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Acheron: 2009-03-31 09:03:37 am
Green-Kirby, ROAR!
I would like to ask acheron for sticky.

Right so, this topic is basically an etc patch topic. Not really hacks, but stuff you may want to add to your ROM before you start hacking it.
It's hard to find that one topic when you need just that patch.
Thats why I suggest we keep all of these at one place.

And.. we are not limited to .ips patches. I think we should have every thing from gfx files, to palette files, to assembly patches.

Thats the idea at least.
If this should work how ever... We can't have any sort of feed back in this topic. Because that would kill the whole point of it being easy. (see smile help topic)


If we don't get sticky then, meh what ever. Just an idea of mine.

This idea is mainly for SM right now. We don't got that many MF/MZM hackers right now. (Or that many patches for those games)
The idea is also that every user only have ONE post. And that they keep there own stuff in it. And edit it when adding new stuff to it. This will make every thing smother.

Here is my MF ship styled patch. It will turn the ship into the ship from MF. (not in the intro though.)(It's for unheader)

Edit: You don't add a patch on top of a patch. You add them both to the same ROM. -.-; (then make a new patch if that's the case)
Thread title: 
Edit history:
Zhs2: 2008-09-22 11:14:13 am
Yo.
Eppy has a Etc Hacks section on her site, and there's also such thing as www.romhacking.net (although that place doesn't have near as much SM content as M2K2.)

However, I do see what you mean. Maybe this thread should be called "The Miscellaneous Hacking Resources Thread" instead? It'd be nice if someone would gather up all the tilesets people give away, along with your tilesets, G-Krys. Perhaps also, instead of over 9000 attachments, there should be links to the stuff people've already posted too, hmm? In the first post?

EDIT: Hey, Zeph, I can answer that one. There's a utility called Bulk IPS Patcher somewhere; I believe you can find it at www.smwcentral.net under tools. Also, patching more than one .ips to a clean rom with LIPS shouldn't screw up your ROM, but just in case...
Edit history:
Kejardon: 2010-06-21 06:11:00 pm
Kejardon: 2009-12-07 12:01:37 am
Kejardon: 2009-12-07 12:00:27 am
Kejardon: 2009-03-28 05:55:14 am
Embarrasing Fact: Power suit made by lowest bidder
Quote from Acheron86:
I'm in favor of this thread but I need to see more patches before it's sticky-worthy.

This sounds like an invitation a challenge for me to spam patches.

Still going...

Added some message box expansion code that for some reason I posted in the SMILE help thread but not here... anyways the code is now here too.

All patches are for unheadered ROMs

#1Fixes the graphics when Samus is walljumping while facing left. Samus's elbow was not connected to her arm previously. It actually looks like Samus's graphics got redesigned sometime but they forgot to adjust that one tile, as it doesn't fit into the pattern the rest make.Compatibility: Harmless (Modifies Samus's graphics)
#2Allows the aim buttons to be assigned to any button. Download hereCompatibility: Harmless (Modifies button assignment code)
#3Disappearing and Reappearing blocks ala Megaman games. See the included asm file for details. Contains .ips, .asm, and .gif for SMILE.Compatibility: Uses free space in bank 84 (PLM coding)
#4KejMap2.0 : Smart KejMap. This is a one-time patch-and-forget to handle all auto-map tile saving and loading. This version is slower than the older version of KejMap though - if that works fine for you I recommend sticking to the older one.Compatibility: Harmless to savestates, sram maps will be garbled (Overwrites map Save/Loading)
#5Reflec Bomb Crash fix. Reflecs do not attempt to flip projectiles stored in bomb RAM now. Bombs seem to disappear (similar to invulnerable enemies) if they hit a Reflec now.Compatibility: Harmless (Modifies Reflec code)
#6Falling Damage patch. It does just what it sounds like, see the assembly file for more details about it.Compatibility: Harmless (Modifies landing code and jumping variables)
#7Decompression Optimization patch. Again, does just what it sounds like, ~34% speed improvement. Attached ips and xkas assembly file. There's no reason to look at the assembly file unless you're really curious.Compatibility: Harmless? (Modifies decompression code, involves questionable hardware quirk)
#8Message Box Expansion. It's xkas code only, you'll have to read it and edit it yourself, and you may need a few of my documents to figure out what to put in for some details.Compatibility: Uses free space in bank 85


uhhh... there doesn't seem to be a way to add attachments to a post soooo.... copy paste the spoiler for the message box expansion I guess!
Code:
;A hack to add new message boxes. Based on an item in Insanity, stripped of spoily stuff and commented for public use.
;This hasn't been extensively bugtested yet, but at the moment I don't know of any bugs from it.


