to ship landing cutscene | ||
+ | |||
+ | <color # | ||
+ | No more " | ||
+ | |||
+ | <color # | ||
+ | Enable front wide camera (unused, so it's kinda broken) | ||
+ | |||
+ | <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 # | ||
+ | In-Game Timer increments a second every 60 frames, instead of every 64. | ||
+ | |||
+ | <color # | ||
+ | Stops low health alarm in Metroid Fusion | ||
+ | |||
+ | <color # | ||
+ | Enables Debug Menu (You can also change it back to A3 if you patched the debug mode through MAGE) | ||
+ | |||
+ | <color # | ||
+ | 0x0615E0 = 64 to ?? Missiles\\ | ||
+ | 0x0615E2 = 0A to ?? Power Bombs </ | ||
+ | Red X Drop Values | ||
+ | |||
+ | <color # | ||
+ | 0x06160E = 02 to ?? Missiles\\ | ||
+ | 0x061610 = 00 to ?? Power Bombs </ | ||
+ | Green X Drop Values | ||
+ | |||
+ | <color # | ||
+ | 0x061632 = 00 to ?? Missiles\\ | ||
+ | 0x061634 = 00 to ?? Power Bombs </ | ||
+ | Yellow X Drop Values | ||
+ | |||
+ | <color # | ||
+ | 0x025CEA = 32 to ?? Missiles\\ | ||
+ | 0x025CEC = 0A to ?? Power Bombs</ | ||
+ | Normal Core X Drop Values | ||
+ | |||
+ | <color # | ||
+ | 0x02DDF8 = 32 to ?? Missiles\\ | ||
+ | 0x02DDFA = 0A to ?? Power Bombs</ | ||
+ | Beam Core X Drop Values | ||
+ | |||
+ | <color # | ||
+ | Blue X Health Drop Value | ||
+ | |||
+ | <color # | ||
+ | Make debug areas use normal clipdata |