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Metroid Health Patch Release
Forum Index - SMW Hacking - Resource & Tool Releases - Metroid Health Patch Release
Pages: « 1 2 »
Some of you may have seen This in the ASM showoff thread. After a long while of tweaking things, fixing bugs here and there, I've finally finished it!

I present to you...

The Metroid Health Patch!

This is a major edit of Killozapit's health patch which, obviously, gives you Metroid style HP and reserve tanks. It includes a knockback routine which doesn't mess with Layer 2 handling (See my Knockback Patch Revision thread), and also handles Mario falling off the screen, which the original health patch didn't.

Sprites deal 20 points worth of damage, and mushrooms heal 20. Custom sprites can be set to deal a set amount of damage by inserting a specific code (highlited in the ASM and readme) to the Mario Contact routine. There are a few sprites included in the package, and some blocks, too.

Reserve tank sprites act just like those in Killozapit's patch, adding a new bar to the health meter. The only difference is that you don't lose one until your HP hits Zero, then you lose the current tank, and the HP rolls back over to 99. They don't come back once collected, and there is a block included that you can use to hide Reserve Tank sprites in a wall that can be revealed by a fireball (like in Metroid).

The status bar is changed, as well. There are GFX included to deal with this. If they aren't installed, the status bar will look funky.

Enjoy, and please report any bugs (though I think I've found all of them).

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
1st comment! i saw this on youtube and thought this might be your best creation yet. Then i remembered all your other amazing contributions... Anyway this is still highly ranking in the awesome stakes.

Do you think it'll work if you've already got the health bar patch applied?

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The only way to find out is to make a backup and try it. If you're installing it to the same address (Which, the one in the original patch seems to be the best place to put it anyways), then everything should install like normal because I use all the same hacks that Killozapit used, but added a few new ones to deal with my code, and to fix some bugs with the original.

If you've already installed a patch that hacks the status bar or NMI routine, don't install it. I hack the status bar in this patch.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Id love to use it for MMR, but at the time i started it, i installed the normal health bar patch via the IPS! D:

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PSN, Skype, Steam: YamiMario
I just tested it with a fresh ROM. I installed the original health patch via ips and then installed the Metroid patch, and it transferred just fine. I got the same results when I tried the original health patch with xkas, too. As long as you keep the insert address the same, it should work fine.

But, as always, back up your ROM in case.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I've seen your video, too. And as stated in the comments: This is a really awesome patch! You did a good job! I'll try it out myself right now.

EDIT:
OK. Installed the patch and everything works fine. And it really wasn't hard! This is like... A super awesome status bar hack made easy! However, there are a few things I noticed:


The "EnergyO" is what I mean. Looks a little bit weird.

Also the "Lives" counter is a bit weird.

See, how the first digit is in red? That looks a bit weird. And when you hit the goal point it actually gets invisible. That's why you don't see it in the picture above. Just a little thing that could be fixed. But excepting for that everything works fine! Also I noticed that the goal point refills some of your energy as well. Pretty cool. So basically now you could edit it a little bit, so that you won't lose your power ups at all. Then it would be like a real Metroid game.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Ah, crap.

I actually had the end level thing fixed at one point, but I had to roll back to an earlier save to try and fix a bug, and I forgot to put the code back in. Easy fix. So is the lives thing.

Thanks for reporting the bugs!

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I have a real quick question, would I need to patch this to a unmodified rom, then take my IPS hack file and apply it ?

I really do like this health bar ICB, I was just about to use a normal health bar, but this seem's alot more nicer and a more bold look for any hack...

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Ok. Fixed the course clear and red number thing.

New Link

Mike,
You can install it in any ROM as long as you haven't applied any patches that use the addresses at the top of the ASM file (the ones indicated by 'org'). You don't need to do anything with an ips. Just use xkas.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Ok, thanks for the info ICB.
I am going to install it in my hack in a couple of hours, right now I have go outside and cut my yard before it rains by next monday.

Listen I never touched xkas before because I never did require it up till now would you PM or link me to a faq about xkas ?


Thanks again for your help.

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It's easy as pie.

First, put your rom and the patch in the same folder as xkas.

open wordpad and put this in it.

xkas.exe metroidHP.asm NameOfYourHack.smc

Save it as a .bat file.

Click it, and the patch installs.

Yes, the command prompt will flash quickly. That's what it should do. It's that fast.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.

Just to confirm, that everything is working fine :)
Good job ;)
Now I wonder if I should use this in my own hack. I really want to. I wanted to use a health bar like that anyways. But I had to revise my whole game then.