;header	;Uncomment this if you're using a headered ROM


lorom


;Somewhere in your bank 84 you should have a PLM using a message box, change the index to 1D or higher.
;See PLM_Details.txt for how to do that.

;	DW $88F3 : DW $0040 : DB $1D	;For example, this is the instruction used by a new item in Insanity.


org $859643

;Here is where you can put in new message box entries and tiles. All entries must be consecutive; do not put tiles in between entries.

;Example message box entries. They start at the first new slot, 1D.
;The first two DW's are for the message box setup and size. This is a simple, 3-high message box with 1 line of text. Other options are possible (see the table at 85869B if you want) but I haven't documented any and the code at the bottom only supports this option.
;Each new entry simply needs a new message box name for the last DW.
;	DW $8436 : DW $8289 : DW EmptyMessageBox	
;	DW $8436 : DW $8289 : DW EmptyMessageBox2

;Example message box tiles. Start with the message box name from its entry.
;The first and third lines are blank tiles for past the left and right edge of the message box. These must be in every message box, and you probably don't want to change them.
;The second line is the text in the middle line of the message box you'll probably want to edit. $284E is simply a black box. See TextFormat.txt for values to use - the first section is for message boxes.
;Each message box requires 32 words, so don't add or delete any words, just change them.
;EmptyMessageBox:
;	DW $000E, $000E, $000E, $000E, $000E, $000E
;	DW $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E
;	DW $000E, $000E, $000E, $000E, $000E, $000E, $000E
;EmptyMessageBox2:
;	DW $000E, $000E, $000E, $000E, $000E, $000E
;	DW $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E, $284E
;	DW $000E, $000E, $000E, $000E, $000E, $000E, $000E





;The rest is code to make the game use the free space above for new message boxes. No touching.
;If you do intend to try something tricky, please note that this code is placed at the end of the above message boxes and doesn't have its own org.
;If you're expanding the options, the FixSize routine probably needs to be tweaked.
Fix1C1F:
	LDA $1C1F
	CMP #$001D
	BPL +
	RTS
+
	ADC #$027F
	RTS

FixSize:
	CMP #$9643
	BPL +
	LDA $86A5,X
	RTS
+
	PLA
	ADC #$0002
	PHA
	LDA #$0040
	RTS

org $858243
	JSR Fix1C1F

org $8582E5
	JSR Fix1C1F

org $8582F6
	JSR FixSize
I'm releasing the gravity code I used to make moon gravity. To use it, save it in your xkas folder (Where the xkas program actually is), use command prompt and type cd\program files\or whereever you put your xkas folder\your xkas folder. You want it to look like C:\Program Files\Applications\Xkas_v06>. Once you've got that > on the end of your xkas folder, type "xkas ASMfilenamehere.asm SuperMetroidfilehere.smc. It won't look like any thing happened, but it will apply the ASM code.

If you want to change what area the code applies changed gravity to, or to what extent the gravity is changed, open up the .asm file in notepad and there are instructions on the bottom that tell you how to do so.
attachment:
Edit history:
Crys: 2008-10-29 10:33:49 pm
Green-Kirby, ROAR!
No map patch. <- Not sure about header

It do not remove the map. It removes map recording instead. (But if you use a map station you still get the map.)

Made by jathys if any one wonder.

Edit: fusion styled ball. <- no-header
Note: You need to change samus's palette to make it look good.

Edit 2: Ring ball was one of the first things I made with a tile layer. It's weird but... use it if you lile it. <- header
OMG FLAN!!!!!!!
I just found this really weid hack. It's called Super Metroid Justin Bailey. It's exactly the same game, except that you play as samus in her swimsuit. Really weird. AFAIK it only changes samus' Sprite and pallete, so it shouldn't screw up anything if you patch it to an edited ROM...


