Fusion GFX So a while ago I put up some fusion gfx, well since most of the gfxing I do now does not involve fusion tilesets, I thought I'd toss up all the gfx I'd ripped and edited a while back. So the only ones that really have anything out of the ordinary would be TRO and PYR. In both I've edited it so it's not just a straight rip. To use TRO I suggest many layers. I made some great looking rooms with it. I also included a version which has a different kind of floor tile called TRO2. For PYR I added lighting effects. I'll edit in some pics to show a couple rooms later. But it shouldn't be difficult to figure out how the tileset works. The rest are just fusion. a couple are unfinished because fusion had huge backgrounds and sometimes there just isn't space in a SM tileset. I've also included fusion door gfx (tube and cap) as well as a palette for them. Btw, credit only needed with PYR cause of the lighting and such. ---------- Super Missile Have you ever wanted missiles to simply upgrade to super missiles ala metroid fusion? Well now you can! This patch makes missiles become super missiles when you pick up a super missile pack. After you pick it up, all your missiles are now super missiles. Missile tanks still increase your missiles even though they are now supers, and the same goes for enemy pickups. The missiles still use the same hud icon, so in the asm I've shifted all the icons accordingly (super missile icon no longer appears). Bugs: There are only two things I can think of that aren't there. First, item pickups still have the purple missile, that can probably be changed, but you can get around it by making pickups that don't use the colour, or that don't look like either missile or super. Second, if in quickmet you give yourself super missiles to start with, then the hud is messed up and it doesn't work properly for obvious reasons. But if you're using the patch, there is no reason to give yourself supers. Credit: Crashtour99 has been a big help with my asm so far. Especially thanks to his disasemblies of various banks. And he'll probably be a big help in the future as well Black Falcon, although not directly involved in this asm, has been a huge help with understanding asm and debugging and such. So huge thanks to him for all the help he's given me. And of course to metconst in general for making it so easy to get started with asm, and to be able to talk to some of the best asm hackers around. So thank you. I've included the asm as well as a patch. The patch is the asm, plus the super missile gfx changed to look a bit more like normal missiles, and it makes supers move slightly faster than normal. Probably not noticeable, but they are as fast as they can be without getting buggy. The asm is entirely commented by yours truly, so it should be pretty easy to understand how it works. Lastly, it uses a small amount of free space, and you can find out exactly where in the asm file. I'll have a video up to demonstrate it tomorrow hopefully. Edit: totally forgot to mention, this patch uses one of the unused bits in the item array. The first to be specific. So if you've set something to it, you'll have to change this is adapt. wouldn't be difficult. ---------- Beam switching The asm attached and linked is for use with one beam patches. It won't have a ton of use unless you're planning on splitting the beams up in your hack. That being said, this could make splitting up beams a lot better. So the purpose of this asm is to enable much easier beam switching, and works much like in the megaman X series. To switch between beams, you use the L and R buttons (unless you put aim up and down on other buttons, in which case you will have to change the buttons in the asm file, or ask me to do it). To switch beams, hold down item cancel, and press L or R. R (aim up) will shift the beam over down if looking in the equip. screen. Ex. Current beam = ice - hold item cancel, press R - new beam = wave So ya, this works with redesign btw (well from about a minute and a half of testing at least). One thing to note, is that I used Jam's one beam patch to test, so I'm not 100% sure it works with Sadi's, but I see no reason it wouldn't. Space and Highkjacks: 809B4E - Highjack in HUD routine 80CDC0 - space used for code (don't know for sure where it ends, so if using other asm with space starting with 80, check with a hex editor to be sure) I may update this with a patch to include 4 hud mini squares that indicate the beam, but that's for another time. ---------- Boostball Revamp More optimized version. Includes Readme. ---------- (GFX) Organized CRE Gfx of a more organized cre. It's done except for the remaking of the tiletables. However if I'm not even coding these days, there's 0 chance of me finishing something as boring as tiletables, so I figured I'd put it out here if anyone else wanted to make the tiletables and possibly help out like, 1 person new to hacking. I changed it slightly since then, moving the etank/power bombs plm over by one cause it looked stupid. The square next to them btw needs to be there because it's the blank square used in tilesets and the cre, which for someone using vanilla gfx would be a bitch to change. ---------- Game Timer This little bit of asm puts an ingame timer onto the hud so you can see how you're doing while playing. Unfortunatly there isn't much room on the vanilla hud, so it only show minutes and seconds, but if someone has a better idea for placement, I'll update the .asm with that. ---------- Game Timer, v2 This version puts a game timer on the top line just above the map. To change the placement, change the LDA #$581B to whatever you want, but only on the hud. Otherwise any moving fx will move the timer as well. (the hud is fx3 as well but that top area is locked that way, so the moving fx only affects things under the hud).