EDIT:
Oh yeah, I noticed another little bug. Or I don't even know if it's a bug or intended. But if you die, then your reserve tanks won't be refilled.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
That's intentional. That's how it is in Metroid, except in Metroid, you respawn with only 30 HP and no tanks. I was generous and did 99 HP. ;)

If you want the tanks full, find the Endlevel routine and you'll see this code:
Code
LDA #$63		;Most metroid games start with 30 HP after death
STA $0F48		;Change value here to #$1E for 30, otherwise, we do 99
LDA #$01		;Full tanks after death -1. Metroid does 0
STA !Health		;Change #$01 to $0DC5 to do all tanks full.

It's pretty self explanatory.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Oh. Yeah, you've got a point there. But I always found that that was the biggest weak point of Metroid.

However, I found yet another bug (Yeah, sorry. But I love this patch so much, that I'm trying all different things with it :) ).

It's not much. It's just, that Luigi is always small instead of always big with this Patch. I know that this patch is made for 1 Player mode rather then for 2 Player mode. But still I think it would be better, to make it work correctly for both players. Just in case ;) .


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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

I can tell that this'll be showing up in hacks more often (and most likely in them just for the sake of it), but still. This is really effing amazing and more RPG- or exploration- oriented hacks could get some really good use out of this. But since my computer still needs to get fixed, I have a few qusetions to ask about this (typing on a Wii).
- Can we configure how much damage every sprite (both normal and custom) does? How about spikes and floating munchers?
- Is Mario always big with this patch?
- What is the max amount of reserve tanks the player can have?

Very cool. I never played any Metroid games except Super Metroid (and that one didn't hold my attention very long), but it definitely looks interesting. InvisibleCoinBlock, did I ever tell you about my health bar and boss meter sprite ideas?
Wins. Wow, I never guessed someone was going to make something so cool like this. Great job, ICB.

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Now I leave my IPS patches of my hacks for everyone play and edit as you want to.

Bramble Invasion & Surreliatus


I got a good question in a PM about making Mario small when you have a certain amount of HP. Here is the reply that should fix you up if you want it to work this way.

Go down towards the bottom of the code and find where it says Hurt: right under that, past this code

LDA $0DC4
CMP #$02
BPL noshrink
LDA $0F48
CMP #$1E
BNE noshrink
STZ $19
noshrink:

Where it says CMP #$1E, that's where you set how many HP before small. Right now this code will make Mario small if he has zero tanks and 30 HP. Change the #$1E to #$63 for 99 HP and zero tanks. Keep in mind that Mushrooms don't try to make you big. In order to fix that, find Mushroom: and put this right under it.

LDA $19
BNE notbig
LDA #$01
STA $19
notbig:

This checks if Mario is small. If he isn't, it makes him big.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Hey ICB. I found another bug in the patch:
I was fighting Iggy. First I got hit once. Everything was allright, except that Mario's graphics were flying across the whole screen for a second. But damage inflicting worked like normal. However, I still had 2 energy tanks and 79 HP left after that. I touched Iggy again, Mario flied over the whole screen again and suddenly I was dead. My HP instantly hit 0. I don't know why :/

Also I have a question: Is it possible to disable the normal goal healing you? I tried it myself by modifing the patch. But I didn't get it to work. Everything I got to work was COMPLETELY disabling healing (also applying for mushrooms). But that is not what I wanted. Probably you can help me.

Also I have another question: Are your items (flower, feather) saved, when you save your game? If not: Is it possible to modify the patch so that your items are saved? Because if you do that, then you could easily make hacks that are more Metroid-like. If you get an item in Metroid you keep in even when turning of the game. You could design your hacks so, that you have to find a certain item so you can get past a certain point in the game. And to make everything complete, you could make a custom flower sprite and a custom feather sprite, that don't reappear after getting them. That way Mario can have one item and the other item remains in the item box. You can switch between those two items as much as you want. However, if one item would reapper, then you could accidently overwrite one of your items. You get what I mean?

Man, I love this patch so much :) . I been messing around with it the whole weekend. There is so much stuff you can do with it. And I wanted a health patch like that in my hack anyways. I think I'm going to use it. But not sure yet...

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I looked into it. The only thing I can assume is that it's caused by the mode 7 platform. This is probably due to the knockback patch. Mario gets stuck in the platform for some reason, and it kills him.

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I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Pages: « 1 2 »
Forum Index - SMW Hacking - Resource & Tool Releases - Metroid Health Patch Release

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