Oh and thanks a lot for the Falling Damage asm Kejardon  grin new
attachment:
...
Here's a patch I made for Metroid Fusion that removes the intro cutscene when starting a new game.  It is for (U) ROMs.  TASers are free to use it to reduce long waiting(if it is legal for TASing).
Samus...? Is that you?
If you want doors from Metroid Fusion, click the link.
Fusion Doors  Dancing

It's a GFX file, so you can do easily changes to the doors with a tile editor. (Tile layer pro)

And for stupid users, that's for Super Metroid. (I think here isn't any stupid users?)

Why i put that dancing smiley to my post?
Edit history:
GF_Kennon: 2009-02-09 04:43:47 am
Destroyer of Pirates
TA DA,.......whatever anyway I made an little thing for you lot
a MZM styled speed booster item pick-up for Super Metroid  Very Happy

obviously H is for header and so on
edit: i found this patch i made a while ago, just putting it up here, its called SMDebug access.

will be putting an headed one up soon. (cause im kind)
edit:  decided to improve the patch slightly and created H and UH versions
...
Well, time for me to post another patch.  This Metroid Fusion patch replaces "Wide" with "Spazer" on the Equipment Status screen for all of us that were disappointed in the name change.  It will still say "Wide Beam acquired" or whatever when you obtain the item, but it becomes Spazer on your Equipment Status screen.

¯\_(ツ)_/¯
Another Metroid Zero Mission patch, this time one which prevents the map from changing when you pick up an item. Single byte change ftw.
Edit history:
Shadow34370: 2009-05-03 01:41:38 pm
Okay, this is my first assembly patch, but I think it could be useful. By applying this patch you can create "air tubes" by using blocks with Air: Fool X-ray. To create tubes going up as shown in the video you need an air fool x-ray tile with a BTS of 04 on the floor and at the top, than air fool x-ray tiles with a BTS of 03 in the middle. To create down tubes you do that same, but use tiles with a BTS of 06 on the top and bottem, and BTS of 05 in the middle. I include a video of them in action, and a screenshot of how to apply them. Source and ips patch is also attached. Enjoy  Very Happy

(Note: If you plan on attaching the source code directly you will need to use xkas.)

How to use them:



Video of them in action:



Second Patch: If patched to and UNheadered ROM this will enable morph ball right from the beginning. (Special thanks to Kejardon, without his help I would have been completely lost...)

¯\_(ツ)_/¯
Thanks a million, archeon. Rolling Eyes

I guess I'll put my MZM patches back up...
attachments:
Edit history:
MoogleEmperor: 2009-05-09 02:15:52 am
Finally learned enough to get this done. 
This will make Super Metroid's missile stations a good deal more useful. By default it makes them refill Supers and PBs as well as missiles, and you can uncomment a couple lines to make them also restore energy and/or reserve tanks. It also changes the message that pops up so that it still makes sense. The station will activate whether or not you need anything refilled.
You should be able to use this on existing hacks too, as long as they haven't changed the RAM addresses of your supplies or the code for missile stations.
I'm releasing it as an .asm file since that's simpler than making a bunch of different versions.

EDIT: Oh what the heck, I've added .ips versions too.
EDIT2: Looks like there was a small flaw with the patch; the old version wouldn't let you use the station form the left side if your missiles were maxed. This version should correct this.
For those who want to mix graphics or draw their own without the tedious trouble of having to repoint, this patch repoints the palette, tile and tables of the first 15 tilesets into free space. Here's how it breaks down.

Palettes are in bank $B8 (1C0000), which was completely unused, taking up $B8:8000 through C400. Each palette has $400 bytes of space, which I'm fairly certain is more than it's possible to use with a palette.

Tables take up everything in bank $E0 through $E4 (300000-327FFF). They have about $2A00 bytes each, which is around $800 more than the largest table in the original (Which was Maridia at $21C5). Thus, I doubt you'd ever run out of space with even very complex tilesets.

Tiles take up $E5 through the first half of $EC (328000-364000). Each has $4000 bytes of space, $318 more than the largest tilesheet. It's not likely you'll end up out of space here, either.

Edit: for unheadered.
attachment:
Edit history:
Grime: 2009-05-18 03:48:35 am
Ouuuuum
Well, here it is. This is all I've decided to paint for the set, seeing as how with clever-enough table arranging and use with other graphics, there are many potential ways to apply them. Use these graphics however you see fit for your hacks if you want a little touch of alien in your slee--... life.



