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zero_mission:hex_changes

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zero_mission:hex_changes [2020/03/21 15:18]
cpt.glitch old revision restored (2020/03/21 02:57)
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 88: 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 150: Line 163:
  
 ===== 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>​\\ ​
Line 171: 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 221: 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\\
Line 258: 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 290: Line 360:
 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> ​   13C08 + (SpriteID - 22) * 4\\
 +to\\
 +    DC = left\\
 +    D4 = right</​color>​\\
 +To change a Chozo statue'​s direction
zero_mission/hex_changes.1584803891.txt.gz · Last modified: 2020/03/21 15:18 by cpt.glitch