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OMG FLAN!!!!!!!
Quote from Arva:
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.


That usually (and by that I mean nearly always) means that you didn't patch it right. If there's data in the ASM file, then you didn't patch it, if there's nothing in the file, then that's another reason it couldn't work.

I don't go into the command section of Xkas, I usually just have the ROM and ASM file in the same folder as Xkas, and drag the ASM file over the .exe for Xkas. Nice and easy.
My first asm hack:
Some of you know what this patch does...
Others don't ...hehe
Would be awesome to see this in crazy hacks  grin new
I only have to say:
Thanks PZ_Powa
and MoogleEmperor!! Very Happy
How to use it: get to a missile reload station, refill your missiles( winky ) and shoot your beam!
MOD POWER!!!
(Question)
Missile Of Destruction!!!
attachment:
Hey Crys:

Can we have a patch for the bomb-timer in wet dream ext. version? 
Super Secret Area - Dead Ahead!
You could just make your own! aiwebs_011

Copy your unedited ROM.
Open one of them in SMILE.
Select any room from the obvious box.
Click Edit > Special > Game Behaviour.
Scroll right once.
Change the Bomb timer to whatever you like, and save.
Click Tools > IPS > Create IPS.
Select your unedited ROM.
Viola!
Finally here, it's my IPS version of the palette blend patch.

This patch lets you change the palette for your tileset by simply changing the palette blend in the FX. No longer do you have to waste multiple tileset spots just for an alternate palette, vastly opening up the possibilities for your hack. Of course, I can't make your palettes for you, so currently they're all blank slates.

Blends 80-BF will activate the code, thus giving you 64 alternate palettes that can be shared with all your tilesets. I could've added more, but that would've made this patch use up more than one bank, and I highly doubt that anyone will ever need more than 64. The blends will pull the area palette from the following locations:

I'm a Genius offsets for where each palette blend will load the new area palette. Second box will be 7F (For 8 full rows).

Unheadered, naturally.

$4B0FF ;80
$4B21F ;81
$4B33F ;82
$4B45F ;83
$4B57F ;84
$4B69F ;85
$4B7BF ;86
$4B8DF ;87
$4B9FF ;88
$4BB1F ;89
$4BC3F ;8A
$4BD5F ;8B
$4BE7F ;8C
$4BF9F ;8D
$4C0BF ;8E
$4C1DF ;8F
$4C2FF ;90
$4C41F ;91
$4C53F ;92
$4C65F ;93
$4C77F ;94
$4C89F ;95
$4C9BF ;96
$4CADF ;97
$4CBFF ;98
$4CD1F ;99
$4CE3F ;9A
$4CF5F ;9B
$4D07F ;9C
$4D19F ;9D
$4D2BF ;9E
$4D3DF ;9F
$4D4FF ;A0
$4D61F ;A1
$4D73F ;A2
$4D85F ;A3
$4D97F ;A4
$4DA9F ;A5
$4DBBF ;A6
$4DCDF ;A7
$4DDFF ;A8
$4DF1F ;A9
$4E03F ;AA
$4E15F ;AB
$4E27F ;AC
$4E39F ;AD
$4E4BF ;AE
$4E5DF ;AF
$4E6FF ;B0
$4E81F ;B1
$4E93F ;B2
$4EA5F ;B3
$4EB7F ;B4
$4EC9F ;B5
$4EDBF ;B6
$4EEDF ;B7
$4EFFF ;B8
$4F11F ;B9
$4F23F ;BA
$4F35F ;BB
$4F47F ;BC
$4F59F ;BD
$4F6BF ;BE
$4F7DF ;BF


As for making the palette, you should be able to make it in the graphics editor in a backup ROM in your tileset, export the palette file in the graphics editor, then go to the specified location in SABS and re-import. Note that this has to be done in SMILE 2.3, as earlier versions won't fully import the file. Have fun!

Edit: might help if I actually attach the patch...

This patch is all contained in bank 89.
. . .
http://www.metroidconstruction.com/Forum/index.php/topic,193.msg2209.html#new

Releasing a few things I've been working on lately.  Please keep any/all discussion in that topic.
hey i wanted to know if it was possible to mix space jump+screw attack into one item using a hex editor and to just be able to space jump like 5 times like in prime? that way even though you get that item its still some work to get across the game..
also it could free up a space to insert a new item on the list in the menu.
Edit history:
SMILEuser96: 2009-08-27 11:12:38 am
Samus...? Is that you?
Quote from rolando:
hey i wanted to know if it was possible to mix space jump+screw attack into one item using a hex editor and to just be able to space jump like 5 times like in prime? that way even though you get that item its still some work to get across the game..
also it could free up a space to insert a new item on the list in the menu.