(And of course, the obligatory screenshot with some of them in use)
attachments:
Edit history:
Opium: 2009-05-21 12:29:37 pm
Can someone please provide me to a link to the Justin Bailey patch for ROS?  The one at mdb requires a membership to fileplanet

EDIT: nevermind, I found it.  Sure is ugly though. 



Ouuuuum
Fresh out of the oven. I just finished painting these for my own hack, but I'm releasing them for public use since the game is far from finished. These are new graphics for the 5 beam pick-ups. The beam order in the GIF below from left to right is: Charge, Spazer, Ice, Wave and Plasma.



The attached patch simply replaces the existing 5 beam graphics with the new ones. For unheadered ROMs. I'll make a headered patch later. Have fun.
the metroid is a lie !
infinity bomb jump patch.

are you being bugged because you want to play a brilliant hack, but can't progress because you can't ibj?
the solution is here  Very Happy.
attachment:
Green-Kirby, ROAR!


RaccoonSam's GFX edit.

You can now pick it up and use it! :D

(just replace it with the right GFX dump from SMILE)
attachment:
Want to give credit to the people who helped you make a hack?
Want to just have a screen telling people how awesome you are?
Have a special message you want given at the end of your hack?

I've made a patch (headerless) that will create a new "credit sheet" (you know, the non-scrolling credit stuff way at the end) immediately after the DEERFIELD screen.  This adds your credit/message instead of overwriting the credits of the great men and women who designed the game originally.

By default, the tile table for your credit sheet is blank.  The readme tells the location of the tile table and there's a picture as well so you can figure out what values to associate with what letter (or letter piece)... Writes to a fairly large area because of the size of the table (full screen), so make sure it's free (again, check the readme).

I've also included the ASM file for this.  I do not use xkas, but there wouldn't be many (if any) changes to make to convert it over.  I have added quite a few comments, but I haven't cleaned it up any.  After the code, there are some notes on a disassembly of the original coding (again, rough).
attachment:
Edit history:
Grime: 2009-08-06 06:28:09 am
Ouuuuum
Message box hack:

I made this for my own hack (as usual) and am throwing this up publically 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" item to "X-Ray Visor" - because I like that name better, and so should you

- Removes the "how to use" instructions that display when you collect certain items; missiles, bombs, speed booster, etc.

Enjoy. And let me know if anybody runs into any problems with this patch.



-----



New water GFX:



Two versions. Left image is "NewWaterUnheadered" and the right image is "NewWaterClearUnheadered" - have fun. 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.
QI[9]IQ
Quote from Deep_Space_Observer:
I'm releasing the gravity code I used to make moon gravity. To use it, save it in your xkas folder (Where the xkas program actually is), use command prompt and type cd\program files\or whereever you put your xkas folder\your xkas folder. You want it to look like C:\Program Files\Applications\Xkas_v06>. Once you've got that > on the end of your xkas folder, type "xkas ASMfilenamehere.asm SuperMetroidfilehere.smc. It won't look like any thing happened, but it will apply the ASM code.

If you want to change what area the code applies changed gravity to, or to what extent the gravity is changed, open up the .asm file in notepad and there are instructions on the bottom that tell you how to do so.


Ah, it's that gravity patch you talked about, neat. I tried to apply it in the order you describe above, but it seems that no code gets applied. When I ran Xkas alone it told me to type the other way around: "xkas output.bin input.asm" so I tried that insted. It gave only errors all over. Did I miss something?
If nothing seems to happen when you enter the "xkas file.asm file.smc" command, that means it worked. As is the patch changes the gravity for Tourain, so you won't notice any effects ingame elsewhere. If you want to change what area is affected you can open up the patch in notepad and change the value of the CMP #$05 instruction to one of the other values mentioned at the bottom of the file.
QI[9]IQ
Quote from Deep_Space_Observer:
If nothing seems to happen when you enter the "xkas file.asm file.smc" command, that means it worked. As is the patch changes the gravity for Tourain, so you won't notice any effects ingame elsewhere. If you want to change what area is affected you can open up the patch in notepad and change the value of the CMP #$05 instruction to one of the other values mentioned at the bottom of the file.


Yes, I did all that, but I changed the 05 to 03 for WS, but when I entered WS, no change. I also tried to compare two identical roms in a hex editor, except one of them was supposed to be patched, but they ended up identical so it seems nothing really happend.