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zero_mission:hex_changes [2020/04/01 22:17] – [Metroid: Zero Mission Hex Tweaks] multi-manzero_mission:hex_changes [2020/07/15 20:16] – Hex tweaks from Metroid Prime gameplay ASM felixwright
Line 5: Line 5:
 ===== Samus Tweaks ====== ===== Samus Tweaks ======
 Tweaks related directly to Samus. Tweaks related directly to Samus.
 +
 +<color #FFA500>0x9522 = 04 to 01 </color>\\
 +Unmorphing makes samus stand all the way up.
 +
 +<color #FFA500>0x879E = 08 4C to 05 E0 </color>\\
 +Disables the crouch sound.
  
 <color #FFA500>0x606CC = 7F 07 to ?? ?? </color>\\ <color #FFA500>0x606CC = 7F 07 to ?? ?? </color>\\
Line 11: Line 17:
 <color #FFA500>0x8F92 = E0 79 to 28 E0</color>\\  <color #FFA500>0x8F92 = E0 79 to 28 E0</color>\\ 
 Disables walljumping. Disables walljumping.
 +
 +<color #FFA500>0x6A36 = 0B to 08 (while moving left/right)\\
 +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)</color>\\ 
 +Disables spinjumping.
 +
 +<color #FFA500>0x8F72 change to 0EDC\\
 +0x8F90 change to C046\\
 +0x6138 change to D061</color>\\
 +Enables walljumping with spacejump and screw attack.
 +
 +<color #FFA500>0x250174 = 2 to ?? (Frame 1)\\
 +0x250184 = 2 to ?? (Frame 2)\\
 +0x250194 = 2 to ?? (Frame 3)</color>\\
 +Walljump animation frame timers. Adjusting these can reduce or lengthen WJ delay.
  
 <color #FFA500>0x8F68 = 18 20 to 04 E0</color>\\  <color #FFA500>0x8F68 = 18 20 to 04 E0</color>\\ 
Line 88: Line 111:
 <color #FFA500>0x322CA = 17 to ?? </color>\\ <color #FFA500>0x322CA = 17 to ?? </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 #FFA500>0x21292 = 0B 48 to 19 E0</color>\\
 +Deorem spawns regardless if missiles were obtained.
  
 <color #FFA500>0x23158 = 04 49 to 04 E0</color>\\  <color #FFA500>0x23158 = 04 49 to 04 E0</color>\\ 
Line 150: Line 176:
  
 ===== Map/HUD/Title Screen ===== ===== Map/HUD/Title Screen =====
 +
 +<color #FFA500>52326 = 02 to ?? (First half Y position)\\
 +52378 = 02 to ?? (Second half Y position)\\
 +52390 = 20 to ?? (Second half X position)</color>\\
 +HUD Energy positions (in pixels) (WIP, will need ASM to change first half X position)
 +
 +<color #FFA500>52484 = 40 46 to ?? 20 } (Missiles Y, first byte)\\
 +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)</color>\\
 +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)</color>\\
 +HUD Minimap positions (in pixels)\\
  
 <color #FFA500>0x52888 = 1D 2F to 14 E0</color>\\  <color #FFA500>0x52888 = 1D 2F to 14 E0</color>\\ 
Line 171: Line 219:
 <color #FFA500>0x57C88 = 11 48 to 0F E0</color>\\  <color #FFA500>0x57C88 = 11 48 to 0F E0</color>\\ 
 Disables pausing. Disables pausing.
 +
 +<color #FFA500>6896C = 0A 48 to 05 E0</color>\\
 +Always show items collected and timer on pause screen
  
 <color #FFA500>0x2D4 = 01 to 02</color>\\   <color #FFA500>0x2D4 = 01 to 02</color>\\  
Line 221: Line 272:
  
 ===== Misc. ===== ===== Misc. =====
 +
 +<color #FFA500> 3A2: 0C -> 08</color>\\
 +Selecting "Gallery" option on file select plays the credits instead of opening the gallery.
 +
 +<color #FFA500> 0x62E5C = 33 02 -> 63 00</color>\\
 +No exiting ship, jump or footsteps sounds on starting new game.
  
 <color #FFA500>0x60F96 = 07 to 1E\\ <color #FFA500>0x60F96 = 07 to 1E\\
Line 258: Line 315:
 <color #FFA500>0x12F80 = 01 to ??</color>\\  <color #FFA500>0x12F80 = 01 to ??</color>\\ 
 Amount Power Bomb drops restore. Amount Power Bomb drops restore.
 +
 +<color #FFA500>0x3459C4 = 64 to ?? (Easy)\\
 +0x3459C8 = 64 to ?? (Normal)\\
 +0x3459CC = 32 to ?? (Hard)</color>\\
 +Energy Tank Values
 +
 +<color #FFA500>0x3459C5 = 5 to ?? (Easy)\\
 +0x3459C9 = 5 to ?? (Normal)\\
 +0x3459CD = 2 to ?? (Hard)</color>\\
 +Missile Tank Values
 +
 +<color #FFA500>0x3459C6 = 2 to ?? (Easy)\\
 +0x3459CA = 2 to ?? (Normal)\\
 +0x3459CE = 1 to ?? (Hard)</color>\\
 +Super Missile Tank Values
 +
 +<color #FFA500>0x3459C7 = 2 to ?? (Easy)\\
 +0x3459CB = 2 to ?? (Normal)\\
 +0x3459CF = 1 to ?? (Hard)</color>\\
 +Power Bomb Tank Values
 +    
 +<color #FFA500>0x3459C0 = 63 to ?? (Energy)\\
 +0x3459C1 = 0 to ?? (Missiles)\\
 +0x3459C2 = 0 to ?? (Super Missiles)\\
 +0x3459C3 = 0 to ?? (Power Bombs)</color>\\
 +Starting Energy/Ammo
  
 <color #FFA500>0x45132 = 0B D1 to 6E E0\\ <color #FFA500>0x45132 = 0B D1 to 6E E0\\
Line 290: Line 373:
 Press B to skip elevator/boss intro cutscenes. Press B to skip elevator/boss intro cutscenes.
  
 +<color #FFA500> 0x345B4A 3C -> ?? </color>\\
 +number of frames it takes for slow crumble blocks to break
 +
 +<color #FFA500>7DE0E = 04 D1 to 11 D1</color>\\
 +Makes hard mode always available
 +
 +<color #FFA500>55FA8 = 11 48 to 64 E0</color>\\
 +Disables varia suit animation
 +
 +<color #FFA500>    13C08 + (SpriteID - 22) * 4\\
 +to\\
 +    DC = left\\
 +    D4 = right</color>\\
 +To change a Chozo statue's direction
zero_mission/hex_changes.txt · Last modified: 2024/03/27 18:12 by caauyjdp