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zero_mission:hex_changes

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zero_mission:hex_changes [2019/04/07 00:56]
oneof99 [Samus Tweaks] fixed 0x606CC Samus Tweak from BF to 7F
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 ======
Line 11: Line 11:
 <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 47: 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 77: 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>​\\ ​
Line 101: 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 125: 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 164: 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 173: 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).
- 
- 
- 
-  
- 
  
  
Line 219: Line 259:
  
 ===== 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\\
-0x60FA4 =  ​F00B to D413</​color>​\\+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.) No longer lose upgrades or suit after escaping Tourain. (You may want to alter the cutscene that plays.)
- 
-<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>​0x4AFE6 = 4A to ??</​color>​\\ ​ <color #​FFA500>​0x4AFE6 = 4A to ??</​color>​\\ ​
Line 262: 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 268: 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.1554598570.txt.gz · Last modified: 2019/04/07 00:56 by oneof99