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Morphing while already shinesparking was featured in Thunderhead, but I'm not sure if xpenzif ever got actual ballsparking.

Thunderhead would have been so awesome...
Merry Christmas
how fast can you make the boost ball go?
Almost happy
IIRC the speed goes up to 7 pixels per frame for one frame, then 5 pixels per frame for some frames, then 3 and downward. The momentum is 3.25 pixels per frame, so it will go at about 8.25 pixels per frame at the start.

There is an abuse to get it up to shinespark speeds for a prolonged amount of time (~15 pxiels per frame) if you have springball and massive slowdowns though, which you can see in the Super Metroid Exia thread.
Acclaimed Threshold
Constant Sorrows
After Cpadolf showed how boost ball can be abused, I realized that this is potentially a game-breaker for Aegis. By first boosting, then turning back and forth very quickly, you can become stuck in the ground in lots of places. I'm debating if this is something I should remove from Aegis, or leave it in there with a caveat about doing strange things with boost.

If Insom's still around, maybe he can shed some light on why this happens, or if it's easily fixable code. I'm guessing it has something to do with Samus' natural downward movement (1 pixel downward a frame at any time, I think? I know Kej has explained it somewhere). Maybe adding a check for facing code to pause vertical momentum when turning if the tiles Samus rests on are solid... ugh, bugbusting this is going to be a pain.
Even though it's possible to do, anyone that does it can only do it if they're really willing to -and they should know better.  Shame on you

Edit:  Here ya go.  Just put instant death tiles in everything you can get stuck in. That'll teach 'em.  Twisted Evil

Very Happy
Almost happy
Yeah, I don't really think anyone will ever do it accidentally, and people who do know about it will only have themselves to blame if they do it. Still, it's your choice to try and remove it or not, and it's understandable that you would want to do it.
I like Big Butts and I can not lie
I remember Kej saying about that going through the floor thing when your speed's too high. He made a fix for it didn't he? Might not have since he probably just rewrote the whole damn handling
It's right on the third page of this thread.

Quote from Kejardon:
Slopes just directly change Samus's position. There is no speed adjustment; in fact, Samus's vertical speed is considered *downwards* into the ground when moving; it's always 1 pixel per frame faster than her horizontal speed. I forget if this value is stored in RAM or just calculated on the fly, but I know it doesn't persist from frame to frame.



Also, I like boostballs that send you flying upwards >_>. It's easy to (properly, unlike in AFC where I just played around with pointers) adjust his code to make it send you up if you're moving up or not moving, and down if you're going down. Just keep the speed low enough so you can't shoot into floors or ceilings, and you have a fun feature that (probably) won't break your game.
Almost happy
Ah, so that's why you get lodged into the ground. With the boostball abuse you can go over 15px/frame, which would put her over 16 px/frame of downward momentum while on ground (the size of a block).
Acclaimed Threshold
Constant Sorrows
I'll try to implement DSO's suggestion. If not I will likely leave boost ball in; it's too fun not to use. And you have to basically be TRYing to get stuck.

I might have to put boost ball in rather late though, in order to make speed runs of the game not 90% boosting. Hmm.
Edit history:
HHIPDragonFox: 2010-04-10 05:21:38 am
HHIPDragonFox: 2009-11-08 06:21:29 pm
HHIPDragonFox: 2009-09-01 02:43:48 pm
grin new  I like scripts!!

The Boost Ball function seems to be basic, yet well designed. 
I couldn't duplicate the stuck issue yet, , I did get stuck but not as fast as if I were to SpeedRun Thru.
I have found something useful to all.

Even though I'm not very good at assigning asm, I do know how to find what I need.

Add This to the !FullCharged Section
Code:
LDA #$0400 STA $0B3E   LDA #$0010 STA $0CD0   LDA #$0051 STA $18A8 
A9 00 04   8D 3E 0B    A9 10 00   8D D0 0C    A9 51 00   8D A8 18 

These points are associated to the SpeedBooster Effect for Crashing thru Bricks.
I Found that this will not Allow for damaging Enemy Tiles, But you get hurt still.
The third set is where it sets the value for Invince Flash.
I believe That there is some !MotionState Offset that tells if the object is moving and is able to damage Enemies.

Add This to the !PartThree Section
Code:
LDA #$0001 STA $0B3C   
A9 01 00   8D 3C 0B    

This Sets the Value to turn Crashing Timer on When Still Moving By Controller. or should there be a check for if the ball is movng?

Code:
PAR 7E1FDE changes from 00 to 29 when BoostBall is Moving.
PAR 7E1FDE changes from 00 to 95 when Samus is Moving by controller.


So now the Situation would be To turn off These codes when Boost Ball is NotCharging and BoostRun/Move is Completed.
I Just couldn't figure out where to insert a Check for when BoostBall Move is Completed.
Also if I could get the Offset/Value for Check if Speed Crashing into Enemies.

Thanks.


