Tileset repoint This patch repoints tileset 1-17 (GFX, Palette, and table tiles) making each a unique tileset; meaning you can edit tileset 1, without tileset 2 being changed. It also allows you to make much larger tilesets than you could normally (without overwriting data). This patch uses $E6:0000-$F5:C000. so if you have anything stored there, it will more than likely be re-written. If you have custom GFX, please export/back them up, or you'll have a hell of a time trying to dig them out. I am not responsible for any damage, corruption, headaches, strokes, rapes or anything that may occur by adding this to your rom. There are issues with the landing site being destroyed. An easy fix is, if you have a backup, open the first room with your backup, then open your rom with the broken room, then simply save and it should fix it. ---------- Maru Mari Changes "Spring Ball" into "Maru Mari" on the item pick-up and pause screens. Basically, you can now do the speedball when you collect the springball/Maru Mari by holding RUN in addition in being able to jump. Also included is a few graphic tweaks, and hex edit to disable mockball/speedball hex tweak found in grime's docs (though, you can still do it by holding RUN in ball form after you have the springball). If you just want the speedball, this is the following hex edit: 8054E - FF to 0F 81775 - FF to 0F ---------- Beam-switch BTS Alright everyone. This is my first real ASM hack/mod/awesomeness that i created, I polished it off, and it's now done. Pretty much, You're able to swap out to the Ice beam, Wave beam, Plasma Beam, and Spazers by simply walking over a BTS Also which is included, is the Hyper Beam BTS For the Ice beam, use Air-Fool X-Ray BTS 09 For the Wave beam, use Air-Fool X-Ray BTS 0A For the Spazers, use Air-Fool X-Ray BTS 0B For the Plasma beam, use Air-Fool X-Ray BTS 0C Also for the Hyper beam, 07 for the Hyperbeam Activator, 08 for the Deactivator. The Hyperbeam blocks needs to be set up a certain way for it to not mess with anything else. it should always be at last 3 tiles high, with the BTS 08 (the deactivator) surrounding BTS 07 (the hyperbeam activator) completely There are a few graphic glitches that exist in the game, where if one beam exists on screen, and your beam is changed, it will have the wrong palette and graphics. At this time, I don't believe that there is a fix for this (I may be wrong). Also you may notice, that the rainbow effect is missing from the Hyperbeam. I do not know how to fix this atm. ---------- Stand-still healing Long story short, You heal slowly when standing still (Standing and only standing. No shooting, charging, etc.) ---------- Reverse Gravity ASM file This is an ASM file for 2 BTS blocks that allow you to reverse gravity while in ball mode. It only activates out of a bombjump (unless you modify it, and will not hold you in the air if you are not in a ball mode. This patch uses Fool X-ray 03 to set normal gravity, and 04 to reverse it. While in reverse gravity, you bombjump down instead of up. Your gravity is also corrected if you demorph as well. If you want to modify this to work with a certain item, you can add a BIT to the BTS 03. If you need help with this, feel free to ask myself or in IRC. Ideally, the BTS wants to be where ever the peak of the bombjump is. So unless you've modded something (gravity, speed, etc...), you will need to put the blocks 3 tiles above the ground, putting too many blocks in a close together causes some instability. ---------- Critical health warning Alright, So I made a fun little patch that makes the ENERGY in the HUD flash CRITICAL! when your health is low. This serves as a visual cue for low health. I decided to make the file more efficient and to give you the locations of where to change the bytes to make it act more like the way you'd like. So if you used the old one, overwrite it with this one Locations for byte changes AFTER you apply my patch 90F661 - change 1E to ???? for when the critical when appear when your health is at or below this point 90F68B - 60 00 to ???? is for how long the delay between each "critical" flash 90F690 - 61 00 to ????+1 this is for the fail-safe for the timer reset. it should be whatever you set previous value + 1 90F6ED - 10 00 to ???? this is where the timer for how long the critical is on screen for. ---------- Heatbit In this ASM file it lets you fake the heatbit in any area of the game that doesn't rely on a FX2 pointer. You can enable the heat by changing FX2 to FFFF. This patch also keeps you from taking damage in elevator rooms and in load stations while in the elevator poses. Letting you use this in any room with an elevator without killing yourself. Also another few fun features, if you turn on the fake heatbit, while it's on, you can jump into water you will stop taking heat damage if more than half your body is submerged. Please so remember when you set the FX2, make sure you hit NO. Also, you are able to disable the protection on the elevator and the water within the ASM file.