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return_of_samus:hex_changes [2018/07/28 02:05] – These exist now I guess. kkzeroreturn_of_samus:hex_changes [2022/10/23 00:55] (current) – Remove the one onscreen missile limit rt-55j
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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. “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.
 +
 +===== Samus =====
 +
 +Tweaks for the mechanics of Samus.
 +
 +<color #FFA500>0x96C - 40 to 58</color>\\
 +<color #FFA500>0x980 - 3F to 57</color>\\
 +<color #FFA500>0x9F3 - 70 to 58</color>\\
 +<color #FFA500>0xA07 - 71 to 59</color>\\
 +Centers Samus' horizontal position during movement where the screen scrolls horizontally.
 +
 +<color #FFA500>0x11C3 - $32 to $98</color>\\
 +<color #FFA500>0x11C4 - $11 to $1C</color>\\
 +Spider Throw works both ways
 +
 +<color #FFA500>0x1899-0x18E6 - Fill with non-zero values</color> (doesn't matter what)\\
 +Space jump timing is free.
 +
 +<color #FFA500>0x573D: C0 to C9</color>\\
 +Respawning blocks don't hurt Samus, and they don't destroy themselves after spawning on her.
 +
 +<color #FFA500>0x57D7: 02 to ??</color>\\
 +Adjusts damage that respawning blocks do to Samus.
 +
 +==== Speeds ====
 +<color #FFA500>0x1C2A - 01 to 02</color>\\
 +<color #FFA500>0x1C6D - 01 to 02</color>\\
 +Samus runs faster on the ground.
 +
 +<color #FFA500>0x1C99 - 02 to 03</color>\\
 +<color #FFA500>0x1CCA - 02 to 03</color>\\
 +Morph ball rolls faster on the ground.
 +
 +<color #FFA500>0x1CFB - 01 to 02</color>\\
 +<color #FFA500>0x1D27 - 01 to 02</color>\\
 +Samus moves faster in air.
  
 ===== Weapons ===== ===== Weapons =====
Line 8: Line 44:
  
 <color #FFA500>0x53FC - 60 to ??</color>\\ <color #FFA500>0x53FC - 60 to ??</color>\\
-Changes the amount of time it takes for a bomb to diffuse. Change this to 30 for Super Metroid's bomb diffuse time, or 20 for Zero Mission's.+Changes the amount of time it takes for a bomb to explode. Change this to 30 for Super Metroid's bomb explode time, or 20 for Zero Mission's
 + 
 +==== Missiles ==== 
 + 
 +<color #FFA500>0x51A1 - Everything up to 0x51C1 becomes 04</color>\\ 
 +Makes missiles fire at a faster and more consistent speed. 
 + 
 +<color #FFA500>0x4FF6 - 20 -> 18</color>\\ 
 +Removes the limit of one onscreen missile. 
 +==== Ice Beam ==== 
 + 
 +<color #FFA500>0x966B: 34 -> 00</color>\\ 
 +Make enemies stay frozen for twice as long. 
 + 
 +<color #FFA500>0x9669: C4 -> aa\\ 
 +0x966E: D0 -> bb</color>\\ 
 +The value of "aa" adjusts the number of frames before an enemy starts blinking.\\ 
 +The value of "bb" adjusts the number of frames before an enemy unfreezes.\\ 
 +Note that "aa" should be smaller than "bb", or else the enemy will not blink prior to unfreezing.\\ 
 +(Unconfirmed: These values might need to be even or else the enemy will not unfreeze (unless the previous tweak is used)) 
 +==== Wave Beam ==== 
 +<color #FFA500>0x50D5: 83 to 94</color>\\ 
 +Makes the Wave Beam use an alternate movement table (looks like a discount Spazer when motion blur is on). 
