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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 #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>\\
 +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>\\ 
 +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>\\
 +Power Suit Walljump animation frame timers. Adjusting these can reduce or lengthen WJ delay.
 +
 +<color #FFA500>0x29F984 = 2 to ?? (Frame 1)\\
 +0x29F994 = 2 to ?? (Frame 2)\\
 +0x29F9A4 = 2 to ?? (Frame 3)</color>\\
 +Zero Suit Walljump animation frame timers. Adjusting these can reduce or lengthen WJ delay.
 +
 +<color #FFA500>0x8F68 = 18 20 to 04 E0</color>\\ 
 +Space jump has no delay as to when the player can jump again.
 +
 +<color #FFA500>0x8F6C = 40 to ??</color>\\ 
 +Delay before the player can spacejump again. Shorter jumps allow the player to jump quicker. Higher jumps take longer.
 +
 +<color #FFA500>0x8F50 = 08 1C  to 03 E0</color>\\ 
 +Spacejump works underwater/lava/acid and without Gravity Suit.
 +
 +<color #FFA500>0x81DA = 08 48 to 03 E0\\
 +0x823E = 00 21 to 14 E0</color>\\ 
 +Screw Attack works under water/lava/acid without Gravity Suit.
 +
 +<color #FFA500>0x7020 = 30 to ??</color>\\
 +Invincibility timer. Max of 255 (FF) frames.
 +
 +<color #FFA500>0x5FD4 = 38 4A to 04 E0</color>\\ 
 +Always makes powergrip work, (even without the powergrip item.)
 +
 +<color #FFA500>0x61D0 = 08 to ??</color>\\
 +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>\\  
 +Disables jump echoes.
 + 
 +<color #FFA500>0x951E = 0F to 00</color>\\ 
 +Stops unmorph glow.
 +
 +<color #FFA500>0x9608 = 03 48 to 08 E0</color>\\
 +<color #FFA500>0x979C = 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.
 +
 +<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 ======
 +
 +<color #FFA500>0x1D482 = 03 20 to 05 E0\\
 +0x1D57C = 03 20 to 05 E0\\
 +0x1D6AE = 03 20 to 04 E0\\
 +0x1D772 = 03 20 to 04 E0\\
 +0x1D84C = 03 20 to 04 E0</color>\\
 +Makes zipline and button always on.
 +
 +<color #FFA500>0x3DCF4 = 03 20 to 06 E0</color>\\ 
 +Mua spawns even if zipline event is not set.
 +
 +<color #FFA500>0x2CC16 = 04 29 to 0E E0</color>\\ 
 +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>\\ 
 +Ridley fight will begin no matter what.
 +
 +<color #FFA500>0x322CA = 17 to ?? </color>\\
 +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>\\ 
 +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>\\ 
 +Make doors unlock right when Imago dies.
 +
 +<color #FFA500>0x410 = 09 to 08</color>\\
 +Makes game end from Samus' Ship without a cutscene after killing Mother Brain. 
 +
 +<color #FFA500>0x3D0E6 = 1120  to 17E0</color>\\
 +Mother Brain's death no longer sets a timer, explosions, or makes the beeping noises.
 +   
 +<color #FFA500>0x53980 = 0F to 01</color>\\  
 +Make the escape timer work for MB and Mecha regardless if one of them isn't set.
 +
 +<color #FFA500>0x4CDE6 = B4 to 18\\
 +0x4CF36 = 11 20 to 03 E0\\
 +0x4CF52 = 0C 48 to 04 E0\\
 +0x4E05A = FE F7 to 01 E0</color>\\ 
 +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.
 +
 +<color #FFA500>0x23b84 = 2A to ??</color>\\
 +Event Dessgeega will check for before starting fight. If event isn't set, fight will not begin.  
 +
 +<color #FFA500>0x23b82 = 03 20 to 09 E0</color>\\
 +Dessgeega will start fighting at anytime
 + 
 +===== Weapon Related =====
 +
 +<color #FFA500>0x50AC2 = 0C to 04</color>\\ 
 +Make missile vulnerability only include normal missiles.
 +
 +<color #FFA500>0x345CB4 = 0C to 04</color>\\ 
 +Make Missile doors only open with normal missiles.
 +
 +<color #FFA500>0x345ABC = 0C to 04</color>\\
 +Prevent Super Missiles from breaking normal never reform missile blocks.
 +
 +<color #FFA500>0x345ABE = 0C to 04</color>\\
 +Prevent Super Missiles from breaking normal no reform missile blocks.
 +
 +<color #FFA500>0x54E16 = 0A 20 to 06 E0</color>\\
 +Removes screen shake and enemy fall/stun effect when a Super Missile explodes.
 +
 +<color #FFA500>0x57786 = 78 20 to 02 E0</color>\\
 +Removes screen shake and enemy fall/stun effect when a Power Bomb explodes.
 +
 +<color #FFA500>0x521D8 = 13 to 31</color>\\
 +Apply this and lay some bombs for a good time.
 +
 +<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.
 +
 +===== 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>\\ 
 +Disables health alarm. 
 +
 +<color #FFA500>0x5ADCE = A0 78 to 02 E0</color>\\ 
 +Getting an item no longer updates the map (Missiles, ect.).
 +
 +<color #FFA500>0x5ADFE = 60 8A to 08 E0</color>\\ 
 +Getting an ability no longer updates map.
