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zero_mission:hex_changes

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zero_mission:hex_changes [2018/05/23 04:31]
cpt.glitch [Enemy Tweaks]
zero_mission:hex_changes [2020/07/07 05:40] (current)
felixwright
Line 1: Line 1:
 ====== Metroid: Zero Mission Hex Tweaks ====== ====== 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 preform ​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 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 ====== ===== Samus Tweaks ======
 Tweaks related directly to Samus. Tweaks related directly to Samus.
  
-<color #​FFA500>​0x606CC = BF 07 to ?? ?? </​color>​\\+<color #​FFA500>​0x606CC = 7F 07 to ?? ?? </​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. ​ 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 #​FFA500>​0x8F92 = E0 79 to 28 E0</​color>​\\ ​ <color #​FFA500>​0x8F92 = E0 79 to 28 E0</​color>​\\ ​
 Disables walljumping. Disables walljumping.
 +
 +<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 33: Line 43:
 <color #​FFA500>​0x61D0 = 08 to ??</​color>​\\ <color #​FFA500>​0x61D0 = 08 to ??</​color>​\\
 Walljump timer, slows Samus' X velocity when near the wall for this many frames. Max is FF. Walljump timer, slows Samus' X velocity when near the wall for this many frames. Max is FF.
 +
 +<color #​FFA500>​0x7024 = 20 72 to C0 46</​color>​\\
 +Getting damaged no longer resets shinespark timer.
  
 <color #​FFA500>​0xA720 = 01 to 00</​color>​\\  ​ <color #​FFA500>​0xA720 = 01 to 00</​color>​\\  ​
Line 44: Line 57:
 <color #​FFA500>​0x98BC = 02 48 to 06 E0</​color>​\\ <color #​FFA500>​0x98BC = 02 48 to 06 E0</​color>​\\
 Allows Samus to stay gripped to a ledge while a power bomb is exploding. Allows Samus to stay gripped to a ledge while a power bomb is exploding.
 +
 +<color #​FFA500>​0x8306 = 20 to 30\\
 +0x830A = 00 to 30\\
 +0x830D = D0 to D1</​color>​\\
 +Gravity does not protect against heat. Only protects against lava if Varia is also equipped.
 +
 +<color #​FFA500>​0xA734 = 01 to 00</​color>​\\ ​
 +Disables Speedboost and Shinespark echoes.
 +
 +<color #​FFA500>​0x8C88 = 04 48 to 33 E0</​color>​\\ ​
 +Disables shinesparking.
  
 ===== Enemy/Boss Tweaks ====== ===== Enemy/Boss Tweaks ======
Line 52: Line 76:
 0x1D772 = 03 20 to 04 E0\\ 0x1D772 = 03 20 to 04 E0\\
 0x1D84C = 03 20 to 04 E0</​color>​\\ 0x1D84C = 03 20 to 04 E0</​color>​\\
-Makes Zero Mission ​zipline and button always on.+Makes zipline and button always on.
  
 <color #​FFA500>​0x3DCF4 = 03 20 to 06 E0</​color>​\\ ​ <color #​FFA500>​0x3DCF4 = 03 20 to 06 E0</​color>​\\ ​
Line 59: Line 83:
 <color #​FFA500>​0x2CC16 = 04 29 to 0E E0</​color>​\\ ​ <color #​FFA500>​0x2CC16 = 04 29 to 0E E0</​color>​\\ ​
 Black pirates are weak to all beams. Black pirates are weak to all beams.
 +
 +<color #​FFA500>​0x19C8A = 06 20 to 08 E0</​color>​\\  ​
 +Skips Kraid Tourian Statue activating cutscene.
 +
 +<color #​FFA500>​0x33B3C = 06 20 to 0B E0</​color>​\\  ​
 +Skips Ridley Tourian Statue activating cutscene.
 +
 +<color #​FFA500>​0x32532 = 05 20 to 01 E0</​color>​\\  ​
 +Skips Ridley Encounter cutscene.
  
 <color #​FFA500>​0x322C8 = 03 20 to 06 E0</​color>​\\ ​ <color #​FFA500>​0x322C8 = 03 20 to 06 E0</​color>​\\ ​
Line 65: Line 98:
 <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>​\\ ​
 Make Deorem fight last until one of you dies. Make Deorem fight last until one of you dies.
 +
 +<color #​FFA500>​0x232BE = 58 88 to 05 E0</​color>​\\
 +Deorem drops no item upon death.
  
 <color #​FFA500>​0x43178 = 11 1C to 08 E0</​color>​\\ ​ <color #​FFA500>​0x43178 = 11 1C to 08 E0</​color>​\\ ​
Line 86: Line 125:
 0x4E05A = FE F7 to 01 E0</​color>​\\ ​ 0x4E05A = FE F7 to 01 E0</​color>​\\ ​
 Killing Mecha no longer sets a timer or beeps and unlocks doors quicker. Killing Mecha no longer sets a timer or beeps and unlocks doors quicker.
 +
 +<color #​FFA500>​0x46476 = 03 20 to 04 E0</​color>​\\
 +Makes power bomb tube breakable at any time.
 +
 +<color #​FFA500>​0x35D58 = 01 to 00</​color>​\\
 +Removes slowed physics when grabbed by a Metroid. ​
 +
 +<color #​FFA500>​0x112A9 = D8 to E0</​color>​\\
 +Enemies no longer get stunned when shot.
    
