Charge Beam Healing My first public patch! I'm going to be using a modified version in my hack, but I figured this might be useful for other folks as well. What does it do? Well it allows charge beam to slowly refill health when charging/charged, does not refill reserve tanks. You might need to repoint the free space. *big thanks to Black Falcon, Crys, and DSO (I based the coding off of the Prime 2 healing blocks)* ---------- Beam Specific Shot Blocks I finally became un-lazy enough to finish these. Warning, this patch writes data from 026FD4 ($84EFD4) to 027251 ($84F251). If you have custom PLMs in this space they will be overwritten. I have included the .asm files and some information if you want to repoint the data contained therein (and if you can understand what's doing what). What it does: Removes respawning powerbomb and supermissile blocks (seriously, who uses those anyway). All these are non-respawning, because if they respawn on top of you (especially in morphball mode), you will be permastuck. New bts values for shotblocks are as follows: 08 powerbomb block 09 supermissile block 0A missile block 0B ice beam block 0C wave beam block 0D spazer beam block 0E plasma beam block Just create a shotblock and give it one of those bts values. Note: These blocks will not display correctly in SMILE, however they do display correctly in the game. This patch uses Rakki's CRE patch to get the blocks to display correctly. Special thanks to JAM, without whom I wouldn't have been able to do this. ---------- Shinespark Timer I made this specifically as a mod for Black Falcon's Shinespark Controller Item Patch (drain before collecting), but it seems to work without having to use it (I tested it some without his patch, but not extensively). Anyway, in case anyone is interested, here is my Shinespark Timer. Basically how it works is, your shinesparks will only last for however long you run with the speed booster echos going. If you charge your shinespark as soon as you're able to, you'll be able to shinespark about 1.5 screen's distance. If you run for 5 screens with the booster echos going, you'll be able to shinespark for 5 screens. Big thanks to Sadi for helping me find the routine to end the shinesparks. ---------- Separate speed settings for Screwattack and Spacejump To customize the speeds just edit the defines at the start of the file. ---------- Morphball Glow It's currently set up so that it only glows if you have springball ability activated, but it can easily be edited to make it always glow (instruction in the file). Keep in mind that in order for it to actually do anything, you'll need redraw your morph ball sprites in the ROM to have the Samus visor color in them (that's the color that it makes glow). ---------- E-Tank Mod Energy tanks no longer completely refill health. instead they only refill one tank's worth of energy. Easily editable for folks who have energy tanks that aren't the typical 100 energy in size. *note: does not work with e-tanks that have varying energy quantities (think differing missile quantities in Redesign)* ---------- Fix for grapple glitch (if you are grappled onto something and use the HUD it breaks the game). Anti-abuse timers for HUD and X-ray (so no Draygon or other enemy quick kills). Have fun with it kiddos. (There's still a slight glitch if you try to use the HUD and X-ray at the same time, but it's purely cosmetic/graphical and goes away easily.) ---------- Screw attack blocks They use crumble blocks with BTS of $08 The tile displayed is $BF in the CRE (right below super missile blocks). I didn't include any graphics so you can make the tile look however you want. I went ahead and did the bomb reactions for them so they display correctly when you bomb them. They use the same collision routine for bomb detection as speedbooster blocks, so if powerbombs reveal those, they "should" work on these as well. No guarantees though on that. ---------- Double jump As a super early X-mas gift (or perhaps a late Thanksgiving gift), I present to you the double jump. What it does: Makes it so that space jump will only give you 1 extra jump, like the Prime series. Additional code was added so that if you want, screw attack will give you 5 extra jumps like MP2 (you just have to comment out 1 line and uncomment 2 lines). Be sure to find your freespace in $90 first. ---------- Spinjump animation improvement As it is right now, you won't notice anything different. But with this you can create some fancy new gfx for screwattack and/or spacejump since they no longer share the same gfx and tilemaps. Included are .asm and .ips files. Compatible with any hack/patch out there (since I don't think anyone has ever used freespace in $92 before). Now show me what fancy new stuffs you folks can do with this. (I'll probably upload a video later of my own special gfx for screwattack which I haven't finished yet). Big thanks to Black Falcon and his Samus animation documentation. Without it this wouldn't be possible. Now to see what other animations I can play around with. ---------- Physics hex tweaks So I decided to look into the physics engine for a project of mine, and I discovered that the majority of the variables that determine things like speed, jump height, etc. were all values in a rather large table. This doc is the entirety of that table and all values contained therein (including some things that aren't on the hex page, and some leftover beta stuff that wasn't used). And I made it as an xkas friendly .asm file for easy use. As an added treat, included in this file is a small chunk of ASM that returns functionality of the unused beta horizontal running speeds for running under water/lava/acid. The new/old-unused physics are a bit odd, and you may need to tweak a few other things to make them really workable, but they at least function properly now. Just uncomment the routine at the bottom of the file. Plus, now all your physics hex tweaks are all in one convenient place! Have fun with it folks. ---------- Title sequence tweaks For those who may be interested, here is a compendium of simple hex tweaks and info for editing the title sequence for Super Metroid. Includes info on the text that appears (after the nintendo logo) and the ceres background sliding sequences, all fully editable as much as possible without asm. Should prove useful in seeing some better title sequences instead of the regular one for SM we're all used to. Use RacoonSam's massive tilemap doc on the main site for editing the tilemaps described in here.