![]() Its AI is only partially coded in, due to the fact it doesn't work properly when going up a slope. The Stoke is simply a miniature Crocomire that moves forward and shoots projectiles. (Source: Kejardon) Stoke and Projectile įound in the ROM is the object labeld as the "Stoke" and its projectile (that yellow blip in the door). Absolutely no idea what it was doing there, unless it was supposed to be a part of Mother Brain herself. ( Sources: deskjockey_, JathyS's site, Kejardon )Īccording to Kejardon, there are also some more debugging options, such as a way to enable invincibility while on elevators, but as of the moment, the code is not available.įound using a Sprite Viewer on a ZSNES save state, this weird, alien-esque Pac-Man type thing can be seen amongst Mother Brain's graphics. Here's an example:Ī2AAF000 - Hold B on controller 2 to make Samus's ship lift off when you enter it.Ĩ4B33360 - Display Scrolling Trigger Extensions There are a lot of other little debugging and development features hiding throughout the game's code. Turn the code on during gameplay and the music won't change(actually, I think it still changes for the item room/elevator music and some other special tracks). Start up with this code and you'll crash when you go through a door. You have to use this with the main debug code(which enables reading of the second controller) in order for this to work.Ĩ08008FF - Something for the audio man, I'm guessing. Either way, it does exactly nothing at the moment due to the fact that it tries to write these values to ROM(which would have worked fine on Nintendo's development systems, but not on current emulators or the SNES).Ĩ08006FF - Lets X on controller 2 toggle scrolling on and off. That was off the top of my head, so question its accuracy. It tries to record what appears to be the current button presses, button holds, Samus's X/Y position, and the X/Y position of the top-left corner of the visible area. After a few pages of four variables per page, you'll be dumped into the enemy set display, where you can press Select to exit the debugger.Ĩ08000FF - Bypass country and NTSC/PAL checkĨ08002FF - Enable what I'm fairly sure is the demo recorder. Here you can watch all kinds of enemy animation and AI variables. This will make the R button in the enemy spawner take you to the extended enemy debugger instead of exiting. You know where the Kraid's Hideout energy tank is? Go try it out there. It gives you a list of enemies in the current enemy set. Pressing R will exit, but pressing L takes us to. Select will move the enemy to the X/Y pos that you've set while A does the opposite, setting the X/Y pos to the enemy's current position. Use the pad to move the cursor, X to increase the value, and B to decrease it. This edits the enemy's entry in the room population data in RAM. Pressing A will summon the enemy to a spot on Samus's right and holding X while moving the enemy around will move it much faster. Press Select to select the next enemy, B + Select to go back one(somewhat buggy). ![]() It shows you the enemy's name, X/Y position, current HP, the enemy set name, and lets you move enemies around with the pad on controller 2. The enemy mover is what's important here. R - Enemy Mover(and what loads the enemy debugger font) L - Disable framely processing of enemies(all enemies stop). Select - Displays the room's enemy set data(needs the debugger font).Ī - Toggle Samus enemy interaction(you can't hurt each other). Here's a rundown of the keys for controller 2: The real fun is to be had over on controller 2. Also, the standard Select + Start + L + R reset combo is enabled now. ![]() There are other Select + + combos, but their uses aren't as apparent. Hold Select + R and press A to turn off the layer 3 stuff(status bar, liquids/fogs). Hold Select + L and press A for a (buggy) palette viewer. Continue holding Select + L and press A to view the tiles with different palettes, or press X again to view the second set of sprite tiles. Holding Select + L and pressing X will get you sprite tile viewer. Various debugging features can be unlocked during normal gameplay via button combos on controller 1. ![]() In addition to selecting which region of the planet to start in, you can also pick a spot within the region using select on controller 2. This is actually the same as the code listed in the GGCCC's Super Metroid GG FAQ as "Another version of Galoob's 'select any area when loading a saved game'". This enables a whole mess of debugging features.
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