Moon gravity To use it, save it in your xkas folder (Where the xkas program actually is), use command prompt and type cd\program files\or whereever you put your xkas folder\your xkas folder. You want it to look like C:\Program Files\Applications\Xkas_v06>. Once you've got that > on the end of your xkas folder, type "xkas ASMfilenamehere.asm SuperMetroidfilehere.smc. It won't look like any thing happened, but it will apply the ASM code. If you want to change what area the code applies changed gravity to, or to what extent the gravity is changed, open up the .asm file in notepad and there are instructions on the bottom that tell you how to do so. ---------- Tileset repoint For those who want to mix graphics or draw their own without the tedious trouble of having to repoint, this patch repoints the palette, tile and tables of the first 15 tilesets into free space. Here's how it breaks down. Palettes are in bank $B8 (1C0000), which was completely unused, taking up $B8:8000 through C400. Each palette has $400 bytes of space, which I'm fairly certain is more than it's possible to use with a palette. Tables take up everything in bank $E0 through $E4 (300000-327FFF). They have about $2A00 bytes each, which is around $800 more than the largest table in the original (Which was Maridia at $21C5). Thus, I doubt you'd ever run out of space with even very complex tilesets. Tiles take up $E5 through the first half of $EC (328000-364000). Each has $4000 bytes of space, $318 more than the largest tilesheet. It's not likely you'll end up out of space here, either. ---------- Palette blends This patch lets you change the palette for your tileset by simply changing the palette blend in the FX. No longer do you have to waste multiple tileset spots just for an alternate palette, vastly opening up the possibilities for your hack. Of course, I can't make your palettes for you, so currently they're all blank slates. Blends 80-BF will activate the code, thus giving you 64 alternate palettes that can be shared with all your tilesets. I could've added more, but that would've made this patch use up more than one bank, and I highly doubt that anyone will ever need more than 64. The blends will pull the area palette from the following locations: $4B0FF ;80 $4B21F ;81 $4B33F ;82 $4B45F ;83 $4B57F ;84 $4B69F ;85 $4B7BF ;86 $4B8DF ;87 $4B9FF ;88 $4BB1F ;89 $4BC3F ;8A $4BD5F ;8B $4BE7F ;8C $4BF9F ;8D $4C0BF ;8E $4C1DF ;8F $4C2FF ;90 $4C41F ;91 $4C53F ;92 $4C65F ;93 $4C77F ;94 $4C89F ;95 $4C9BF ;96 $4CADF ;97 $4CBFF ;98 $4CD1F ;99 $4CE3F ;9A $4CF5F ;9B $4D07F ;9C $4D19F ;9D $4D2BF ;9E $4D3DF ;9F $4D4FF ;A0 $4D61F ;A1 $4D73F ;A2 $4D85F ;A3 $4D97F ;A4 $4DA9F ;A5 $4DBBF ;A6 $4DCDF ;A7 $4DDFF ;A8 $4DF1F ;A9 $4E03F ;AA $4E15F ;AB $4E27F ;AC $4E39F ;AD $4E4BF ;AE $4E5DF ;AF $4E6FF ;B0 $4E81F ;B1 $4E93F ;B2 $4EA5F ;B3 $4EB7F ;B4 $4EC9F ;B5 $4EDBF ;B6 $4EEDF ;B7 $4EFFF ;B8 $4F11F ;B9 $4F23F ;BA $4F35F ;BB $4F47F ;BC $4F59F ;BD $4F6BF ;BE $4F7DF ;BF Second box will be 7F (For 8 full rows). As for making the palette, you should be able to make it in the graphics editor in a backup ROM in your tileset, export the palette file in the graphics editor, then go to the specified location in SABS and re-import. Note that this has to be done in SMILE 2.3, as earlier versions won't fully import the file. Have fun! This patch is all contained in bank 89. ---------- Palette blends v1.1 This is an ASM file for my area palette blend patch that has been adjusted slightly so it doesn't conflict with DC's map patches. ---------- Layer 2 transparency BTS This patch contains blocks that turn layer2 transparent and back, one changing the FX A/B bits to the transparent layer 2 setting, and another restoring your original settings for the room. BTS 07 activates transparency, BTS 08 restores the settings to what they were. ---------- DoorFade This patch makes door transitions completely fade all colors, including CRE, when transitioning. Requested by GF_Kennon but he has permitted me to post it for all. ---------- 20 Tileset Expansion This patch repoints 20 tilesets, 1-15, and 22-26, to free space taking up all of the $F0 banks and beyond. It does not repoint palettes, but just tiles and tables. It also clears out all the old disused space for tiles and tables, so now those are empty and ready for level data or whatever. Obviously, this is intended to be applied at the start of a hack, and if it is then the ASM file will not be needed. However, if you want to apply it to an existing hack you're working on that has already messed around with the tileset locations and stuff, here's some directions. First, you'll want all your tilesets tiles and tables exported and ready to be re-imported. Apply patch to a clean ROM Apply hack to that ROM Use Xkas to apply the .asm file to the ROM Reimport tiles and tables as needed