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Super Secret Area - Dead Ahead!
May be easier to do it yourself.

Download HxD here, install , run it, and open the ROM.

Press Ctrl + G and type 850CE.  The cursor will be at two letters - CE.  Just type straight over them with AD.

Repeat the same process for 850FD and 85129, replacing all CE's with AD's.  Ctrl + S to save.  It should then be done, so just run it in an emulator as normal.

Fingers crossed!
Quote from Quietus:
May be easier to do it yourself.

BLAH BLAH BLAH Download BLAH BLAH Ctrl + G BLAH BLAH 850FD BLAH BLAH McBLAH-FACE


I appreciate you taking the time to type all of that out, but it's too much for me.
Edit history:
Gaius_4: 2010-02-17 12:12:57 am
Gaius_4: 2010-02-17 12:12:42 am
Gaius_4: 2010-02-17 12:12:08 am
Gaius_4: 2010-02-17 12:10:13 am
Ctrl + G?  Isn't it usually Ctrl + F for Find? Confused


850CE
850FD
85129

Change all CE to AD, but the last 2 letters in those other 2 aren't CE like in the number 850CE.

Do you mean just change the last 2 numbers (regardless of what they are) to AD, or will those other numbers also have CE at the end?

If that were the case; The other numbers would be like...
850FDCE
85129CE

Sorry to nit-pick Quietus.  I just wanted to be clear about what you meant.  Embarassed
Super Secret Area - Dead Ahead!
Quote from Gaius_4:
Ctrl + G?  Isn't it usually Ctrl + F for Find?

It's 'Go to...'

Quote from Gaius_4:
the last 2 letters in those other 2 aren't CE like in the number 850CE.

No, that's correct.  The three five-digit numbers I gave you are the addresses where the required bytes are.  When you press Ctrl + G (Go to...), type those numbers and OK it, it'll go straight to that address in the ROM, leaving the cursor flashing next to two letters - C and E.  It's those that you need to change.  Then when you go to the other two addresses, they will also have CE next to the cursor, so change those too.  Then just save, and you're done.

Opium: Sorry if it seemed difficult. Sad  I only started fiddling with hex editing last week, so I know how you feel.  I'll take another look tonight, and try to get a patch together for you.

How would one go about moving these Reserve Tank bars over after shrinking them so 8 will show instead of 4, if one were to make Double Reserve Tank items?

I do not know ASM, But if someone were willing to help me here, I'd be extremely grateful.
Super Secret Area - Dead Ahead!
You could check DChronos's guide [url=-http://metroidconstruction.com/docs/DChronosStatusScreenGuide.txt]here[/url], but it's aimed more at editing what already  exists.  If you're looking at adding in more tanks, then you're no doubt into ASM territory.
Embarrasing Fact: Power suit made by lowest bidder
There's a table for energy tank positions, you'd have to relocate it and expand it. It actually takes hardly any asm knowledge to do - it would really be easier to do in a hex-editor.
Quote from http://jathys.zophar.net/supermetroid/kejardon/EquipmentDisassembly.txt:
Code:
LDA $C1D6, Y ; X position of each box

This is the read from the table you'd have to relocate (in a hex editor: B9 D6 C1). Change it to a pointer to free space, and copy/modify the table at 82C1D6 to the same place.
Kejardon, That went right over my head. Could you please explain this in a way that a relative n00b to hex might understand? The .txt in your post is really.. confusing me here.
Embarrasing Fact: Power suit made by lowest bidder
Everything here is in hexadecimal, I'm going to assume you understand that.
ASM can be converted directly to binary, which you can see in a hex-editor. The three bytes I mentioned (B9 D6 C1) are the same as the code I quoted. You can open the ROM in a hex-editor and do a search to find it - it should be a little after 82B2AA (the address listed at the start of the routine that code is found at).

In anticipation of your question about addresses:
Quote:
The SNES splits memory up into separate banks of various sizes. In Super Metroid, it uses banks (starting from 80 to DF) each of 8000 bytes each (with pointers from 8000 to FFFF). This means you have to translate from a SNES pointer to a ROM pointer and vice versa when looking for data, which is a relatively straightforward formula once you get the hang of it.
And also in case you don't know, free space is signified by a large chunk of FF's, generally ending at the end of the bank (XXFFFF or XX7FFF).

The formula: Seperate it into two groups of numbers (Two digits for the bank, 4 digits for the rest). Subtract 80 from the bank digits, then divide the result by two. If you end up with a .5, ignore it and you're fine. If you didn't, subtract 8000 from the last four digits.
82C1D6
82 C1D6
02 C1D6
01 C1D6
01 41D6
Hex-editor address: 141D6
This is assuming your ROM does not have a header. If it does (it has a header if ROM size is not a multiple of 8000), you need to add 200 to get the correct address.

For more specifics for what you're doing, there are 4 energy tank spots at the moment, so there should be 4 entries at 82C1D6 (and from reading the code I can tell you each entry is 2 bytes). I recommend first fooling around with this data (you can't break the game by doing so, as long as you don't edit more than the first 4 entries) so you know how to edit it. Then you can make a new table in free space (around 82F000 or something), and change the B9 D6 C1 in the routine I mentioned to point to the new table (Currently the pointer is C1D6, you'd change it to F000 or something (B9 00 F0)).

