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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - I'm writing a new metroid hack
  
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midget35
Posts: 11/70
A 30 room shaft would normally be more than enough, I agree, and even in this case that may be true.

The problem is that I can't 'justify' getting the player to climb up 30 screens in order to begin the fight against Kraid. It's just too monotonous.

You can imagine how dispondant I was when I realised the map roll-over didn't carry the item data. Took me a long time to realise as well, so I've probably wasted those 8 hrs designing it.

It's not the end of the world. The hack is nearly finished now anyway so I'll just have to omit that feature.

I'm not technically minded enough to look at the code and decipher the problem, so unless you or DD or someone could come up with a patch to retain item data, I may never get to integrate the idea .


hehe. Just think about it dude I'll be your friend forever!

Thanks a lot for the input!
Parasyte
Posts: 400/514
OK, since you got my attention in another thread...
It seems the problem is caused by the map roll-over. It's either a bug, or a "feature" of the area selection routines. (The code that kicks you out of Brinstar and into Norfair, for example. The routines will swap ROM banks, reload CHR RAM, and set up plenty of variables to identify the new area.) What is probably happening is the code running on "invalid" data during the map wrap-around process. Something like that would certainly cause problems with the item generators.
The only way it could be fixed would be [at least] a small rewrite of that area switching routine. Or maybe just the code that decides when to switch areas. Of course, the problem could also be avoided by sticking to the guide-lines; don't use any rooms on the very edge of the map (no falling forever, but a 30-room shaft is far more than enough).
midget35
Posts: 9/70
Ah! Don't say that! It looks like I'm not going to able to include this feature due to these strange problems.

Do you know of any Metroid hack-specific boards, or resources that might help me nail this issue?

Thx
Dr. Mario
Posts: 154/262
Holy crap! I'm sorry I can't help you, but that is a great Idea for a boss fight in Metroid! That sounds VERY action packed
midget35
Posts: 8/70
Right. I really need some help here so please don't hold back if you know the score!

The Ridley battle in my new Metroid hack takes place over 32 vertical screens on the extreme right of the world map.

Basically- you have to follow Ridley down this shaft, taking pot shots at it as and when you can.

Metroid is designed so that once you reach the bottom screen, it will go immediately to the top screen and continue the descent. In theory- you could drop forever.

There is ONE door leading in and out of one of the 32 rooms. The problem is that once you've dropped down the full length of the shaft and then exit, all of the items throughout Ridley's lair are gone. Regardless of whether you've collected them or not, they just disappear. Even the elevator is gone.

The strange thing is that if Samus then dies in that area, all the items are in the original locations again. The elevator also returns.

Can someone explain why this is? Are the items being offset somehow, and if so why are all the rooms laid out exactly as they should be?

If you even have a slight idea as to why this could be the case, please, please let me know. I'm completely out of ideas.

This hack is working out nicely and this is one of the final bugs before I make a public release.

Regards.


Midget35@msn.com
Kyoufu Kawa
Posts: 1346/2481
Is it just me or is that Master Chief?

Reminds me of a recent VGCats comic
Xeolord
Posts: 1513/3418
Wow, you've made Metroid barely recognizable!

It's looking very nice. I'll probably be playing this one.
Parasyte
Posts: 372/514
Oh no, it is much too difficult for me to stay motivated on one project for any extended period. I jump around between projects to keep things fresh. Naturally, this means I have a ton of projects going at any one time. Too much to keep up with, but enough to keep from being bored all the time.
MathOnNapkins
Posts: 1626/2189
You spoil us with eye candy and Parasyte with romhackings. I may actually play this.
midget35
Posts: 6/70
Sounds like a lot's going on!

The trick is to stay motivated. The ideas you have seem promising though. Stick at it man!
Parasyte
Posts: 369/514
I have not worked on my hack in quite a while. Last changes I made were to the CHR-loading code. With CHR-ROM (rather than -RAM) the size and speed of the code has become much better (smaller code/data sets, faster processing). I've only added a few CHR-ROM banks, however. Meaning that the title screen and [most] of Brinstar including sprites shows up correctly. Everything else looks like garbage.
In addition, I've also started working on the status bar handling code. It works "well enough" as it is, but because the original screen drawing algorithm is too slow, it causes the screen to "jump" every time the game loads up the next screen. The only solution will be HEAVY optimization. This means completely rewriting the routines and room data format. Not something I'm looking forward to. ;D
midget35
Posts: 5/70
Awesome Par. Thank you so much.

I have to ask though- could you possibly convert that into an ips patch for me? Thanks whatever, it is incredibly appreciated.

Also, how is your own Metroid hack coming along?

If you need a hand with any tile editing or level/puzzle design, I'd be delighted to help out.

