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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by midget35
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midget35

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Posted on 03-17-05 07:34 PM, in I'm writing a new metroid hack Link
It's about 90% complete. New graphics, level design, puzzles.

I would like to submit some pictures but don't know how! Sorry! Could someone host them for me or something? thx!

I know people will want to see pics before getting back to me on this stuff, but I'll ask anyway...

If anyone has reworked some metroid music that hasn't been released yet, would you consider including it in my hack?

Parasyte- you've done some great patches and I may well use your map (with your consent of course). Would it also be possible to alter the wall-jumping patch so that it only functions once you have the jump boots? thx

Beta testers- this new hack really pushes the original engine and I would like to thuroughly check everything works across different emus. Help needed here.

Again- I really want to host some pics so please help me out!

Until then watch this space.

midget35@msn.com
midget35

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Posted on 03-17-05 08:21 PM, in I'm writing a new metroid hack Link
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.
midget35

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Posted on 03-18-05 08:15 AM, in I'm writing a new metroid hack Link
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!!
midget35

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Posted on 03-18-05 03:45 PM, in I'm writing a new metroid hack Link
>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.


midget35

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Posted on 03-19-05 11:00 PM, in I'm writing a new metroid hack Link
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
midget35

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Posted on 03-20-05 04:56 PM, in I'm writing a new metroid hack Link
Sounds like a lot's going on!

The trick is to stay motivated. The ideas you have seem promising though. Stick at it man!
midget35

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Posted on 03-24-05 12:48 AM, in Text Editors Link
Is there a Metroid specific text editor out there? I'm not into Hex and tables and stuff so anything idiot proof would be warmly received. Thx!
midget35

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Posted on 03-28-05 03:03 AM, in I'm writing a new metroid hack Link
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
midget35

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Posted on 03-28-05 06:15 PM, in I'm writing a new metroid hack Link
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
midget35

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Posted on 03-30-05 08:04 PM, in Need help with my hack Link
Hey Parasyte. Hate to bring this up here, but I'm getting pretty desperate. Did you get a chance to view my '...writing a new metroid hack' thread? I'm stuck at Kraid's lair (full explanation there). You've looked at the code pretty closely for this game, any idea why the items have all disappeared? Any help would be utterly amazing!

On topic- I would be willing to do some tile editing for this mario hack, and do a serious job of it, as long as i can be assured it will be actively worked on.

We need to support each other, i would hate to think how many hacks never get completed.
midget35

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Posted on 03-31-05 11:53 AM, in I'm writing a new metroid hack Link
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!
midget35

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Posted on 04-01-05 07:17 AM, in FCEUXD Release Link
Hi there. This is probably a real newbie post but please stick with me!

I'm just getting used to FCEUXD, and am using it to do some text and title graphic editing on Metroid.

I've read through the faq and related posts but couldn't find the answers.

Basically- using the hex editor, I can save text string changes under View- Rom File. The changes I make don't seem to appear 'on-the-fly' unless i make those changes in the 'PPU memory view'. Unfortunately, whenever I save changes made in PPU, they don't appear the next time I load the rom. Is this supposed to happen?

Also- I shifted a few title tiles around to create my own graphic, but when I save these alterations in either Rom File or PPU, they don't appear to save and next time I load the rom the tiles revert to their original positions.

Could this have something to do with not using a stripped rom? I tried to strip the header with Ucon64 but it corrupted the file, and I'm not using the logging facilities or anything.

I fear the problem is simply that the changes I make aren't saving for some reason, though I can't explain the string changes saving ok. Strange to me..

Thanks very much for any help,

Regards.
midget35

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Posted on 04-01-05 06:39 PM, in FCEUXD Release Link
Sorry about bringing this thread up. Thought I might have been asked to repost here anyway if I'd started anew.

So my understanding is that any changes I make in the PPU show up temporarily. Fine, but if I copy that information to the rom viewer at the same address and save it, shouldn't it be permanent and present next time I load the rom?

Because at the mo only text changes are saved.

midget35

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Posted on 04-02-05 01:26 AM, in FCEUXD Release Link
Is there a way to save aesthetic graphic changes made in the PPU, so that they are a permenant feature of the rom?
midget35

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Posted on 04-02-05 01:39 AM, in FCEUXD Release Link
Yeah, I need to read up more because I'm starting to confuse myself now. I just can't see how the graphics are ordered per-room in the rom view. There seems to be no consistency, which is of course not true.

the title graphics layout is the same in the PPU and rom, albeit they start at different addresses. Yet this does not seem to apply for ingame screens. I'm really thrown out by it all.
midget35

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Posted on 04-02-05 03:18 PM, in Zelda - Gates of Time Link
Lovely title screen mate. Keep it.
midget35

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Posted on 04-07-05 09:38 PM, in Metroid - Captive. Unleashed. Link
The ips patch:

http://www.geocities.com/mightymidget_abc/Metroid_-_Captive.zip

The screenies:




















The ReadMe:

+++++++++++++++++++++++++++++++++++++++++++++++++
+
+ Metroid Captive v0.9b
+
+ Hack of Metroid (U) [!] for the NES
+
+ By SPJ midget35@msn.com
+++++++++++++++++++++++++++++++++++++++++++++++++
07.04.05

Metroid - Captive
+++++++++++++++++

This is Metroid - Captive. A hack of the NES classic: Metroid.

This is- to all intents and purposes- the first and final version. I have tested it very
carefully on Nestopia and VirtuaNes and found no big problems. If you find any, please
let me know, and I will make alterations for the 1.0 Final!


What's changed?
+++++++++++++++

A lot!

