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Metroid RE:Fusion Talk and Update Thread

Started by Meinos Belfort, August 25, 2024, 12:57:30 PM

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Meinos Belfort

Metroid RE: Fusion update and discussion thread
BE AWARE THAT RE:FUSION WORK ONLY ON THE EUR VERSION OF METROID FUSION !

Was edited because of the new experimental version aka 1.15 the 23.03.2025

Metroid RE:Fusion is the first improvement hack for the European version (E) Metroid Fusion ROM.
It is designed to fix errors and allowing faster routes, tricks, difficulty change and most importantly sequence breaking.
Warning: This hack is not compatible with any other hacks due to regional difference.
It was tested on a real hardware as well for the gameboy player on the nintendo gamecube.
This hack , even if compatible with Vanilla Fusion savefile, is recommended to start on a new file or New game + slot
due to every change made toward the game pathing and item behavior that was edited.

So what's technically new compared to the original 2002 game?
  • Most of the game is more open than the original thanks to sequence break.
  • Better graphics overall (sprite and palette)
  • Some items got revamped and rebalanced.
  • some room were revamped for an alternative path that could be faster.
  • Most of the glitch in the original game are fixed
  • And more ...

It's cool and all but it is friendly for people not knowing the original ?
Yes it is, as RE:Fusion dosen't require advanced mechanic to finish it like the 2002 game
However it's also possible for more advanced player to get items out of order for most if they want.

Okay but what's the difference toward 1.00 and 1.1X EX?
1.00 is mostly for player who didn't play the original game in the first place
while having sequence break still possible, most of the game remain the same.

Unlike the EX Version Aka Experimental: These version are closely simillar to
Vanilla and SB but pushed a step further and also polished some rooms got revamped
stuff been up to date more frequently (once each or two week) and sequence break
is actually more rewarding as there is no need of doing all the objective in the game.
But , know that the event system isn't 100% perfect as you can lock yourself from finishing
the game if you do some event too late by pure curiosity. if you play this version , play it like
the normal game or if you wanna do a small race to the ending. once a Experimental version will be
mostly perfected , it will replace the current stable version by this one.

Credit:
  • Meinos Belfort (Head of the project , Revamped palette and gfx, most eur asm and eur tweak)
  • Yohaann (Helpt with the eur ASM brut port of sequence breaking for fusion)
  • Kazuto for the OG SB idea
  • Azrafox / Tbonederg / Stardust (Recolor for area and sprite idea since 0.50 and above)
  • Tsunyfox (Beta testing and idea given for it)
  • And a lot of others people who shown support since late 2022 (Wip 0.01 released the 14 april 2024)

Link toward the rom hack page (stable and old version only !): https://metroidconstruction.com/hack.php?hack_id=788
Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

Meinos Belfort

Quick update about the project 1.0X

It's been an entire month since i didn't gave any news
on RE Fusion for personal reason but know that the project isn't left aside in a corner
everything that needed to be done is almost done tho there was and still is some issue
that need some simple fix i won't make the same mistake as older project Like ES ZM (and Neo)
taking time for myself and checking if everything is working like it's supposed, no graphical error.
beam crashes , missed recolors...

Theorically i could give an update without the big major change but it would be
pointless as these one are almost done as written earlier on and so the next version
will release soon (1.00) or slightly above if i found a way right away to do something i
wanna implement (small Hint: sector 6)

sprite recolor are basically done and major change are done at ~95%
tested it with the issues vut even if not yet completable , it is way more
enjoyable than original, mostly because not being forced anymore by the narative
plot of doing bosses in the original order or collecting items if the order you want
if you know what i mean..


Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

SpineShark

The palettes look really nice! Unfortunately though, the download link is broken...

Meinos Belfort

#3
Quote from: SpineShark on October 27, 2024, 03:37:29 PMThe palettes look really nice! Unfortunately though, the download link is broken...

Yeah , i hesitated but i won't republishing the 0.50 , HOWEVER i'll publish the 1.00 instead
(once the screen are done for it). lot's of stuff had changed and are better looking.

However i wanted to wait the 22th november as it was supposed to be a 22th anniversary rom-hack but as the RE:ZM project is now done for this year and fusion modding more slow , i guess i could also sent the 1.00 or RE:Fusion.

