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zero_mission:hex_changes [2018/05/23 04:32] – [Cutscene Related] cpt.glitchzero_mission:hex_changes [2024/03/27 18:12] (current) – [Misc.] corrected "blue ship always activate" tweak caauyjdp
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 ====== 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>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.  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>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>\\  <color #FFA500>0x8F68 = 18 20 to 04 E0</color>\\ 
Line 33: Line 61:
 <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 75:
 <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 94:
 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 101:
 <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 116:
 <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 143:
 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.
 +
 +<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 ===== ===== Weapon Related =====
Line 110: Line 182:
 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 230:
 <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 242:
 <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).
- 
- 
- 
-  
- 
  
  
Line 205: Line 284:
 ===== 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>\\ 
 Change to whatever event you'd like the blue ship to activate to. 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>\\ <color #FFA500>0x10266 =  91 42 to 17 E0</color>\\
Line 243: Line 329:
 <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 249: Line 361:
 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 = 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.
zero_mission/hex_changes.1527049929.txt.gz · Last modified: 2018/05/23 04:32 by cpt.glitch