Full Set of Inserted Offsets: 
****Please Note that this $0500 Different from the original Script to Fit My collection of Hacks to Fit all in one.****
****($0200 for Headered, $0300 for Relocation)****
Code:
    [ [ [ [ ()Boost-Ball Item ] ] ] ]  
    087B3A = ? {20} 4D F9 (to 087B4D)  [ to [ [ ()Part One            ] ]  [ [ from [ [   {20} 4D F9   ] ] ]  
    087B3D = ? {20} C1 FA (to 087CC1)  [ to [ [ ()Part Uno            ] ]  [ [ from [ [   {20} 88 FA   ] ] ]  
    087B40 = ? {20} FF F9 (to 087BFF)  [ to [ [ ()Part Two            ] ]  [ [ from [ [   {20} DB F9   ] ] ]  
    087B43 = ? (AD) A2 09  {60} 
    [ [ [ [ >>MorphedCheck    ] ] ] ]  
    087B47 = ? (AD) 29 07  [D0 98]  {60} 
    [ [ [ [ ()Part One        ] ] ] ]  
    087B4D = ? (AD) A2 09  (89) 80 00  [F0 F2]    from (89) 02 00  
    087B55 = ? (AD) 00 0B  (C9) 07 00  [D0 EA]  
    087B5D = ? (AD) 29 07  (C9) 30 00  [F0 22]    from [F0 22]  
    087B65 = ? [A5 8B]  
    087B67 = ? (2C) B6 09  [F0 79]        [ to [ [ >>UnChargeNoPress     ] ]   from [F0 55]  
    087B6C = ? (EE) 29 07  
    087B6F = ? (A9) 03 00 
    087B72 = ? {22} 43 91 80 (to 001343)  [ to [ [ ^^Charge-SFX          ] ]  
    087B76 = ? (AF) 86 C1 7E (to 7EC186)  [ to [ [ ^^SFX                 ] ]  
    087B7A = ? (C9) 4F 29  [F0 06]  
    087B7F = ? (A2) 40 9C 
    087B82 = ? {20} AA FA (to 087CAA)     [ to [ [ >>PaletteChanger      ] ]  
    087B85 = ? [80 5D]                    from [80 39]  
    [ [ [ [ >>FullyCharged    ] ] ] ]  
    087B87 = ? [A5 8B]  
    087B89 = ? (2C) B6 09  [D0 40]        [ to [ [ >>FullCharge          ] ]  from [D0 1C]  
    087B8E = ? (9C) 29 07  
    087B91 = ? (A2) A0 9C 
    087B94 = ? {20} AA FA (to 087CAA)     [ to [ [ >>PaletteChanger      ] ]  
    087B97 = ? (A9) 34 00 
    087B9A = ? {22} C1 90 80              [ to [ [ ^^Boost-SFX           ] ]  
    087B9E = ? (AD) 36 0B  [D0 41]        [ to [ [ >>UnChargeNoPress     ] ]  from [D0 1D]  
    087BA3 = ? (A9) 20 00  (8D) 2D 07  
    087BA9 = ? (A9) 55 00  (8D) A8 18  
    087BAF = ? (A9) 00 04  (8D) 3E 0B  
    087BB5 = ? (A9) 10 00  (8D) D0 0C  
    087BBB = ? (EA) EA EA  (EA) EA EA  
    087BC1 = ? (EA) EA EA  (EA) EA EA  
    087BC7 = ? (EA) EA EA  (EA) EA EA  
    087BCD = ? {60} 
    [ [ [ [ >>ChargePress     ] ] ] ]  
    087BCE = ? (AF) 86 C1 7E (to 7EC186)  
    087BD2 = ? (C9) 15 16  [F0 06] 
    087BD7 = ? (A2) 60 9C 
    087BDA = ? {20} AA FA (to 087CAA)     [ to [ [ >>PaletteChanger      ] ]  
    087BDD = ? (A9) 0B 00 
    087BE0 = ? {22} 43 91 80 (to 001343)  [ to [ [ ^^DoneCharge-SFX      ] ]  
    087BE4 = ? {60} 
    [ [ [ [ >>UnChargeNoPress ] ] ] ]  
    087BE5 = ? (9C) 29 07  
    087BE8 = ? (AF) 86 C1 7E (to 7EC186)  
    087BEC = ? (C9) 05 14  [F0 06]  
    087BF1 = ? (A2) A0 9C 
    087BF4 = ? {20} AA FA (to 087CAA)     [ to [ [ >>PaletteChanger      ] ]  
    087BF7 = ? (A9) 01 00  
    087BFA = ? {22} 39 91 80 (to 001339)  [ to [ [ ^^????                ] ]  
    087BFE = ? {60} 
    [ [ [ [ ()Part Two        ] ] ] ]  
    087BFF = ? (AD) 2D 07  [F0 4E] 
    087C04 = ? (AD) 2D 07  (C9) 20 00  [10 1A] 
    087C0C = ? (AD) 2D 07  (C9) 15 00  [10 1D] 
    087C14 = ? (AD) 2D 07  (C9) 10 00  [10 20] 
    087C1C = ? (AD) 2D 07  (C9) 05 00  [10 23] 
    087C24 = ? [80 2C]                               [   [ [ >>BPL B               ] ]  
    087C26 = ? (A9) 07 00  (8D) 42 0B  (CE) 2D 07  
    087C2F = ? [80 21]                               [   [ [ >>BPL C               ] ]  
    087C31 = ? (A9) 05 00  (8D) 42 0B  (CE) 2D 07  
    087C3A = ? [80 16]                               [   [ [ >>BPL D               ] ]  
    087C3C = ? (A9) 04 00  (8D) 42 0B  (CE) 2D 07 
    087C45 = ? [80 0B]                               [   [ [ >>BPL E               ] ]  
    087C47 = ? (A9) 03 00  (8D) 42 0B  (CE) 2D 07   
    087C50 = ? [80 00]                               [   [ [ >>AreTeeEss (RTS)     ] ]  
    087C52 = ? {60} 
    [ [ [ [ ()Part Three      ] ] ] ]    [ [ from [ [   081A0D  ] ] ]  
    087C53 = ? {48}  
    087C54 = ? (EA) EA EA  (EA) EA EA   /"(A9) 01 00  (8D) 3C 0B"\  
    087C5A = ? (AD) A2 09  (89) 80 00  [F0 43] Normal  from [F0 34]   from (89) 02 00  
    087C62 = ? (AD) 00 0B  (C9) 07 00  [D0 3B] Normal  from [D0 2C]     
    087C6A = ? (AD) 36 0B  [F0 08]             Skip    from [F0 08]   
    087C6F = ? (AD) D0 0D  (C9) 01 00  [F0 2E] Normal  from [F0 1F]     
    [ [ [ [ >>Skip            ] ] ] ]  
    087C77 = ? (AD) 42 0B  [F0 1E]             Nermal  from [F0 18]   
    087C7C = ? (AD) 36 0B  [D0 19]             Nermal  from [D0 13]   
    087C81 = ? (AD) 3B 07  (C9) 04 00  [F0 0B] FulTmr  from [F0 05]   
    087C89 = ? (EE) 3B 07  
    087C8C = ? (A9) 01 00  (8D) 3C 0B   
    087C92 = ? {68}  
    087C93 = ? {60} 
    [ [ [ [ >>FullTimer       ] ] ] ]  
    087C94 = ? (9C) 3B 07  
    087C97 = ? (CE) 42 0B    
    [ [ [ [ >>Nermal          ] ] ] ]  
    087C9A = ? {68}  
    087C9B = ? (A9) 01 00  (8D) 3C 0B  
    087CA1 = ? (EA) EA EA  
    087CA4 = ? {60} 
    [ [ [ [ >>Normal          ] ] ] ]  
    087CA5 = ? {68}  
    087CA6 = ? (9C) 42 0B  
    087CA9 = ? {60} 
    [ [ [ [ >>PaletteChanger  ] ] ] ]  
    087CAA = ? {8B}  [86 12]  (AD) 74 0A  
    087CB0 = ? {EB}  [C2 01]  [65 12]  
    087CB5 = ? {AA}  
    087CB6 = ? (A9) 1F 00 
    087CB9 = ? (A0) 80 C1  
    087CBC = ? (54) 7E 9B  {AB}  {60} 
    [ [ [ [ ()Part Uno        ] ] ] ]  
    087CC1 = ? (AD) A2 09  (89) 02 00  [F0 1C]    to (89) 80 00  
    087CC9 = ? (AD) 00 0B  (C9) 07 00  [D0 14]  
    087CD1 = ? (AD) 2E 0B  (C9) 07 00  [30 0C]  
    087CD9 = ? (A9) 06 00  (8D) 2E 0B  
    087CDF = ? (A9) FF 00  (8D) 2C 0B  
    087CE5 = ? (EA) EA EA  (EA) EA EA  
    087CEB = ? {60} 
    087CEC = ? 

