Missile of Destruction Some of you know what this patch does... others don't... hehe. Would be awesome to see this in crazy hacks. I only have to say: Thanks PZ_Powa! How to use it: get to a missile reload station, refill your missiles and shoot your beam! MOD POWER!!! ---------- Metroid Prime 2-styled blocks A detailed "how-to-use" description was never written for this, but the .ASM file should explain it well enough if you're determined to use it. This hack makes Samus' energy drain slowly when she's touching a certain BTS air tile (like the dark world in Prime 2), and "safe zones" that recover her energy as well. ---------- Acid mod - Makes gravity suit to be immune against acid (but not against lava!) - Makes varia suit to be immune against lava (but the physics are still the same when samus is in lava) If there are any bugs with it, PM me and I'll try to fix it. Have fun! Uses free space at $90F640. ---------- Shinespark control Finally! The long awaited speed booster modification! I didn't make a christmas hack so I thought why not releasing this instead? How To Use Shinespark Control: Press: Up, right, left to shinespark up/right/left respectively Down to morph Jump to perform a screw attack (if equipped) Aim up: shinespark diagonally up Aim down: shinespark diagonally down 5 patches for more modularity, all unheadered, of course: BlackFalconSC-NoDrain.IPS This is the standard patch I made. It allows you to change the direction as soon as you picked up the speed booster. No energy drain BlackFalconSC-Drain.IPS Same as above, only with an energy drain. BlackFalconSCI-NoDrain.IPS This patch only gives you the control ability by picking up a separate item. what it does: * replaces springball * no graphical changes (item text, inventory, etc) * puts springball ability into the hijump item * no energy drain at all BlackFalconSCI-Drain.IPS Same as above item, but it always drains energy. just like normal shinespark. BlackFalconSCI-DrainBeforeColl.IPS With this patch the shinespark drains energy until the item has been picked up. Please Give Credit! MERRY CHRISTMAS!!! ---------- Yellow Scrolls 1.2 Today in IRC we thought of a way how to get rid of those frakin' scroll plms. The solution: 'Yellow' and 'Orange' scroll boxes. This patch creates two new types of scrolling. both boxes normally act like a red scroll, but as soon as they were touched they act like green/blue ones ('yellow' for green and 'orange' for blue. Yeah I know it's a bit difficult, but you'll soon get it :D). The .zip file contains a (hopefully) noob-friendly guide and some pics how to use them. IMPORTANT NOTE: There's absolutely NO SMILE support and the boxes will appear neither yellow nor orange! I'm just using the color expressions to show the difference! I'm very certain the patch may still have some very tiny bugs. Just report them to me. I may be able to fix them later. Have fun. Hopefully we can completely kiss the scroll plms goodbye someday! P.s. the patch is unheadered of course and uses free space @ $80CDA3. ---------- HUD hack v2.5 Finally, the long waiting has reached the end! This is the official release of the HUD hack v2 (based on InsomniaDMX' messy code). A few things you should know: Version 2 because I've completely re-written the main code and added some improvements. Insom released his version of the HUD hack for reverse engineering purposes. You have to apply DC's latest version of the mappatch before to make it working properly, otherwise it messes up the water/fog GFX! Get it here! Changes/additions: - some slightly code optimization - some more bugfixes (also grapple beam glitch fixed) For Non-ASMers: - HUDrev.ips, unheadered, contains complete HUD and everything you need (message box hack, gfx, asm, etc.) For ASMers: - assembly file (a bit messy, sry :P) - CleanHUD.ips, unheadered, needs to be patched to the ROM before applying the asm file, contains HUD gfx, transparent message box hack and all the stuff that's needed to make the HUD display correctly. In short: CleanHUD.ips + HUD2.5.asm = HUD2.5.ips. The rest pretty much stays the same, info about used RAM addresses are included in the .asm file. Backup before patching! It may overwrite some of your code, so you should check that first. Don't forget to notify me of errors, but do not beg me if it conflicts with other hacks/codes that use the same ROM/RAM space etc. Happy hacking everyone! ---------- Chain blocks The text file within the .zip explains how to use them. Releasing the Komas later because they don't support slopes, yet. Sry :( Edit: Uses free space @ 84:F060. ---------- FixMorph Morphball Animation Improvement - Part I It improves the way the Morphball is animated. Nintendo wrote stupid code so the morphall animation frames are played in order 0, 4, 1, 2, 6, 3, 7 (and backwards for facing opposite direction). This patch fixes this and cleans up the gfx table so it's alot