(GFX) New beam items This patch gives the 5 beam items a sleek new look and nothing else; safe to apply to any unheadered Super Metroid ROM, hacked or not. ---------- (GFX) New beams Applying this patch to your ROM will alter the appearence of ALL beams that Samus fires (including every combination and charged shot). It also changes the color of bomb explosions from green to yellow. ---------- (GFX) Message box hack This is for anyone who's never liked the big black boxes that appear when you collect items. This SHOULD be safe to apply to any unheadered Super Metroid ROM or hack, assuming you haven't already modified the message box data and a certain few graphics. Details on that are below: - Replaces almost every bit of the message box data between offsets 28000 and 29640 - Modifies the character graphics (A-Z . , ' ' ? !), missile/super missile/power bomb/grapple/X-ray icon graphics and the arrow graphic that can be seen at offset D3200 in GameBoy mode in Tile Layer Pro - Changes the text color to white for save stations, missile reload stations, energy recharge stations, map stations, and every single item. No other game text is affected (as far as I know; I tested this extensively) - Changes the name of the "X-RAY SCOPE" to "X-RAY VISOR", "BOMB" to "BOMBS" and "HI-JUMP BOOTS" to "HIGH-JUMP BOOTS" - because I like those names better, and so should you - Removes the "how to use" instructions that display when you collect certain items; missiles, bombs, speed booster, etc. I will be releasing a slightly updated version of this patch later. ---------- (GFX) New water Two versions. These two patches ONLY replace the 32 8x8 water tiles found a little below offset D3200 in GameBoy mode in Tile Layer Pro. Safe for any unheadered Super Metroid ROM. ---------- (GFX) "So Alien" tileset Not a very large set, but these graphics can be used to accent other ones well. ;] ---------- Red Brinstar "HD" I modified the graphics for use in Project Base because the palettes I was trying for red Brinstar just weren't looking the way I wanted them to. The attached .GFX file is from tilesets 8/9, but I blanked out every tile except the ones I edited (so you don't gotta hunt them down). Just open this, and the GFX file for your hack in TLP at the same time and drag/drop whichever graphics you want over the existing ones. No palette file needed; they work for the default palette, and most likely for any new palettes you might have given the tileset already. Have fun or something. ---------- Energy bombs Bombs now look like the purple energy that Samus collects by killing enemies (har har, hence the name 'energy bombs'). The sound of them exploding has been changed, and the explosion animation has been redrawn to look like a burst of energy (similiar to the Prime games). I made three versions with different explosion colors; purple, yellow and green. No palette edits were needed to accomplish this. All this patch does is modify some graphics at D5600 (Goto > D5600 in hex with TileLayer Pro to see them) and switch a single byte for the new sound: 8414B - 08 to 67. ---------- (GFX) Phazon suit v1.0 Applying this patch completely replaces gravity suit with the phazon suit. - Gravity suit's colors have all been altered; I made it as accurate as I possibly could without needing to edit Samus' sprites. I'm pleased with the end result. - Meticulously recolored speed boosting, shine sparking, beam charging, screw attack, etc. Didn't just use the 'wash out colors' or 'heat glow' options. - Modifies the color and appearence of the gravity suit's item GFX. - 'GRAVITY SUIT' changed to 'PHAZON SUIT' when you collect the item. - 'GRAVITY SUIT' changed to 'PHAZON SUIT' on the equipment screen. If I messed up somewhere, let me know so I can deliver a quick fix. If somebody would like to give me the offsets for the "purple flash" after collecting the item, and the palette(s) for the large version of Samus in the gravity suit after the game's ending credits are over, I'll modify those too. I didn't feel like hunting them down. ---------- "RINKA" enemy edits Adds four new enemies to the game that can be used anywhere. The GIF and TXT files that show you a picture of the enemy and explain how to use them all need to go in the "smile\files\Enemies\" folder. The new IDs are F7E0, F820, F860 and F8A0. Look for these at the bottom of the enemy list in SMILE after you apply this IPS and put those GIF/TXT files into Enemies folder. These enemies use Rinka's graphics. Y'know, those glowing rings from Tourian. Except now they have different behavior and cool new color schemes. Safe to apply if you haven't written any new data in banks $A0, $A2 or $AF at these locations: $A0 - 1077E0-1078DF (4 new sets of enemy DNA; 64 bytes each, 256 bytes total) $A2 - 1174A0-11751F (4 new enemy palettes; 32 bytes each, 128 bytes total) $AF - 17EC00-17EFFF (copied Rinka graphics; 1024 bytes) The copied Rinka graphics in bank $AF were needed for a couple of these to work. This is because the AI that I copied the Rinka graphics to ran through more frames of animation than Rinka normally does (5), which caused graphical errors. So I made an 8-frame Rinka animation using some free space in bank $AF and just pointed to that instead. Here are some specifics on each enemy if you don't want everything. Apply the patch to a clean ROM, copy bytes and repoint as necessary: Enemy ID : F7E0 (aka- RINNA) Enemy DNA : 1077E0-10781F Palette : 1174A0-1174BF (pointer = F4A0) Graphics : Rinka's original GFX; pointer = AEB800) Enemy ID : F820 (aka- RIONKA) Enemy DNA : 107820-10785F Palette : 1174C0-1174DF (pointer = F4C0) Graphics : 17EC00-17EFFF (pointer = AFEC00) Enemy ID : F860 (aka- RINKI) Enemy DNA : 107860-10789F Palette : 1174E0-1174FF (pointer = F4E0) Graphics : 17EC00-17EFFF (pointer = AFEC00) Enemy ID : F8A0 (aka- RIINGA) Enemy DNA : 1078A0-1078DF Palette: : 117500-11751F (pointer = F51F) Graphics : 17EC00-17EFFF (pointer = AFEC00) ---------- Door heal ASM Dunno if I'll use this. I was curious if doing it would work. It did. Samus' energy and/or supplies will instantly refill after the room transition finishes. Might could come in handy for a boss room, or some kind of gauntlet challenge. ---------- (GFX) "So Alien" tileset v2.0 A few of you probably remember the first SoAlien set, which was fairly small. Not anymore. This is the first *complete* tile table that I'm aware of. Enough for a very large area with lots'a variety - once you figure how to use it. The tiles are kinda scattered, but all the needed pieces are in there somewhere. Gonna make a 'demo room' sometime soon here that changes the landing site into a big room with tile ideas slathered all over it