Funnily enough the 1.20 of RE:ZM was inspired of RE: Fusion 1.00 for the water recolor , looking way better.
Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

Meinos Belfort

Late News About 1.00
As you could have seen there was no warning on this
thread for the 1.00 release unlike 0.50 version being prior
and the other project, just know that indeed the 1.00 version will
be the last update for the year 2024 , as everything i wanted to do was
implemented correctly and tileset being edited as i wanted it to be to allow
a better and "easier" sequences break
[Thanks to yohann for finishing the sequences break patch btw]
while keeping the game as vanilla as much as
possible (also preventing a soft lock in sector I depht if not space jump).

It won't be discontinued or abandonned as some stuff are still possible to
work on, like a 5x3 Minimap , an smooth landing patch like zero mission one
(Mostly because fusion one feel kinda slippery , i guess a few tweaks and it's good)
and a few others thing, also finallising the varia suit recolor for the blue
outline i forgot to edit in game and also trying to find why the scientist is
blinking in sector 3 since 1.00.

Also.. i'm somehow curious if it would be hard to import
the difficulty settings from the japanese version via ASM (allocated to free / unused space)
as it could be a nice extension but i guess we are still far from that point.

However , if you have some idea how it could been improved , via asm or hex tweak
don't hesitate to post it there as i'll take any suggestion into consideration.
Link toward 1.00: https://metroidconstruction.com/hack.php?id=788

Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

Meinos Belfort

Big Update about RE: Fusion (Boss / Items Sequence break)

I know it's been a while i didn't post about RE:Fusion but the actual wait
was way more than worth it, as the title of this post said, current experimental
version of RE:Fusion actually allows to skip major event and bosses.

There is much that's been already said on the video description.
This experimental version is still in WIP but is technically a big step to make metroid fusion fully
enjoyable in any way possible.

Video mostly shown the late boss fight suitless and without ice , spread , hi and space jump.
some items are possible to skip (like wide and super).

Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

Meinos Belfort

#6
Update: Release Of Experimental Version

This post is mostly to inform that the experimental version of RE Fusion is now made public.
for the people asking what the difference toward the 1.00 and the 1.10 Expe release, the new release
is a wip "full non-linear" Unlike version 1.00


Which mean it is possible , as seen on the video posted the 23 Febuary of this year, skipping bosses
and major plot point is possible , in cost of upcoming "stability"  which soft lock could occur if you do bosses in a odd order
example ,  you fight netori, get to sector 6 to fight B.O.X 2 , then after ridley you fight zazabi instead of finishing the game

the event will freak out and after obtaining the hi-jump, you'll be hardlocked as you already fought ridley and
won't appear a second time as screw is already obtained , a fix is on it's way to be found for this issue.

Also the experimental version fix varia suit color (deep blue got removed by deep green
and some others tileset and clidata change to avoid soft lock as the experimental version use a
replica of event based connection from MFOR as a base , which mean the entire game wasn't tested before
publication , even if the game is actually beatable in some way


Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

v1993

Thank you for your work on this hack, always love improvement hacks for Fusion with sequence breaking! Looking forward to 1.10 reaching stable status.

I think it would be nice to make it possible to get from the Sector 2 into Reactor silo and fight Yakuza early by using just wall jumps (with high jump). It's accomplished in Metroid Fusion: Special Edition by making the central platform in the room connecting to the Reactor silo one tile taller.

What I'm talking about (Special Edition vs this hack):



I suppose you could scale it using infinite bomb jumps, but those are much, much harder to pull off in my experience. Cheers!

P.S.: any particular reason for speeding up Neo Ridley's theme? That got me by surprise.

Meinos Belfort

#8
Quote from: v1993 on March 12, 2025, 02:20:39 PMThank you for your work on this hack, always love improvement hacks for Fusion with sequence breaking! Looking forward to 1.10 reaching stable status.

I think it would be nice to make it possible to get from the Sector 2 into Reactor silo and fight Yakuza early by using just wall jumps (with high jump). It's accomplished in Metroid Fusion: Special Edition by making the central platform in the room connecting to the Reactor silo one tile taller.

What I'm talking about (Special Edition vs this hack):



I suppose you could scale it using infinite bomb jumps, but those are much, much harder to pull off in my experience. Cheers!

P.S.: any particular reason for speeding up Neo Ridley's theme? That got me by surprise.

Thanks for the feedback ^^

But yeah for the sector II part i'll think about it, right now the current  experimental version is version 1.12
Which technically speaking fix a LOT of problem 1.10 had (but still a bit messy, at least now the expe release
is in a beatable state (sa-x last fight didn't appear on version 1.10 since event wasn't setted up properly as the change wasn't saved properly.

For experimental version 1.12 (Being released RN)
It's focusing way more on missile upgrade importance and multiple said hotfix.

