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[SNES]Super Metroid[U][PAR]
https://www.kodewerx.org/forum/viewtopic.php?f=18&t=7200
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Author:  Abystus [ Tue Feb 23, 2010 9:34 pm ]
Post subject:  [SNES]Super Metroid[U][PAR]

Event Modifier

900998 xx

01 - Opening Intro (Title Intro)
02 - Options Mode
04 - Character Select
05 - Map Area Select
06 - Reload From Last Save
08 - Enable Normal Stage Play (Will make the demo at the beginning playable)
09 - Moves you One Area Left
0C - Open Map Screen
0F - Status Screen
13 - Death Sequence
1A - Continue Screen
1B - Enable Play (For screens that take away control)
1D - "Game Quit Would you Play?" Screen (Beta?) Continue Locks up, Quit Resets to Title Intro
1E - Last Metroid Movie (However Freezes if you attempt to start it)
1F - Reload From Last Save
20 - Starts Space Station Destruction Movie and intro to Planet Zebes
23 - Starts Space Station Descrution (You Failed)
26 - Starts Ending Movie with Credits
28 - Loads Game Demo
2A - Disable Normal Stage Play (Will make the normal game act like the demo mode, a button press returns you to the title menu)

Disable SFX (Music & Low Health Alarm Still play however)

900999 xx

01 - Dissable
00 - Enable

Weapon Modifier (And Effects)

9009A6 xy

x = Gun
y = Effect

This enables you to change weapons and almost customize your gun to do what you want. Example: Freezing HyperGun.
It also has too many values to list.

Brightness Control

7E0051 xx

00 = Darkest
0F = Brightest

Still in search of the low health alarm flag...

Author:  Abystus [ Wed Feb 24, 2010 7:05 pm ]
Post subject:  Re: [SNES]Super Metroid[U][PAR]

After a bit of debugging I finally found the branch that makes that damn racket when you have low health....

Disable Low Health Alarm

90EA8614

I think its aggravating noise kept me on the job finding that one :). Anyways enjoy.

Author:  Abystus [ Sat Feb 27, 2010 7:37 pm ]
Post subject:  Re: [SNES]Super Metroid[U][PAR]

Walk Through Walls

90936EEA
90936FEA
9093BCEA
9093BDEA

Every code I've found that claimed to be a WTW Code didn't work or froze the game (Even the one on bsfree.org...). So here is my working code. (BTW I find that if you use the ball to go through walls you will have more control over your jumps and are a lot less likely to get stuck.)

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