zero_mission:hex_changes
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— | zero_mission:hex_changes [2024/03/27 18:12] (current) – created - external edit 127.0.0.1 | ||
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+ | ====== 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 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. | ||
+ | |||
+ | ===== Samus Tweaks ====== | ||
+ | Tweaks related directly to Samus. | ||
+ | |||
+ | <color # | ||
+ | Unmorphing makes samus stand all the way up. | ||
+ | |||
+ | <color # | ||
+ | Disables the crouch sound. | ||
+ | |||
+ | <color # | ||
+ | Y start position after loading a new game. To find your value use the following formula. //(64n-1)// Where //N// is the height in blocks. | ||
+ | |||
+ | <color # | ||
+ | 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 # | ||
+ | Space jump has no delay as to when the player can jump again. | ||
+ | |||
+ | <color # | ||
+ | Delay before the player can spacejump again. Shorter jumps allow the player to jump quicker. Higher jumps take longer. | ||
+ | |||
+ | <color # | ||
+ | Spacejump works underwater/ | ||
+ | |||
+ | <color # | ||
+ | 0x823E = 00 21 to 14 E0</ | ||
+ | Screw Attack works under water/ | ||
+ | |||
+ | <color # | ||
+ | Invincibility timer. Max of 255 (FF) frames. | ||
+ | |||
+ | <color # | ||
+ | Always makes powergrip work, (even without the powergrip item.) | ||
+ | |||
+ | <color # | ||
+ | Walljump timer, slows Samus' X velocity when near the wall for this many frames. Max is FF. | ||
+ | |||
+ | <color # | ||
+ | Getting damaged no longer resets shinespark timer. | ||
+ | |||
+ | <color # | ||
+ | Disables jump echoes. | ||
+ | |||
+ | <color # | ||
+ | Stops unmorph glow. | ||
+ | |||
+ | <color # | ||
+ | <color # | ||
+ | <color # | ||
+ | Allows Samus to stay gripped to a ledge while a power bomb is exploding. | ||
+ | |||
+ | <color # | ||
+ | 0x830A = 00 to 30\\ | ||
+ | 0x830D = D0 to D1</ | ||
+ | Gravity does not protect against heat. Only protects against lava if Varia is also equipped. | ||
+ | |||
+ | <color # | ||
+ | Disables Speedboost and Shinespark echoes. | ||
+ | |||
+ | <color # | ||
+ | Disables shinesparking. | ||
+ | |||
+ | ===== Enemy/Boss Tweaks ====== | ||
+ | |||
+ | <color # | ||
+ | 0x1D57C = 03 20 to 05 E0\\ | ||
+ | 0x1D6AE = 03 20 to 04 E0\\ | ||
+ | 0x1D772 = 03 20 to 04 E0\\ | ||
+ | 0x1D84C = 03 20 to 04 E0</ | ||
+ | Makes zipline and button always on. | ||
+ | |||
+ | <color # | ||
+ | Mua spawns even if zipline event is not set. | ||
+ | |||
+ | <color # | ||
+ | Black pirates are weak to all beams. | ||
+ | |||
+ | <color # | ||
+ | Skips Kraid Tourian Statue activating cutscene. | ||
+ | |||
+ | <color # | ||
+ | Skips Ridley Tourian Statue activating cutscene. | ||
+ | |||
+ | <color # | ||
+ | Skips Ridley Encounter cutscene. | ||
+ | |||
+ | <color # | ||
+ | Ridley fight will begin no matter what. | ||
+ | |||
+ | <color # | ||
+ | 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 # | ||
+ | Make Deorem fight last until one of you dies. | ||
+ | |||
+ | <color # | ||
+ | Deorem drops no item upon death. | ||
+ | |||
+ | <color # | ||
+ | Make doors unlock right when Imago dies. | ||
+ | |||
+ | <color # | ||
+ | Makes game end from Samus' Ship without a cutscene after killing Mother Brain. | ||
+ | |||
+ | <color # | ||
+ | Mother Brain' | ||
+ | |||
+ | <color # | ||
+ | Make the escape timer work for MB and Mecha regardless if one of them isn't set. | ||
+ | |||
+ | <color # | ||
+ | 0x4CF36 = 11 20 to 03 E0\\ | ||
+ | 0x4CF52 = 0C 48 to 04 E0\\ | ||
+ | 0x4E05A = FE F7 to 01 E0</ | ||
+ | Killing Mecha no longer sets a timer or beeps and unlocks doors quicker. | ||
+ | |||
+ | <color # | ||
+ | Makes power bomb tube breakable at any time. | ||
+ | |||
+ | <color # | ||
+ | Removes slowed physics when grabbed by a Metroid. | ||
+ | |||
+ | <color # | ||
+ | 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 ===== | ||
+ | |||
+ | <color # | ||
+ | Make missile vulnerability only include normal missiles. | ||
+ | |||
+ | <color # | ||
+ | Make Missile doors only open with normal missiles. | ||
+ | |||
+ | <color # | ||
+ | Prevent Super Missiles from breaking normal never reform missile blocks. | ||
+ | |||
+ | <color # | ||
+ | Prevent Super Missiles from breaking normal no reform missile blocks. | ||
+ | |||
+ | <color # | ||
+ | Removes screen shake and enemy fall/stun effect when a Super Missile explodes. | ||
+ | |||
+ | <color # | ||
+ | Removes screen shake and enemy fall/stun effect when a Power Bomb explodes. | ||
+ | |||
+ | <color # | ||
+ | Apply this and lay some bombs for a good time. | ||
+ | |||
+ | <color # | ||
+ | 0x4FA0E 40 19 to C0 46</ | ||
+ | Samus speed no longer added to projectile speed like in SM. | ||
