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zero_mission:hex_changes [2020/03/21 02:56] felixwrightzero_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>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>\\
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 <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 88: 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>\\ 
Line 121: Line 152:
 <color #FFA500>0x112A9 = D8 to E0</color>\\ <color #FFA500>0x112A9 = D8 to E0</color>\\
 Enemies no longer get stunned when shot. 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 150: Line 187:
  
 ===== 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>\\ 
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 <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>\\  
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 ===== 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\\
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 <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>\\
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 <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 265: Line 362:
 Ship no longer refills energy or ammunition. Ship no longer refills energy or ammunition.
  
-<color #FFA500>0x5E793 = 0D to 0E</color>\\+<color #FFA500>0x5E793 = D0 to E0</color>\\
 All hatches with more than one hit's worth of "health" will flash. All hatches with more than one hit's worth of "health" will flash.
  
Line 284: Line 381:
 Door Transition speed. 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>\\ <color #FFA500> 0x61116 = 08 D1 to C0 46</color>\\
 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>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.1584759383.txt.gz · Last modified: 2020/03/21 02:56 by felixwright