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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 - Jeez, another Super Metroid hack?
  
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Froboy
Posts: 6/15
I played through someone's SM demo a couple days ago that made good use of the bosses -- fighting the Torizo in a smaller (horizontally) room, forcing me to roll into his legs to get him to fire the orbs that let me recharge. He had some more HP, but more importantly, I was forced to change tactics to fight him effectively. Similar thing with Crocomire -- I fought him without what I would normally call "adequate" amounts of missiles, and so I had to learn to recharge off of him.

Most bosses don't need lots more HP, they need newer, more creative ways of making us fight them.
The Negative One
Posts: 4/10
Well, this is all fine and dandy but, I'm just waiting for a finnished Super Metroid hack. There are about ten of them being worked on right now but not one of them is anywhere near completion.

What I want to see is something with a totally original map, (just erase everything and start from scratch) and significantly more difficult than the original SM. But not too difficult like Super Metroid II.

I also want to see Boss stats increased significantly, especially Ridley's. How about 60,000 HP instead of 20,000.
Draconis Kenjishiya
Posts: 43/83
Excellence, in that case, I can (for once) actually get my original plans to work. (waits patiently for next SMILE release)

(runs off to plot more evil)
Dart Zaidyer
Posts: 68/72

Dude, that's awesome. I'm trying to make a few nice maps, perhaps those door tiles would help...was it little more than editing the GFX or did you have to mess around with ASM?

All I did was replace the diagonal room tiles. I don't really need them, and the GBA Metroid games never even used them.
If you want to do the same, remember that there are two versions of the map tiles: The 4bpp SNES format tiles which are used in the Map screen, and the 2bpp Gameboy format tiles which are used for the little automap in the status display. Changing both of these is necessary for any edits.
Also there is a complete, unused version of the status display, map tiles and all. Editing this will do nothing; what you want to change is the one that appears further down next to some FX1 graphics.

There aren't enough tiles for every possible door combination though, so you'll have to pick and choose which ones you need the most and arrange the map creatively when you need to. And on top of that, SMILE uses a hardcoded image for the map graphics, so any changes you make will not be read and you'll have to check back and forth to see which tile is what. The map above looks full of garbage in SMILE.



Also, does the map screen have capability to stretch as far as SMILE's map editor can go? If so, I can make some wickedly gigantic worlds (my Maridia will cause everyone to riot and hate me, most likely) but of course there's the issue with room count...maybe in a later SMILE you can add new rooms to the game? Perhaps...


Crateria actually took up more space before my edit, and the map shrank to accomodate. I'm pretty sure that goes both ways.
And it's completely possible to add new rooms if you know what you're doing. I think according to Jathys the next version of SMILE will have that as a feature somehow.
Draconis Kenjishiya
Posts: 40/83
*plots an evil scheme to steal door-link tiles*

Dude, that's awesome. I'm trying to make a few nice maps, perhaps those door tiles would help...was it little more than editing the GFX or did you have to mess around with ASM?

Also, does the map screen have capability to stretch as far as SMILE's map editor can go? If so, I can make some wickedly gigantic worlds (my Maridia will cause everyone to riot and hate me, most likely) but of course there's the issue with room count...maybe in a later SMILE you can add new rooms to the game? Perhaps...

~Drac
KATW
Posts: 3377/3959
Oooo... Im liking what I am seeing.

The old map was hard to read.... especially when you had a bunch of rooms next to eachother. Ive noticed in some places that there is a solid wall on one side, but a door on the other side... Im guessing this is because of a lack of tiles?

It may not be the M:ZM map I love, but its a big improvement over what was given
jman2050
Posts: 107/123
the label positions and such are a bit... obfuscated, yeah... haven't looked into it enough to know how it works, but perhaps I can find something useful in that regard. Nice map btw.
Surlent
Posts: 955/1077
Well, isn't that actually spoiling the secrets by revealing all its positions, or is there at least the 'secret' parts actually really secret ?

It looks inter(t)esting, though, and doesn't remind to the original one at all.
But a solemn map screenshot surely can't tell us anything about level design itself; although I know messing with SMILE is pretty time-consuming (although it improved a lot in the release history).
Dart Zaidyer
Posts: 67/72
Yeah, I know what you're thinking... But check this out:



This is the full downloadable map for Crateria, minus the secret areas of course. Check out those new tiles in action! Due to limited space, some exceptions apply, but there's enough to get you where you want to go.
As you can see, though, I've run into a problem: The labels applied by the map station are still in their old spots. I need some way to move them.

Hopefully though, this should give you an idea of just how I plan to hack this game. The goal is to provide Samus with a legitimate new mission.
If it ever gets done, you can be sure that it will be fast and fun, rather than convoluted or difficult to play.
Acmlm's Board - I2 Archive - Rom Hacking - Jeez, another Super Metroid hack?


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