 + 
 +<color #FFA500>0x50DD - 7E to AF</color>\\ 
 +Wave Beam doesn't wave anymore :( 
 + 
 +==== Spazer ==== 
 +<color #FFA500>0x509E: D0 to 00</color>\\ 
 +<color #FFA500>0x50BB: D0 to 00</color>\\ 
 +Spazer splits indefinitely, effectively turning it into a spread gun 
 + 
 +<color #FFA500>0x50AC: 02 to ??</color>\\ 
 +<color #FFA500>0x50B3: 02 to ??</color>\\ 
 +<color #FFA500>0x50C9: 02 to ??</color>\\ 
 +<color #FFA500>0x50D0: 02 to ??</color>\\ 
 +Adjusts the speed that the Spazer splits apart. 
 + 
 +<color #FFA500>0x509D: 05 to ??</color>\\ 
 +<color #FFA500>0x50BA: 05 to ??</color>\\ 
 +Adjusts the length of time that the Spazer splits apart (more time makes it wider). 
 + 
 +===== Enemies & Bosses ===== 
 + 
 +<color #FFA500>0x9F80: 0A -> ??</color>\\ 
 +Adjusts the number of pipe bugs that can come out of a pipe bug spawner. 
 + 
 +<color #FFA500>0x9F81: 38 -> 18</color>\\ 
 +Makes it so pipe bug spawners can spawn an infinite amount of pipe bugs. 
 + 
 +<color #FFA500>0x9CEA: 85 -> 0C\\ 
 +0x9CFF: C2 -> 49</color>\\ 
 +Makes the Gullugg enemy go counter-clockwise instead of clockwise, by changing which velocity tables they use. 
 + 
 +<color #FFA500>0xAE85: 06 -> ??</color>\\ 
 +Adjust duration in frames of the Metroids' knockback from the Screw Attack. (Applies to all metroids besides the queen.) 
 + 
 +==== Alpha Metroid ==== 
 +<color #FFA500>0xACD7: 0E -> xx\\ 
 +0xACDB: 14 -> yy</color>\\ 
 +Adjust lunge and wait periods of the Alpha Metroid. "xx" is the length of a lunge in frames, and "yy-xx" equals the waiting period after a lunge. Set xx=yy to make the Alpha Metroid never stop lunging. 
 + 
 +<color #FFA500>0xAD85: 01 -> xx\\ 
 +0xAD8D: 01 -> xx</color>\\ 
 +Adjusts the amount the Metroid counter decreases when killed. 
 + 
 +==== Gamma Metroid ==== 
 +<color #FFA500>0xB129: 01 -> xx\\ 
 +0xB131: 01 -> xx</color>\\ 
 +Adjusts the amount the Metroid counter decreases when killed. 
 + 
 +==== Zeta Metroid ==== 
 +<color #FFA500>0xB378: 02 -> 01</color>\\ 
 +Make the Zeta Metroid chase Samus less aggressively. 
 + 
 +<color #FFA500>0xB504: 20 -> ??\\ 
 +0xB61F: 20 -> 38</color>\\ 
 +Adjust the wait interval after firing a fireball. (The second byte is an ASM tweak to prevent a graphical glitch that can occur when the other value is too high.) 
 + 
 +<color #FFA500>0xB476: 01 -> xx\\ 
 +0xB47E: 01 -> xx</color>\\ 
 +Adjusts the amount the Metroid counter decreases when killed. 
 + 
 +==== Omega Metroid ==== 
 + 
 +<color #FFA500>0xB758: 60 38 -> ??</color>\\ 
 +Adjust the wait interval after making a swoop. 
 + 
 +<color #FFA500>0xB7D1: 02 -> 01</color>\\ 
 +Make the Omega Metroid chase Samus less aggressively. 
 + 
 +<color #FFA500>0xB9D5: 0C -> ??\\ 
 +0xB9D9: 14 -> ??\\ 
 +0xB9DD: 28 -> ??\\ 
 +0xB9E1: 40 -> ??\\ 
 +0xB9E5: 60 -> ??</color>\\ 
 +Adjust the duration in frames of the Omega Metroid's chasing periods. 
 + 
 +<color #FFA500>0x0B70B: 01 -> xx\\ 
 +0x0B713: 01 -> xx</color>\\ 
 +Adjusts the amount the Metroid counter decreases when killed. 
