Timer change Changes end game display to show minutes/seconds instead of hours/minutes. I'd suggest only using for VERY small hacks such as one room hacks. Changes to code: $05F3D6: EO -> DE $05F3F8: DE -> DC ---------- Morph lock edit Works exactly the same way as InsomniaDX's patch does, but allows you to use spring ball. ---------- Ripped graphics from Metroid: Zero Mission Contains 4 tilesets and corresponding palettes. The GFX were ripped in the same order they are stored in Zero Mission, that's why they may appear jumbled. ---------- Acid Palette Swap Allows acid's palette to be swapped in the FX1 editor. ---------- Event PLM Finally, after almost a year of saying "its coming, just hold your horses" its finally here! I owe a lot of thanks to Black Falcon, who recently released his chain blocks. It was thanks to his asm, that I finally figured out how PLMs work. squishy_ichigoEventPLM.rar Contains: event.asm, event.ips, F060.gif, F060.txt event.asm Raw coding for those that either want to change the plm's offset, or just want to know how it works. To change the offset, just change the org to freespace in bank 84. event.ips For everyone else, there is this, a simple patch for your hacks. Note it uses space at 84:F060, If you have custom plms in that spot, you will need to change that with the .asm file. F060.gif and F060.txt Place these in your SMILE's PLM folder so you can choose this PLM in the PLM menu in SMILE. This plm works as follows: when you touch this plm, it will activate an event bit, which will allow you to use more types of room states. (examples: Zebes is alive, destroyed glass tube, etc) you can activate any event up to FF with this plm. Simply put which event you want to activate in the Low value for this plm, and have the player touch it. :D More details on the specifics for setting it up in the F060.txt. As always, if you ever need help, or find something wrong, you can send me a pm here on the forums, or reach me on irc if I'm online. ----------- Template v1.2.1 This is a clean slate for those starting a new hack. If you know what you are doing, and you are starting a new hack, this is for you. If you don't know what you are doing, go learn. If you are not starting a new hack, then this isn't for you. Again, let me say this for those that lack common sense. DO NOT patch this to your ROM unless you are a highly experienced Super Metroid ROM hacker, AND you are starting a new hack. PLMs repointed to $B8, $8F and $83 cleaned out minus necessary data, and the default data that I put in to start you off. Same with graphics tables, tiles, and palettes. Enemy pop and set also cleaned out. Update Notes: --v1.1-- - Fixed a bug with the PLM repoint causing the game not to work. - Cleaned out $83, which I had neglected to clean out by accident. --v1.2-- - Re-repointed PLMs to $B8 due to the game being unable to read them at $CD. - Shifted All gfx down a bank due to PLM repoint. --v1.2.1-- - Added 'QUICKMET.BIN', Instructions on how to use this file are in the updated 'Template Notes.rtf'. - 'Template v1.2.ips' is still the same, no need to re-patch or change anything.