Antimap A patch that completely removes the map (no graphics are changed) --------- Blue suit This patch replaces screw attack with the ability to automatically gain speed booster by holding the run button, and moving. Have fun! ---------- Boost Ball My first polished public patch; and it's in a .asm format. Don't be too alarmed, all is well. It's easy to apply and also easy to tweak. Go grab xkas v.06 from byuu's website: http://byuu.cinnamonpirate.com/programming/ Make sure you extract the entire boostball.zip file into xkas's root directory if you want to use the included batch file, and put a ROM in that directory named "SM.smc". I suggest playing around with the defines in the boostball.asm a little to get whatever kind of effects you want. Seriously, releasing it this way will give you a lot more control. To edit the .asm file, just open in notepad or equivalent. Replace some of the values and see what happens. If, for example, you want the patch to be more concurrent with your physics changes, take advantage of the editable defines. Report any bugs you find in this thread. The patch itself replaces the spring ball item slot and the pickup, springball is combined with hi-jump boots. Go ahead and whine about how tough it is, but you could also look at it as a learning experience. Using a compiler isn't hard. ---------- Lava style damage block hack ONCE AGAIN... USE XKAS V.06 TO COMPILE... Not a whole lot to say about this one... To use, set the tiles you want to have this effect to block type $02 ("Air. Fool X-RAY.") with a BTS value of $03. There are PLENTY of blank spaces in the lookup table that I mention, so take advantage if you want to add other blocks. Just add another DW $xxxx after the first one to point to new code. For example, $94:98B2's pointer corresponds to the BTS value of $03, and $94:98B4's pointer would correspond to the BTS value of $04. Again, I suggest using the source file, not because it'll make you 1337 or cool or whatever, but because it'll give you a better idea of what's going on...and trust me, this hack is EXTREMELY simple. You'll be able to understand it with hardly any programming experience at all. Open up the source with notepad and at least look at it. (I think most browsers will open it up in a text viewer anyway) Plus, if you want to make one version of the block that does a little bit of damage and another that does a lot more, then all you need to do is add a few more lines. (There's room for 13 new blocks in that lookup table, and you can hack this a little more extensively to make even more.) You could make some pools of acid or trenches filled with mustard gas or whatever you want if you used this in conjunction with some well drawn tiles. ---------- "Morph lock" This patch disables and re-enables Samus' ability to leave morph ball form and use springball to jump. To use it, give a solid block a BTS of 20 that Samus must roll over while in morph ball form (such as right at the entrance of a morph ball puzzle). This prevents her from de-morphing and using spring ball. At the end of the puzzle or wherever else you decide, give another solid block a BTS of 10 to turn de-morphing and spring ball back on. The "Morph lock edit" by squishy_ichigo is exactly the same, but allows springball. ---------- No damage Shinespark A patch preventing shinespark damage.