The Extra EA's are for when finding the other Mentioned Values for When Stayng Still while Morphed and doing the Charge/Boost.
Which will leave the altered palette change, it clears when the controller is touched to move.

Here's Some Project Upgrades in Full.zip:
dragonfox-pages0.hyperholyiceplasmadragonfox.net/Metroid-3-Superb_Project_Normal.zip
dragonfox-pages0.hyperholyiceplasmadragonfox.net/Metroid-3-Superb_Project_Resdesigned_v2-0b.zip
dragonfox-pages0.hyperholyiceplasmadragonfox.net/Metroid-3-Superb_Project_TimeredMenu.zip
dragonfox-pages0.hyperholyiceplasmadragonfox.net/Metroid-3-Superb_Project_DocuFiles.zip

TimeredMenu is on Normal File, and after inserting this I have found That the Map/Stat Menu does Pause the Time. Had a bug in the file start/options menu (after file select), corrected
All FIles Include BeamCombo, BoostBall, WallJump, and ThirdSuit(Hazard/Corrosion??)
Other beams (that seem to functional graphic pointers to missiles/super missiles), Spider Ball are Just Tile Sets.
laugh new ((***Must Be Manually Inputed By PAR, Sorry I haven't found where to insert Tiles and Objects yet, Still Working on it***))

On TimeredMenu File, added to Menu A209:0040 & A209:0080 which can litterally turn GrappleBeam and XRay Scope on/off.