You don't need a hex editor to mix Space Jump and Screw Attack. Just go to the PLM menu, scroll down until you find any of the Space Jump or Screw Attack items (one in plain sight, another in Chozo Orb and third one in scenery) and change it's value 0208.
And remember to click 'Save Definition'. I don't know how to limit the space jumps, that requires ASM

EDIT: You should keep questions like that in SMILE Release/Help Thread, or maybe somewhere else, but at least not in this thread. Also, it's very hard to make new items, requires very good ASM skills, most propably the ones Kejardon has, maybe a little bit less
I like Big Butts and I can not lie
It's not actually that hard to make a new item, you just have to know how PLMs work
Edit history:
Black Falcon: 2009-09-06 03:20:37 pm
For those people who played Crys' Darkworld hack and now think 'I wanna do that, too :3' there's a solution:

Metroid Prime 2 blocks.

This patch makes Air-fool X-Ray with BTS of 03 healing samus when touching,
BTS of 04 dealing damage to samus depending on which suit is equipped:
No suit: massive damage
Varia suit: less damage (like the dark suit in Prime 2, slowly but constantly) << this is more Echoes-like than
having the suit divisors.
Gravity suit: no damage (like the light suit)

If the BTS value is 05 it takes always damage, no matter what suit you have equipped
(for free use on other ideas).

It also changes the default palettes for power suit, varia suit and gravity suit.
BTW: this does not change item graphics, text or palettes like charging, etc.

Credit goes to Crys for the idea and the dark world concept
and DSO for helping him.
I only made the patch because I can do it!  grin new
For unheadered btw
attachment:
Hey Black Falcon, I (already) found a little glitch with your tiles.
You will heal slower in morphball for some reason...
Unless this was intentional? o.O
I like Big Butts and I can not lie
Ooh, there's something I've never considered. Because in morphball you're only in 1 tile, when standing up you're in 2 or 3 tiles, so you're being healed by 2 or 3 of the tiles (at twice or thrice the speed). Fixable, but slightly complex if you want it to be a perfect fix. I assume standing in the middle of 2 columns would also double the speed
OMG FLAN!!!!!!!
Could you not just implement a check for whether something is already healing samus, and thunot heal any extra than it normally would?

IIRC, there was a check for whether Samus was taking damage from an enemy in Insom's Damage Blocks (as taking damage from an enemy temporarily made you immune). He just made it so that wouldn't affect the damage blocks and you'd still take damage.
Embarrasing Fact: Power suit made by lowest bidder
Quote from Sadiztik Fish:
Could you not just implement a check for whether something is already healing samus, and thunot heal any extra than it normally would?

This is sort of what needs to be done. There is another alternative that is slightly easier though: Tell the game to heal Samus for so much, which will happen at another part of the game engine. That way no matter how many blocks tell the game to heal Samus, it'll only heal her once.
If you take this approach you can also do away with the damage blocks entirely and just have that routine hurt Samus if it's not told to heal her, and then only have that routine run in certain rooms. There's actually a pointer in the room data for stuff like this too, SMILE refers to it as Layer1_2.

No matter what though, I think you're going to need to use an extra bit of RAM at least to properly fix it.
I like Big Butts and I can not lie
You could always check Samus' hitbox and offset from block alignment
Quote from Black Falcon:
For those people who played Crys' Darkworld hack and now think 'I wanna do that, too :3' there's a solution:

Metroid Prime 2 blocks.

This patch makes Air-fool X-Ray with BTS of 03 healing samus when touching,
BTS of 04 dealing damage to samus depending on which suit is equipped:
No suit: massive damage
Varia suit: less damage (like the dark suit in Prime 2, slowly but constantly) << this is more Echoes-like than
having the suit divisors.
Gravity suit: no damage (like the light suit)

If the BTS value is 05 it takes always damage, no matter what suit you have equipped
(for free use on other ideas).

It also changes the default palettes for power suit, varia suit and gravity suit.
BTW: this does not change item graphics, text or palettes like charging, etc.

Credit goes to Crys for the idea and the dark world concept
and DSO for helping him.
I only made the patch because I can do it!  grin new
For unheadered btw
there's something i don't understand though..when i look at it in smile the healing parts are 05 but the damage parts are 03..and i still take damage even if i play with gravity.
Green-Kirby, ROAR!
Quote from rolando:
there's something i don't understand though..when i look at it in smile the healing parts are 05 but the damage parts are 03..and i still take damage even if i play with gravity.

Then one I have was NOT made by Black Falcon.
The ones I run my concept hack on was made by insom and DSO.
The DMG tile was by insom and the healing tile was by DSO and they don't work exactly the same as this does I suspect.
Quote from Crys:
Quote from rolando:
there's something i don't understand though..when i look at it in smile the healing parts are 05 but the damage parts are 03..and i still take damage even if i play with gravity.

Then one I have was NOT made by Black Falcon.
The ones I run my concept hack on was made by insom and DSO.
The DMG tile was by insom and the healing tile was by DSO and they don't work exactly the same as this does I suspect.
im looking at the blocks in your dark world hack..and thats what it says..
Quote from rolando:
there's something i don't understand though..when i look at it in smile the healing parts are 05 but the damage parts are 03..and i still take damage even if i play with gravity.