Regards
Parasyte
Posts: 367/514
Yes, of course it's possible to make a such a change to the walljump hack. (It's pretty much possible to do anything, by the way.) Since the hack is open source, I wouldn't mind if other people were to make such changes. But I've filled this request in a matter of seconds, so here it is:

; This code allows for a wall-jump in Metroid (NES)
; Copyright 2002-2005 Parasyte
; http://parasyte.panicus.org/
;
; The above copyright notice may not be removed or changed.
;
;
; Notes:
; Simply overwrite the data at file address 0x01CAD4 (48 bytes, max)
; with this code. Then set the hook by patching 0x01CC34 to 0xC4,0xCA


.org $CAC4 ;assemble our code to run at this (CPU) address
.mem 8 ;setup accumulator and index regs for NES code
.index 8


;--constants
BtnRight = $01 ;Joypad button definitions.
BtnLeft = $02
BtnDown = $04
BtnUp = $08
BtnStart = $10
BtnSelect = $20
BtnB = $40
BtnA = $80

ItemBombs = $01 ;Item definitions
ItemHighJump = $02
ItemLongBeam = $04
ItemScrewAttack = $08
ItemMaruMari = $10
ItemVaria = $20
ItemWaveBeam = $40
ItemIceBeam = $80


;--pointers
JoypadDown = $12
Joypad = $14

JumpSpeed = $0308

ItemFlags = $6878 ;Items Samus has collected

DoJump = $CD40 ;Makes Samus Jump

WallToLeft = $E880 ;Checks for a wall to the left of Samus, returns result in C flag: Set = no, Clear = yes.
WallToRight = $E88B ;Checks for a wall to the right of Samus, returns result in C flag: Set = no, Clear = yes.




;--Entry Point
; Inputs: None
; Outputs: None
; Description: Checks if Samus is able to wall jump, performs action if possible.

lda ItemFlags ;Does Samus have High Jump Boots?
bit #ItemHighJump
beq exit ;No? Exit!

lda JoypadDown ;Is A button just pressed?
bpl exit

lda #BtnRight
bit Joypad ;D-Pad Right held?
beq +

;Check if able to wall jump to the right.
jsr WallToLeft
bcs exit
bcc ++

+ asl
bit Joypad ;D-Pad Left held?
beq exit

;Check if able to wall jump to the left.
jsr WallToRight
bcs exit

++ ldx JumpSpeed ;Is Samus in a slow decent?
beq +
dex
bne exit

+ jsr DoJump

exit:
jmp $CCC2 ;Bye-bye!
midget35
Posts: 4/70
>I like the ice stages; they both look great. Are those cloud-like pieces from Kid Icarus?

No, actually. One of the few untouched graphics from the original Metroid. I see what you mean though.

>What is that spiral thing in the ancient ruins area? It looks like a "G".

Just just meant to be an artistic pattern. Like old cave drawings, or something. Will try to make it more spiral and less 'G' like!

>And is that close to the beginning of the game? I notice that Samus doesn't have any missiles yet then; that would be cool to start there instead of in the regular area.

Yeah the item collection order has changed (almost) completely. This is one of the first rooms in the game.


Heian-794
Posts: 660/896
I like the ice stages; they both look great. Are those cloud-like pieces from Kid Icarus?

What is that spiral thing in the ancient ruins area? It looks like a "G". And is that close to the beginning of the game? I notice that Samus doesn't have any missiles yet then; that would be cool to start there instead of in the regular area.
midget35
Posts: 3/70
Thanks for the kind words lads!

"Your right, It does look pretty nice."

I didn't mean to be arrogant here mate, just trying to get a few people on board the project! lol!

From the hacks I've checked out, I haven't encountered anything of the standard of Mario Adventure or that Zelda Outlands for metroid. (Though I understand Metroid X is very good). So these are the standards I've set myself and I want more people involved to do a few minor core changes here and there....

Come on- let's be having ya!!
High Flyin' Ryan
Posts: 92/136
When you said it could be a great hack, it looks like it could. I can't wait to play it, I've been waiting for a good Metroid hack Looks awesome, I can't wait to try it!
iamhiro1112
Posts: 238/487
Your right, It does look pretty nice.
midget35
Posts: 2/70
Right. Thanks a lot DurfarC. Legend.

Let's see if this works.


item room in ice landscape


overgrown area (starting area)


Section from ice landscape maze area


unflattering example of sulphur caves. Not a bad looking area this.


pic from ancient ruins area

There are other areas too- underwater, dark Turian, Cave reservoir, etc. All virtually finished.

The only things left to do are enemy sprites, a few graphics (doors), boss rooms.

As it stands it's a good hack. It's fairly linear, more puzzle based. A bit like metroid zero perhaps. If parasyte- or someone of similar god-like genius got on board- it could be a great hack (wow! subtle!).

Either way, this one should be out in a month.
DurfarC
Posts: 315/483
Create an account at Photo Bucket and upload your images there. Then, just link to them in this thread. Please use *.png or *.jpg, not *.bmp, since they take a long time to load for some users (not me though).
This is a long thread. Click here to view it.
Acmlm's Board - I2 Archive - Rom Hacking - I'm writing a new metroid hack


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