 ===== Weapon Related ===== ===== Weapon Related =====
Line 110: Line 158:
 Apply this and lay some bombs for a good time. Apply this and lay some bombs for a good time.
  
-===== Speed Booster =====+<color #​FFA500>​0x4F9FE ​80 18 to C0 46\\ 
 +0x4FA0E 40 19 to C0 46</​color>​\\ 
 +Samus speed no longer added to projectile speed like in SM.
  
-<color #​FFA500>​0x8530 ​77 to ??</color>\\  +===== Map/HUD/Title Screen =====
-Speedbooster stage 1. This increases Samus speed just before activating speedbooster. Make this the lowest of the 3 speedbooster values, (FF is max.) +
  
-<color #FFA500>0x851E ​8B t0 ??</​color>​\\  +<color #FFA500>52326 02 to ?? (First half Y position)\\ 
-Speedbooster Stage 2. Make this the second lowest value, ​(FF is max.)+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>0x8546 ​9F t0 ??</​color>​\\  +<color #FFA500>52484 40 46 to ?? 20 } (Missiles Y, first byte)\\ 
-Speedbooster stage 3. Make this the largest value. (FF is max.)  +52486 06 74 to 10 70 \\
-    +
-<color #​FFA500>​0xA734 ​01 to 00</​color>​\\  +
-Disables Speedboost and Shinespark echoes.+
  
-<color #​FFA500>​0x8C88 ​04 48 to 33 E0</​color>​\\  +5249C 36 to ?? (Missiles X)\\ 
-Disables shinesparking.+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)\\
  
-===== Map/HUD/Title Screen =====+<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 149: Line 206:
 <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 158: Line 218:
 <color #​FFA500>​0x60DEA = 0F to ??</​color>​\\ <color #​FFA500>​0x60DEA = 0F to ??</​color>​\\
 Index of last demo to play, (ex: if you want 4 demos total, set this to 03). Index of last demo to play, (ex: if you want 4 demos total, set this to 03).
- 
-===== Cutscene Related ===== 
- 
-<color #​FFA500>​0x19C8A = 06 20 to 08 E0</​color>​\\  ​ 
-Skips Kraid Tourian Statue activating cutscene. 
- 
-<color #​FFA500>​0x33B3C = 06 20 to 0B E0</​color>​\\  ​ 
-Skips Ridley Tourian Statue activating cutscene. 
- 
-<color #​FFA500>​0x32532 = 05 20 to 01 E0</​color>​\\  ​ 
-Skips Ridley Encounter cutscene. ​ 
- 
  
  
Line 212: Line 260:
 ===== Misc. ===== ===== Misc. =====
  
-<color #FFA500>0x46476 = 03 20 to 04 E0</​color>​\\ +<color #​FFA500> ​3A2: 0C -> 08</​color>​\\ 
-Makes power bomb tube breakable at any time.+Selecting "​Gallery"​ option on file select plays the credits instead of opening the gallery.
  
-<color #FFA500>0x35D58 ​01 to 00</​color>​\\ +<color #​FFA500> ​0x62E5C ​33 02 -> 63 00</​color>​\\ 
-Removes slowed physics when grabbed by a Metroid+No exiting ship, jump or footsteps sounds on starting new game. 
 + 
 +<color #​FFA500>​0x60F96 = 07 to 1E\\ 
 +0x60FA4 =  F0 0B to D4 13</​color>​\\ 
 +No longer lose upgrades or suit after escaping Tourain. (You may want to alter the cutscene that plays.)
  
 <color #​FFA500>​0x4AFE6 = 4A to ??</​color>​\\ ​ <color #​FFA500>​0x4AFE6 = 4A to ??</​color>​\\ ​
Line 250: Line 302:
 <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 256: Line 334:
 0x45236 = 04 48 to 02 E0</​color>​\\ ​ 0x45236 = 04 48 to 02 E0</​color>​\\ ​
 Ship no longer refills energy or ammunition. Ship no longer refills energy or ammunition.
 +
 +<color #​FFA500>​0x5E793 = 0D to 0E</​color>​\\
 +All hatches with more than one hit's worth of "​health"​ will flash.
 +
 +<color #​FFA500>​0x345CB2 = 00 to ??</​color>​\\
 +Amount of hits required to open a blue hatch.
 +
 +<color #​FFA500>​0x345CB6 = 00 to ??</​color>​\\
 +Amount of Missiles required to open a red hatch.
 +
 +<color #​FFA500>​0x345CBA = 00 to ??</​color>​\\
 +Amount of Super Missiles required to open a green hatch.
 +
 +<color #​FFA500>​0x345CBE = 00 to ??</​color>​\\
 +Amount of Power bombs required to open a yellow hatch.
 +
 +<color #​FFA500>​0x5CE36 = 06 to ??\\
 +0805CE54 06 to ??</​color>​\\
 +Door Transition speed.
 +
 +<color #FFA500> 0x5EF8A = 06 48 to 03 E0</​color>​\\
 +All door transitions are hatchless variant (Faster)
 +
 +<color #FFA500> 0x61116 = 08 D1 to C0 46</​color>​\\
 +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.1527049860.txt.gz · Last modified: 2018/05/23 04:31 by cpt.glitch