 + 
 +==== Standard Metroids ==== 
 + 
 +<color #FFA500>0xBB2F: 01 -> xx\\ 
 +0xBB37: 01 -> xx</color>\\ 
 +Adjusts the amount the Metroid counter decreases when killed. 
 + 
 +==== Metroid Queen ==== 
 + 
 +<color #FFA500>0xEDDA: 96 to ??</color>\\ 
 +Adjust the Metroid Queen's initial health. 
 + 
 +<color #FFA500>0x2C83: C8 to 00</color>\\ 
 +Pausing now works during the Metroid Queen fight.\\ 
 +NOTE: This tweak creates two minor graphical issues: 
 +  - Certain animations will continue playing while paused (e.g. the feet stomping) 
 +  - The flashing palette effect will not apply to the portion of the screen below the queen. 
 +Other than that, it appears to be perfectly usable. 
 +===== Drops & Items ===== 
 + 
 +Tweaks for anything collectable--items, expansions, drops. 
 + 
 +<color #FFA500>0x375D: 0D -> 0C</color>\\ 
 +Make E-Tanks play the shorter item jingle, like missile tanks. 
 + 
 +<color #FFA500>0x375D: 0D -> 00</color>\\ 
 +Make all items play the shorter item jingle, like e-tanks. 
 + 
 +<color #FFA500>0x375D: 0D -> 00\\ 
 +0x3A1C: 0B -> 00\\ 
 +0x3A36: 0E -> 00\\ 
 +0x5821: 0B -> 00</color>\\ 
 +Collect all items near instantly, like energy/missile refills. 
 + 
 +<color #FFA500>0x8267 - 20 to ??</color>\\ 
 +Changes the amount of energy a large energy drop will add. 
 + 
 +<color #FFA500>0x8270 - 05 to ??</color>\\ 
 +Changes the amount of energy a normal energy drop will add. 
 + 
 +<color #FFA500>0x82AC - 05 to ??</color>\\ 
 +Changes the amount of missiles a normal missile drop will add. 
 + 
 +===== Misc. ===== 
 + 
 +Tweaks that don't quite fit in with any of the particular categories. 
 + 
 +<color #FFA500>0x190E - 56 to FF</color>\\ 
 +Makes a spin jump fly upward forever if you release A before the apex of the jump. Hitting a ceiling or shooting will cancel it. Best combined with Respin. 
 + 
 +<color #FFA500>0x2CB6 - 28 to 20</color>\\ 
 +<color #FFA500>0x2D02 - 20 to 28</color>\\ 
 +Enables debug menu on pause.\\ 
 +**Note:** This reverses how RAM address D0A0 reads flags 00 and 01. 
 + 
 +<color #FFA500>0x2CE4 - 01 to 02</color>\\ 
 +Music keeps playing on pause. 
 + 
 +<color #FFA500>0x58C5 - CB 37 3C to 3E 00 00</color>\\ 
 +Disables low health beep entirely. 
 + 
 +<color #FFA500>0xAA2E - C0 to 00</color>\\ 
 +Makes hatches vulnerable to beam fire. 
 + 
 +<color #FFA500>0xAA43 - 05 to ??</color>\\ 
 +Changes the amount of missiles it takes to open a hatch. 
 + 
 +<color #FFA500>0x140EC: 01 -> 0B</color>\\ 
 +Immediately start a New Game on boot 
 + 
 +<color #FFA500>0x0D12: 40 -> 00\\ 
 +0x0D17: 01 -> 00\\ 
 +0x0D1C: 12 -> 00</color>\\ 
 +Skip the Samus appearance fanfare 
 + 
 +<color #FFA500>0xAB93: 08 -> 00</color>\\ 
 +Adjusts the amount the Metroid count is incremented when the musical stinger at the end is activated.
return_of_samus/hex_changes.1532743511.txt.gz · Last modified: 2018/07/28 02:05 by kkzero