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zero_mission:hex_changes [2020/07/15 20:16] – Hex tweaks from Metroid Prime gameplay ASM felixwrightzero_mission:hex_changes [2024/03/27 18:12] (current) – [Misc.] corrected "blue ship always activate" tweak caauyjdp
Line 19: Line 19:
  
 <color #FFA500>0x6A36 = 0B to 08 (while moving left/right)\\ <color #FFA500>0x6A36 = 0B to 08 (while moving left/right)\\
-0x8D4C = 0C to 08 (respin)+0x8D4C = 0C to 08 (respin)\\
 0x8E64 = 0C to 08 (while turning back mid-air)\\ 0x8E64 = 0C to 08 (while turning back mid-air)\\
 0x8EEC = 0C to 08 (spinjump)\\ 0x8EEC = 0C to 08 (spinjump)\\
Line 33: Line 33:
 0x250184 = 2 to ?? (Frame 2)\\ 0x250184 = 2 to ?? (Frame 2)\\
 0x250194 = 2 to ?? (Frame 3)</color>\\ 0x250194 = 2 to ?? (Frame 3)</color>\\
-Walljump animation frame timers. Adjusting these can reduce or lengthen WJ delay.+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 147: 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 285: Line 296:
 <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 348: 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 381: Line 395:
 <color #FFA500>55FA8 = 11 48 to 64 E0</color>\\ <color #FFA500>55FA8 = 11 48 to 64 E0</color>\\
 Disables varia suit animation 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\\ <color #FFA500>    13C08 + (SpriteID - 22) * 4\\
Line 387: Line 405:
     D4 = right</color>\\     D4 = right</color>\\
 To change a Chozo statue's direction 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.1594844203.txt.gz · Last modified: 2020/07/15 20:16 by felixwright