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11-02-05 12:59 PM
1 user currently in General Gaming: supernova05 | 4 guests
Acmlm's Board - I2 Archive - General Gaming - Super Metroid Super Reflector Challenge
  
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Squash Monster
Posts: 105/677
I can't do this at all. Your controll scheme sucks .

And I can't get the debug mode to work. Shame.


Anyway, this inspired me to write this up. It's somewhat unrelated, but I have nowhere better to put it .


This guide lists the damages of Samus's weapons.

All numbers were based on using the reflector enemy, which is normally not used. This allows Samus to shoot herself. The amount of damage each weapon did when without Varia or Gravity suits is listed.

Varia suit reduced damage to one half.
Gravity suit reduced damage to one fourth.
Gravity suit alone had no difference from with Varia.


Each entry is just a list of beams enabled.

I - Ice
W - Wave
S - Spazer
P - Plasma


When charged, the charge beam triples damage.

20
I 30
W 50
WI 60
S 40
S I 60
SW 70
SWI 100
P 150
P I 200
P W 250
P WI 300 (Beam did not damage. One third of charged damage given.)


Missile 100
S.Missile 0 (Obviously a glitch. I suspect it does 300, but cannot confirm)

Zzanitari
Posts: 75/99
The link doesn't work


EDIT:NEVER MIND
SM_Gamer
Posts: 51/93
Originally posted by Gandalf The Grey
Impressive setup w/ hacking the save state (or the room using SMILE! in the ROM... )


Acually, I just used the debug menu's enemy spawner to trun all the jumping things into reflectors and arranged them myself.

As for Fyxe, I'm sure this will help

Debug Code and Menu

808004FF -- Debug Mode

This enables a whole mess of debugging features. 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'". 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.

Various debugging features can be unlocked during normal gameplay via button combos on controller 1. Holding Select + L and pressing X will get you sprite tile 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.

Hold Select + L and press A for a (buggy) palette viewer.

Hold Select + R and press A to turn off the layer 3 stuff(status bar, liquids/fogs).

There are other Select + [shoulder button] + [other button] combos, but their uses aren't as apparent. Try some and see what I mean. Also, the standard Select + Start + L + R reset combo is enabled now. Pretty boring, to be honest. The real fun is to be had over on controller 2. Here's a rundown of the keys for controller 2:

Start --- Save prompt. Save and reset or (likely) crash. Your choice.
Select --- Displays the room's enemy set data(needs the debugger font).
A --- Toggle Samus <-> enemy interaction(you can't hurt each other).
L --- Disable framely processing of enemies(all enemies stop).
R --- Enemy Mover(and what loads the enemy debugger font)

The enemy mover is what's important here. 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. Press Select to select the next enemy, B + Select to go back one(somewhat buggy). 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. Pressing R will bring us to...

...the enemy room population entry editor. This edits the enemy's entry in the room population data in RAM. Use the pad to move the cursor, X to increase the value, and B to decrease it. 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. Pressing R will exit, but pressing L takes us to...

...the enemy spawner. It gives you a list of enemies in the current enemy set. You pick your enemy with down. You spawn the enemy with L. You cancel with R. You know where the Kraid's Hideout energy tank is? Go try it out there.

Now for the code to give you access to the extended enemy debugger...

B495D69C -- Extended Enemy Debugger

This will make the R button in the enemy spawner take you to the extended enemy debugger instead of exiting. Here you can watch all kinds of enemy animation and AI variables. Press R to move to the next page. 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.
Surlent
Posts: 307/1077
Impressive setup w/ hacking the save state (or the room using SMILE! in the ROM... ) , but I'm wondering about your weird key button config. I never would use the default setup with shot on X
Well, but keys can be changed though
I wonder why the beams do damage to Samus, was this supposed to be but never happens usually (?), since the beams are faster then Samus Aran when running at full speed w/ the Speed Boosters.
Fyxe
Posts: 211/1160
I have no idea how to use the debug mode... I can't work out how you change sprites into other spites and the like.
SM_Gamer
Posts: 50/93
This new challenge gives use to the reflector enemies found in debug. It's as easy as 1,2,3.

1: Download the file.
2: Choose your beams.
3: Try to get 5 of that beam reflecting back and forth.

The rules are in the included zip. The first person to send me a ZSNES video of 5 charged ice, wave, plasma shots gets a surprise relating to SMWUM.

Here is the url: http://www.freewebs.com/smwum/Super Reflector Challenge.zip

EDIT: Forgot to close the url.
EDIT2: Copy and Paste.
Acmlm's Board - I2 Archive - General Gaming - Super Metroid Super Reflector Challenge


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