Big things:
- Item collection order is very different.
- The overall map layout is almost unrecognisable from the original.
- Many more puzzles.
- Completely new graphics and areas.
- More skills have to be taken advantage of to complete the game.
- Secret doors, Warp areas.

Small things:
- Mini Ridley is now included.
- New story, title screen, slightly altered ending, Samus' graphics.
- Some room properties have changed- a few enemies & doors added here and there.
- New boss rooms
- Too many, I forget.


What's not changed?
+++++++++++++++++++

- Enemy sprites. For the time being they are the same. I feel that the game has changed A LOT already. If enough people want them changed, I will do so for the Final release.

- The basic game engine. All the bugs from the original game are still here! Metroid is a
marvellous game and hacking a tried and tested formula too much would be counter-
productive.


What are the new areas?
+++++++++++++++++++++++

Forest Area
Underground Reservoir
Ice caverns
Sulphur Mines
Underwater
Samus' Ship
Ancient Ruins


How do I play it?
+++++++++++++++++

- Download an emulator (Nestopia or VirtuaNes) . http://www.zophar.net/
- Download Lunar IPS. http://www.zophar.net/
- Download the ROM (GoodNes) - Metroid (U) [!] - (search google)
- Open Lunar IPS
- Choose "Apply IPS Patch"
- Choose this .ips file
- Choose the rom
- Lunar IPS says "The file was successfully patched!"
- Open the rom with the emulator.


What new moves do I need to learn to complete the game?
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

*Note: All these skills are present in the original game, but must be mastered to complete Captive.

Drop and roll. Once you have the Maru Mari, You can fall off ledges as a ball and hold left or right to fit through narrow gaps while in mid-air.

Ball Jump. As a ball, fall off a ledge, then tap 'Up'. Now press jump followed immediately by left or right to jump in mid-air.

Bomb jump. Continuously plant bombs while you are a ball to blast into the air and reach narrow passages.

Bounce. When you fall from a high enough place as a ball and hit the ground, you will bounce into the air. During this time it is possible to push left or right and squeeze through slightly elevated passageways.

Wave Beam & Long Beam. No longer optional. Utilising these tools is necessary for completion.


Any important hints I should remember?
++++++++++++++++++++++++++++++++++++++

- Using enemies as platforms is especially important in Captive. Freeze them with the Ice Beam. If you feel that there should be enemies present when there are not, try re-entering the room, or even entering from a different (hidden?) door.

- Dead-ends. There are many secret doors and warp techniques to be uncovered. Look for hidden entrances, and don't always think 2 dimensionally!

- In order to complete this game, you will have to find all the key items (Except the Varia)!

- Some items (missiles and E-tanks especially) can only be accessed with the Wave Beam. You may have to switch between the Wave and Ice beams to get those elusive missiles.


What Bugs are present?
++++++++++++++++++++++

There is one random bug that has been annoying me for a while. It seems that Samus can occasionally suffer damage at random points in the Forest area- even when there are no enemies
around. Fortunately this happens VERY rarely and is not a big enough problem for me to delay this release further. Will be fixed for the Final version, though.

The fanfare music (when you collect an item) stays on one note in the underwater level. Another one I hope to have fixed for 1.0.


What will change for the 1.0 Final release?
+++++++++++++++++++++++++++++++++++++++++++

- New bugs (see below), Known bugs (see above).
- New / remixed music? This entirely depends on whether someone has written new music, integrated it into the Metroid ROM, and is willing for me to use it in Captive.
- New / changed graphics here and there, depending on feedback.
- Too easy, too hard? Also dependent on feedback.


Why would I contact you?
++++++++++++++++++++++++

SPJ contact: midget35@msn.com

- Bugs! Please let me know if you find any serious errors. There should be no point where level design error forces you to Reset the game.

- New music. I'd love to incorporate new music into this hack. If you would like to contribute, please do not hesitate to get in touch!

- Maybe you want to host the patch on your site? Please do so, but you must include this Readme.

- Metroid - Captive needs a homepage! Please let me know if you'd be willing to host a small homepage with a few pics and details.

- Praise / criticism. Let me know what you think! This patch is absolutely free, though I
have spent countless hours on it (and nearly failed my degree!). Let me know what you don't like and I'll try to better it (but don't be rude to me as I don't like it!). Your comments are vital and will directly influence changes in the next release.


Thanks to
+++++++++

Massive, massive, massive thanks to the outrageously talented SnowBro for MetEdit, Tile Molester, and his technical docs. I owe this guy a pint so if you see him tell him it's coming!

The FCE and FCEUXD teams. Brilliant work on this emu, a massive help to me. Thank you!

The whole Acmlm's Board for not flaming me when I asked ridiculous questions at an
unrelenting pace!


Dedication
++++++++++

I would like to dedicate this and the final release to both Gunpei Yokoi and Bryan "Kidhype" Smith. Two great friends of videogaming who are no longer with us.


Disclaimer
++++++++++

Metroid, Samus Aran, and all associated names and characters are copyright Nintendo.

I take no responsibility for any damage done to your computer. Download at your own risk.
midget35

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Posted on 04-08-05 02:25 AM, in Metroid - Captive. Unleashed. Link
Thanks for the kind words lads! Glad you're enjoying it!

A personal thank you to you parasyte for your work on FCEUXD.

Please keep me posted, either here or by email, on how far you guys get. I've worked on it so long I just can't gage the difficulty anymore myself!
midget35

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Posted on 04-09-05 04:32 PM, in Metroid - Captive. Unleashed. Link
oh... I expect you'll find a few breakable blocks in the shaft around there
midget35

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Posted on 04-09-05 07:43 PM, in FCEUXD - Newbie Question Link
Use the search function in the hex editor to find the palette changes. You must be in Rom view, not PPU. Make the changes and save.

You must then reload the rom.

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