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super:hex_tweaks [2018/12/18 19:15] – nodever2 | super:hex_tweaks [2023/04/27 05:46] – [Miscellaneous] croc (super)missile reactions, courtesy of neen caauyjdp | ||
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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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<color # | <color # | ||
Greatly reduces the waiting time until player has control of [[super: | Greatly reduces the waiting time until player has control of [[super: | ||
+ | |||
+ | <color # | ||
+ | Causes the speed booster palette to loop in a similar manner to when samus is charging (found my Mentlegen) | ||
===== Space jump ===== | ===== Space jump ===== | ||
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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 # | ||
The pause screen map scrolls much more smoothly (found by DSO).\\ | The pause screen map scrolls much more smoothly (found by DSO).\\ | ||
+ | |||
+ | <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' | ||
===== FX1, graphics and other visual effects ===== | ===== FX1, graphics and other visual effects ===== | ||
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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 # | + | <color # |
Varia suit and Gravity suit behave like regular items when collected (bypasses the sound, flash, and moving [[super: | Varia suit and Gravity suit behave like regular items when collected (bypasses the sound, flash, and moving [[super: | ||
+ | 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 # | <color # | ||
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3396D - A9 88 00 to A9 ?? ??</ | 3396D - A9 88 00 to A9 ?? ??</ | ||
X and Y coordinates of the Phantoon statue.\\ | X and Y coordinates of the Phantoon statue.\\ | ||
+ | |||
+ | <color # | ||
+ | Fixes WS sparks setting themselves invisible if the area main boss isn't dead.\\ | ||
<color # | <color # | ||
Mutes all music in the game. (Found by Zeke)\\ | Mutes all music in the game. (Found by Zeke)\\ | ||
+ | |||
+ | <color # | ||
+ | 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\\ | ||
+ |