easier to use. There is no flipping anymore. The animation frames are loaded in the order they appear in the gfx table @ 9C8000 (E0000) I also reduced the Morphball's sprite data used by the game from 111 to 36 bytes (mostly just repeating junk, duh...). The .zip library contains the ASM file, two binary files to use with xkas and a compiled ips for UH. Free space used: None! Note: Only use this patch if you really want to edit your Morphball graphics, otherwise this patch is rather useless. Look into the .asm file to get more details on how to use the included binaries and other things. If there are any problems, contact me or reply here. ---------- Morph Roll Morphball Animation Improvement - Part II This one modifies the animation to play only if you're actually moving in Morphball form. The faster you move, the faster it'll animate. If you're not moving at all the animation will stay still. Thumbs up for a realistic Prime-like Morphball animation! Free space used 90F640 - can be changed in the ASM file. I labeled some of the values so you can play around with it if you want. !gravity = frames to wait 'till next animation frame when rolling above liquid level or below with gravity suit !underwater = Frames to wait 'till next animation frame when rolling underwater without gravity suit Note: To make the animation play faster, I made the game substract your speed from the above values. Example: !underwater is set to #$0007 and you're rolling with #$0001 px/f, the value stored to the timer is #$0006. (not that hard to understand, I think) !jumppeak = Frames to wait 'till next animation frame when you just reached the peak of the bomb/springball jump, because normally your speed is zero at the peak, which makes the animation stand still. Since this looked kinda odd to me, I added this value to continue animating even if your vertical speed is 0. !item = This is the item bit for the gravity suit check. Again if there are any questions/problems, just tell me! :D ---------- Skipping Ceres, Version 1.1 Skips white 'Last Metroid...' quirks + Ceres sequence Intro scenes can me moved around as hell, including the landing/exploding ceres etc. scenes, Fly-To-Zebes Cutscene will starts after intro text. Note: It marks the 'Ceres Ridley escaped' event as happened in order to make it work. Absolutely no free space used. Changes since v1.0: •Make "flying ship sound" playing during Fly-To-Zebes Cutscene and setting correct delay for it. •Optimized the code since v2.1 a bit. The patch in ASM form can be applied even if you applied the new version already, no worries. ---------- Skipping Ceres, Version 2.2 Skips white 'Last Metroid...' quirks + Ceres sequence + Fly-To-Zebes Cutscene Samus will start immediately at the landing site after the green intro text is gone (Savestation 00 in Crateria). Thanks to JAM for pointing out a major bug that resets the game every time you select your save regardless of the slot (the game always starts again with the green intro text even after saving). This is now fixed by implementing a save routine copied from when Samus first lands on the Planet. The patch can be applied even if you applied the old version already, no worries. Change: •Optimized the code since v2.1 a bit. ---------- Spinjump Restart and MorphRoll combination An asm file that combines Spinjump Restart by Sadi/Kej with my MorphRoll patch in oder to make both work properly without problems. Forgot to mention I haven't got the time to test it, so it's up to you to report if it worked or not. Dunno why it shouldn't work, though. ---------- FlexGlow Zip file contains a palette table image as well as the asm file with hopefully enough comments for everyone to get this thing to work. Note: If the same palette bits you're using for the glow are also affected by area glows, the area glows will overwrite them. If you're using DSO's glowpatch because you simply like glows, you want to repoint either his patch or the flexglows to free space. Also you may want to apply with the command prompt, as I made xkas print out the pointers to your glows that just need to be set as 'unknown/RoomVAR' value. Everything else should be explained in the asm file. If you still have problems feel free to post it here/contact me. Have fun! ---------- Custom debug menu for sounds As requested, the patch and asm for the debug menu I made: How to use it: - apply to a clean ROM (NOT to your hack!) - use quickmet anywhere - jump button plays the sound, shoot button changes the track depending on the values - use left/right to navigate, up/down to change values The game will be paused all the time and not be playable as usual. issues: - track numbers have to be multiples of 3, else the APU will crash - the values aren't labeled, so you may want to watch the video to know which value changes what - some sounds are buggy and will never stop playing again, so you have to reset the rom