I wrote the code myself with new BTS values and an addition (suit check) and then I made a patch of that code.
You just opened Crys's hack which has different BTS values for the blocks,
but my instructions are for the patch only.
You have to apply my patch in the attachment.
oh ok i figured it out sorry about that
there's a problem with the tileset repoint patch..when i apply it i can't move samus......but i could still pause....
has anyone had a problem like this before?
This is Life
isn't there a Phazon Suit Patch
Green-Kirby, ROAR!
This is NOT a topic for requesting patches.
Please refrain from posting in this topic unless you release a patch or a have really good question to any one of the patches in the topic.
what ever happened to the mini metroid patch?
Edit history:
JAM: 2009-10-06 02:20:28 pm
Some patches from me. Most of them are bugfixes for original game while others are improvements.

All patches for unheaderded ROMs and they are compatible with each other.

#NameStatusEffectBankDescription
1Morphing Ball fixBugfixHarmless84In original ROM, if you put in game hidden Morphing Ball or Morphing Ball in the ball, they'll give you Spring Ball instead. Now Morphing Ball is always Morphing Ball
2More powerful yellow doorsImprovementHarmless84Now yellow doors have extra protection from blast. 1 Power Bomb is not enough. Quantity of Power Bombs to open yellow doors is depends on distance from epicentre of every blast. You can change the values by yourself. Open patch file in hex and change all 30's to whatever you want add reapply the patch.
3Yellow gate fixBugfixHarmless84If you ever tried to add yellow gates to your hack, then you shall notice that they looking like grey gates. This patch will color yellow gates to yellow color instead of grey one.
4More "room cleaned" eventsImprovementHarmless8F9 new events. After cleaning out room, selected event will happen. In original ROM, after destroing all Metroids, that room will load state where is no Metroids in this room. You can do more than just rid of enemies after cleaning room.
You can place an elite space pirate in Wrecked Ship. After killing him, in very far room in Lower Norfair locked doors will open.
Single event can affect many, many rooms.

Events used: 10..13 (old ones used by Metroid shafts and halls), 17..1F.

PLM to set events: DB44
Place PLM DB44 in the room.
Use lower byte to choose event.

00 will set event #17
02 will set event #18
04 will set event #19
06 will set event #1A
08 will set event #1B
0A will set event #1C
0C will set event #1D
0D will set event #1E
10 will set event #1F
12 will set event #10
14 will set event #11
16 will set event #12
18 will set event #13


To take effect, add alternative state to the room (or rooms) where you want to.
5New item-related eventsImprovementSMILE will not recognize new events.8FNew item-related events. Now you can change your room after obtaining ANY item.
1. Apply the patch.
2. Add extra state to your room (or use existed state)
3. Open your room in SMILE.
4. Choose Edit > State Properties
5. Select E640 -- Morphing ball
6. Redesign your alternative variant of the room.
7. Open your ROM in hex.
8. Go to your room address.
9. Search for "E640" value. It will be stored backwards in ROM. I mean, "40 E6"
A. Change "E640" value to any value located below. For example, if you want to select Charge Beam state, replace "40 E6" with "00 FF"

FEE6 Missiles
FEF5 Super Missiles

FF04 Charge Beam
FF16 Ice Beam
FF28 Wave Beam
FF3A Spazer
FF4C Plasma Beam
FF5E Grappling Beam

FF70 X-Ray Scope
FF82 Bombs
FF94 Hi-Jump Boots
FFA6 Varia Suit
FFB8 Gravity Suit
FFCA Spring Ball
FFDC Space Jump
FFEE Screw attack

If you want to do some changes after changing value, then read steps from B to D

B. Open your ROM in hex.
C. Go to your room address.
D. Change the new value back to E640.

Now you can do desired changes. To set new event again, repeat the steps from 7 to A.


WARNING! SMILE will not recognize new events but the game will.

WARNING! This patch may overwrite some of your rooms if your bank $8F is almost full. Data writes from 7FEE6 to 7FFFF. If there are FF's in your ROM before patching, it's alright.

This patch also changes 2 bytes for the first alternate state of landing site room. Change it to any value provided above.
6Vertical doors after elevatorBugfixHarmless to original ROM, but may overwrite custom PLMs.

Can't edit "Hits to open" property in SMILE for modified doors.
84Another bug in Super Metroid is taking place. After going up through elevator, pink and green vertical doors are looking like blue ones. Now they are have the correct colors. Door data is 4 bytes bigger now. So I have to expand one door and move other door of the same type to a free space.

Free space is now at $242A6..$24300 and $2442B..$24489
Door data is moved to $272E0..$273A8

Look in hex to data at $272E0. If there are FF's, don't afraid to apply the patch.

WARNING! Don't edit "Hits to Open" property in SMILE for green and pink vertical doors after applying patch. If you see B4 in that field, then don't touch it.

You can do it manually in Hex Editor, if you want to.
To edit "Hits to open" property for green door going up change byte at 24272
To edit "Hits to open" property for green door going down change byte at 2730F
To edit "Hits to open" property for pink door going up change byte at 243F4
To edit "Hits to open" property for pink door going down change byte at 27372


P.S. Yahoo! Attaches 9999 and 10000 are mine.