 +
 +<color #FFA500>0x6E1AA = 03 to 02</color>\\
 +World map will not pop up if A is pressed on map screen.
 +
 +<color #FFA500>0x6896C = 0A 48 to 05 E0</color>\\
 +Always show items collected and timer on pause screen.
 +
 +<color #FFA500>0x6A628 = 25 49 to 0A 1C</color>\\
 +Prevents Jap map tiles from being overwritten in VRAM, making them usable.
 +
 +<color #FFA500>0x57C88 = 11 48 to 0F E0</color>\\ 
 +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>\\  
 +Skip boot intros.
 +
 +<color #FFA500>0x77110 = 91 42 to 04 E0</color>\\ 
 +Disable title screen demos.
 +
 +<color #FFA500>0x60DEA = 0F to ??</color>\\
 +Index of last demo to play, (ex: if you want 4 demos total, set this to 03).
 +
 +
 +===== Music Related =====
 +
 +<color #FFA500>0x28856 = 03 20 to 08 E0</color>\\  
 +Makes pirate alarm music no longer play when triggering the pirate alarm.
 +
 +<color #FFA500>0x28812 = 03 20 to 06 E0</color>\\  
 +Makes pirate ambiance music no longer play when the pirate alarm goes off.
 +
 +<color #FFA500>0x3A2B2 = 43 to ??</color>\\
 +Song for Chozo Guardian fight. Change to valid song value.
 +
 +<color #FFA500>0x66B7C = 12 to ??</color>\\  
 +Song for Chozo Guardian Cutscene. Change to valid song value.
 +
 +<color #FFA500>0x28862 = 45 to ??</color>\\
 +Song for pirate alarm. Change to valid song value.
 +
 +<color #FFA500>0x77218 = 02 to ??</color>\\   
 +Song for title screen. Change to valid song value.
 +    
 +<color #FFA500>0x7C85C = 09 to ??</color>\\
 +Song for fileselect. Change to valid song value.
 +    
 +<color #FFA500>0x65840 = 35 to ??</color>\\
 +Song for Ridley fight. Change to valid song value.
 +
 +<color #FFA500>0x2149C = 3C to ??</color>\\
 +Song for Deorem fight. Change to valid song value.  
 +  
 +<color #FFA500>0x21E0A = 01 to ??</color>\\  
 +Song when Deorem dies. Change to valid song value.
 +
 +<color #FFA500>0x4C2D8 = 41 to ??</color>\\
 +Song that plays for Mecha fight. Change to valid song value.
 +
 +<color #FFA500>0x4CF56 = 08 to ??</color>\\
 +Mecha-Ridley Escape song. Change to valid song value.
 +
 +===== 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\\
 +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>\\ 
 +Change to whatever event you'd like the blue ship to activate to.
 +
 +<color #FFA500>0x4AFEF = D1 to E0</color>\\ 
 +The blue ship always activate.
 +
 +<color #FFA500>0x10266 =  91 42 to 17 E0</color>\\
 +Samus' Ship no longer refills health
 +
 +<color #FFA500>0x102AA =  91 42 to 17 E0</color>\\
 +Samus' Ship no longer refills missiles.
 +
 +<color #FFA500>0x102EE =  91 42 to 17 E0</color>\\
 +Samus' Ship no longer refills Super Missiles.
 +
 +<color #FFA500>0x10332 =  91 42 to 17 E0</color>\\
 +Samus' Ship no longer refills Power Bombs.
 +
 +<color #FFA500>0x2C75C = F0 to ??</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 #FFA500>0x12F00 = 05 to ??</color>\\ 
 +Amount of health small orbs restore.
 +
 +<color #FFA500>0x12F20 = 14 to ??</color>\\
 +Amount of health big orbs restore.
 +
 +<color #FFA500>0x12F40 = 02 to ??</color>\\
 +Amount Missile drops restore.
 +
 +<color #FFA500>0x12F60 = 02 to ??</color>\\
 +Amount  Super drops restore.
 +
 +<color #FFA500>0x12F80 = 01 to ??</color>\\ 
 +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\\
 +0x4521A = 1E to 0\\
 +0x45228 = 1A to 16\\
 +0x45236 = 04 48 to 02 E0</color>\\ 
 +Ship no longer refills energy or ammunition.
 +
 +<color #FFA500>0x5E793 = D0 to E0</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>0x56010 = df to ff\\
 +0x600ee = 20 to 00</color>\\
 +If Gravity Suit has not been acquired, it will not be activated after defeating ruin test
 +
 +<color #FFA500>    13C08 + (SpriteID - 22) * 4\\
 +to\\
 +    DC = left\\
 +    D4 = right</color>\\
 +To change a Chozo statue's direction
 +
 +
 +<color #FFA500>0x75EA78 - 29 02 02 08 to 81 72 04 08\\
 +0x75ED70 - 48 39 2D 08 to 74 D6 30 08</color>\\
 +All save stations use Chozodia AI/Graphics (healing/ammo refill)
 +
 +<color #FFA500>Editing the text in the opening before the title screen.</color>\\
 +Start at 0x845F468 ("Emergency Order"), 0x845F4D0 ("Exterminate all..."), or 0x845F60A ("And defeat the...")\\
 +Every six bytes will be the tile's character number.\\
 +For example, if you wanted "Emergency Order" to say "Fnergency Order", you would do this:\\
 +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.