+ | |||
+ | ===== 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 # | ||
+ | Disables health alarm. | ||
+ | |||
+ | <color # | ||
+ | Getting an item no longer updates the map (Missiles, ect.). | ||
+ | |||
+ | <color # | ||
+ | Getting an ability no longer updates map. | ||
+ | |||
+ | <color # | ||
+ | World map will not pop up if A is pressed on map screen. | ||
+ | |||
+ | <color # | ||
+ | Always show items collected and timer on pause screen. | ||
+ | |||
+ | <color # | ||
+ | Prevents Jap map tiles from being overwritten in VRAM, making them usable. | ||
+ | |||
+ | <color # | ||
+ | Disables pausing. | ||
+ | |||
+ | <color # | ||
+ | Always show items collected and timer on pause screen | ||
+ | |||
+ | <color # | ||
+ | Skip boot intros. | ||
+ | |||
+ | <color # | ||
+ | Disable title screen demos. | ||
+ | |||
+ | <color # | ||
+ | Index of last demo to play, (ex: if you want 4 demos total, set this to 03). | ||
+ | |||
+ | |||
+ | ===== Music Related ===== | ||
+ | |||
+ | <color # | ||
+ | Makes pirate alarm music no longer play when triggering the pirate alarm. | ||
+ | |||
+ | <color # | ||
+ | Makes pirate ambiance music no longer play when the pirate alarm goes off. | ||
+ | |||
+ | <color # | ||
+ | Song for Chozo Guardian fight. Change to valid song value. | ||
+ | |||
+ | <color # | ||
+ | Song for Chozo Guardian Cutscene. Change to valid song value. | ||
+ | |||
+ | <color # | ||
+ | Song for pirate alarm. Change to valid song value. | ||
+ | |||
+ | <color # | ||
+ | Song for title screen. Change to valid song value. | ||
+ | | ||
+ | <color # | ||
+ | Song for fileselect. Change to valid song value. | ||
+ | | ||
+ | <color # | ||
+ | Song for Ridley fight. Change to valid song value. | ||
+ | |||
+ | <color # | ||
+ | Song for Deorem fight. Change to valid song value. | ||
+ | | ||
+ | <color # | ||
+ | Song when Deorem dies. Change to valid song value. | ||
+ | |||
+ | <color # | ||
+ | Song that plays for Mecha fight. Change to valid song value. | ||
+ | |||
+ | <color # | ||
+ | Mecha-Ridley Escape song. Change to valid song value. | ||
+ | |||
+ | ===== 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 # | ||
+ | 0x60FA4 = F0 0B to D4 13</ | ||
+ | No longer lose upgrades or suit after escaping Tourain. (You may want to alter the cutscene that plays.) | ||
+ | |||
+ | <color # | ||
+ | Change to whatever event you'd like the blue ship to activate to. | ||
+ | |||
+ | <color # | ||
+ | The blue ship always activate. | ||
+ | |||
+ | <color # | ||
+ | Samus' Ship no longer refills health | ||
+ | |||
+ | <color # | ||
+ | Samus' Ship no longer refills missiles. | ||
+ | |||
+ | <color # | ||
+ | Samus' Ship no longer refills Super Missiles. | ||
+ | |||
+ | <color # | ||
+ | Samus' Ship no longer refills Power Bombs. | ||
+ | |||
+ | <color # | ||
+ | Pirate alarm timer. Value is multiplied by two to get the true value used for the alarm. So F0 = 1E0, Ex: 3D = 7A | ||
+ | |||
+ | <color # | ||
+ | Amount of health small orbs restore. | ||
+ | |||
+ | <color # | ||
+ | Amount of health big orbs restore. | ||
+ | |||
+ | <color # | ||
+ | Amount Missile drops restore. | ||
+ | |||
+ | <color # | ||
+ | Amount | ||
+ | |||
+ | <color # | ||
+ | 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 # | ||
+ | 0x4521A = 1E to 0\\ | ||
+ | 0x45228 = 1A to 16\\ | ||
+ | 0x45236 = 04 48 to 02 E0</ | ||
+ | Ship no longer refills energy or ammunition. | ||
+ | |||
+ | <color # | ||
+ | All hatches with more than one hit's worth of " | ||
+ | |||
+ | <color # | ||
+ | Amount of hits required to open a blue hatch. | ||
+ | |||
+ | <color # | ||
+ | Amount of Missiles required to open a red hatch. | ||
+ | |||
+ | <color # | ||
+ | Amount of Super Missiles required to open a green hatch. | ||
+ | |||
+ | <color # | ||
+ | Amount of Power bombs required to open a yellow hatch. | ||
+ | |||
+ | <color # | ||
+ | 0805CE54 06 to ??</ | ||
+ | Door Transition speed. | ||
+ | |||
+ | <color #FFA500> 0x5EF8A = 06 48 to 03 E0</ | ||
+ | All door transitions are hatchless variant (Faster) | ||
+ | |||
+ | <color #FFA500> 0x61116 = 08 D1 to C0 46</ | ||
+ | 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' | ||
+ | |||
+ | |||
+ | <color # | ||
+ | 0x75ED70 - 48 39 2D 08 to 74 D6 30 08</ | ||
+ | All save stations use Chozodia AI/Graphics (healing/ | ||
+ | |||
+ | <color # | ||
+ | Start at 0x845F468 (" | ||
+ | Every six bytes will be the tile's character number.\\ | ||
+ | For example, if you wanted " | ||
+ | 0x845F468 08 -> 09\\ | ||
+ | 0x845F46E 0E -> 0F\\ | ||
+ | |||
+ | 03 is a blank character\\ | ||
+ | 1E is a period\\ | ||
+ | Please note that there isn't a letter K for some reason. |
zero_mission/hex_changes.txt · Last modified: by 127.0.0.1