Someone really needs to come up with an 'Intro to hex' document to link people to, I've been repeating this too often lately.
Quote from Quietus:
Quote from Gaius_4:
Ctrl + G?  Isn't it usually Ctrl + F for Find?

It's 'Go to...'

Quote from Gaius_4:
the last 2 letters in those other 2 aren't CE like in the number 850CE.

No, that's correct.  The three five-digit numbers I gave you are the addresses where the required bytes are.  When you press Ctrl + G (Go to...), type those numbers and OK it, it'll go straight to that address in the ROM, leaving the cursor flashing next to two letters - C and E.  It's those that you need to change.  Then when you go to the other two addresses, they will also have CE next to the cursor, so change those too.  Then just save, and you're done.

Opium: Sorry if it seemed difficult. Sad  I only started fiddling with hex editing last week, so I know how you feel.  I'll take another look tonight, and try to get a patch together for you.



Did u ever get a chance to make an ops patch that removes damage from shinespark?  :)
Do you mean one that eliminates the health drain as you're flying through the air? There's some HEX changes that can take care of that: http://metroidconstruction.com/hex.php

Look for the section on the Speed Booster and you'll find it, along with some other changes you can make.
Super Secret Area - Dead Ahead!
You'll see from Opium's quoting of my original instructions that she doesn't want the fiddling about.  I apologise, Opium.  I had forgotten, but will take a look later today. Embarassed
Embarrasing Fact: Power suit made by lowest bidder
Found a bug in the AimAnyButton patch. >_> Updated ASM attached - it should work for both an unpatched rom and a rom with the bugged AimAnyButton patch.
attachment:
Yeah, necrobump. But uhh.. i've jsut decided to star on my metroid tomfoolery again, saw my old post, and for the life of me, every hex editor i use with my rom, it keeps saying 82c1d6 not found. wat?
I like Big Butts and I can not lie
That's a SNES address, to get the same address in a hex editor means to translate that address - most people use Lunar Address for that purpose.  $82:C1D6 would be 0x0141D6
The wandering Space Dragon
New patch for you guys, you can expect to see something similar in Inferno, but this version was made for the public to use. It's a Metroid Fusion type death animation for Super Metroid.

It is blue by default, but by going to DA120-8F under I'm a Genius in the SABS, you can change the coloration for it. Try not to mess the shading up, or it might turn out looking funny. Enjoy.
Edit history:
Kejardon: 2010-11-08 06:25:37 pm
Embarrasing Fact: Power suit made by lowest bidder
grrr... I was sure I attached the file...
Embarrasing Fact: Power suit made by lowest bidder
I started a pretty crazy project a week ago for some reason. And then I actually finished it. Yes, a project I am calling crazy.
It's a bit advanced, most people probably won't have any use for it but... the first line of the file sums it up:

;Let's start a silly over-ambitious project of disassembling the entirety of bank 84!

Compiling this results in no changes in an unedited ROM - it's a useful reference and base for writing more PLMs as every available PLM instruction is documented (just search for " Instruction "), or for editing PLMs to do different things instead. Optimizing it for more room may be a fair bit of work; the IDs of the PLMs will change and you'd have to rename all the files in SMILE's directory, but I've got a macro set up to print every ID change if you uncomment it.

As for why this is crazy and not merely informative...



it still works
attachment:
Edit history:
P.JMan: 2010-11-09 07:40:40 am
I like Big Butts and I can not lie
Daaamn.  You're insane Kej, ya know that?
Tremoid
hey does any one have a patch or a hex code for the rain to set on damage?? i wanna have a Lava rain for my super metroid hack.
So if any body nos how to make the rain do damage to samus it be awsome.

Please let me know asap thanks :)
Super Secret Area - Dead Ahead!
It'd probably be easier to just create a BTS block that damages you steadily, and use it instead of air.
Yoshi is back
Haha, I recall BF's MP2 patch, you could use that in the room and you can make the rain orange, would that work? You could also make the tiles that are BG for like, rocks to hold the place up, you can make those a hideaway place so tyour not hurt by the rain. I hope I helped
Tremoid
yeh i can make the rain orange an look like its lava/ acid rain but i dont know how to create a BTS block that would change its fx.

@DaveBatista - what patch was that BF's MP2 about? an how would i make that hide way you said it sounds very interesting.

@Quietus - how do u create a BTS block that damages you steadliy instead of air can u put me in the right direction to get info on that please.
Super Secret Area - Dead Ahead!
You have two options for that effect.  Check here.

InsomniaDX's 'Lava style damage block' creates BTS that damages you when you are touching the relevant block, whereas Black Falcon's 'Metroid Prime 2 blocks' patch (that Dave mentioned) contains blocks that both damage and heal you, depending on their setup.
Edit history:
M: 2011-01-09 11:25:56 am
Tremoid
Oh right i like the Black Falcon idea it looks very sweet idea just need to how to use ASM now  lol. any ideas on how to use ASM ??