Like the missile and their upgrade (mostly super ngl) in RE:Fusion will be a must if skipping wide and / or
plasma beam , their damage remained unchanged but their cooldown was mostly reduced to be simillar to Zero Mission
However some balance change need to be done to avoid being too easy , like buffing box one Health slightly
as super are faster and can have 1 more popping up on the screen + the cooldown is the same as ZM (11 instead of 14)
Ice and diffusion , aside from damage and entity number, are also faster and cooldown being reduced
but being less usable than super or normal missile , keeping things balanced.

As for the ridley speed-up ost, it's mostly for it to be more close to the one we know tempo wise
but still slower than most of the others , keeping the fusion original vibe , and also reduccing slightly the lag against
it (tho it's less laggy already if you don't have all beam but i prefer it to be the case in any circomstance)
Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

v1993

I see, thank you for your response! Some more feedback (from playing version 1.00, so some issues might not be relevant anymore):

  • Recolor is generally well done, but underwater sector 4 in particular looks awesome. Great job!
  • You can see a line that just says "Empty." from Adam if you return to the navigation room after defeating Serris but before lowering water level. This is technically already in the original game, but is realistically viewable only in a TAS there. Probably minor enough to be left in as a little secret, especially considering text tends to make little sense in general when you're sequence breaking.
  • Hell run for the early wide beam could be made a little more forgiving, e.g. by slightly slowing down heat damage, making another room non-heated, or nerfing enemies in these rooms a bit. But it's honestly also perfectly fine as is if you'd rather keep things tense.
  • The normally unavoidable missile being skippable is nice; it proceeding to disappear forever if you do so - not so much.
  • I think it would be better to make entry to the early restricted lab segment hidden behind a power bomb block (or at least a bomb block) instead of just downgrading the hatch level; primarily so that one could recommend this hack to a first-time Fusion player and be sure they don't accidentally fall straight into the end-game sequence by accident, but also because level 4 hatches are supposed to be used in the high security area for story reasons (and with level 2 hatches SA-X would have ample time to find the restricted lab before us).
  • Rebalanced BOX 2 fight is really nice, especially the gravity suit-less Core X segment that's hell otherwise.
  • It's possible to softlock yourself in a navigation room by backtracking to one right after defeating Nightmare - this requires doing restricted lab early for screw attack. Both hatches will be locked and the only way out at that point is to reset. Probably already fixed with the reworked event system, but including it for completeness nonetheless.

Overall, despite some very slight issues, this hack will probably be the definitive way of playing vanilla Fusion from now on for me, especially once enhanced sequence breaking is makes it into a stable release. Nice work!

Meinos Belfort

#10
Quote from: v1993 on March 12, 2025, 08:12:58 PMI see, thank you for your response! Some more feedback (from playing version 1.00, so some issues might not be relevant anymore):

  • Recolor is generally well done, but underwater sector 4 in particular looks awesome. Great job!
  • You can see a line that just says "Empty." from Adam if you return to the navigation room after defeating Serris but before lowering water level. This is technically already in the original game, but is realistically viewable only in a TAS there. Probably minor enough to be left in as a little secret, especially considering text tends to make little sense in general when you're sequence breaking.
  • Hell run for the early wide beam could be made a little more forgiving, e.g. by slightly slowing down heat damage, making another room non-heated, or nerfing enemies in these rooms a bit. But it's honestly also perfectly fine as is if you'd rather keep things tense.
  • The normally unavoidable missile being skippable is nice; it proceeding to disappear forever if you do so - not so much.
  • I think it would be better to make entry to the early restricted lab segment hidden behind a power bomb block (or at least a bomb block) instead of just downgrading the hatch level; primarily so that one could recommend this hack to a first-time Fusion player and be sure they don't accidentally fall straight into the end-game sequence by accident, but also because level 4 hatches are supposed to be used in the high security area for story reasons (and with level 2 hatches SA-X would have ample time to find the restricted lab before us).
  • Rebalanced BOX 2 fight is really nice, especially the gravity suit-less Core X segment that's hell otherwise.
  • It's possible to softlock yourself in a navigation room by backtracking to one right after defeating Nightmare - this requires doing restricted lab early for screw attack. Both hatches will be locked and the only way out at that point is to reset. Probably already fixed with the reworked event system, but including it for completeness nonetheless.

Overall, despite some very slight issues, this hack will probably be the definitive way of playing vanilla Fusion from now on for me, especially once enhanced sequence breaking is makes it into a stable release. Nice work!

Thanks for the feedback i really appreciate it
However unlike the US version of the gamee , i'm very limited about edit which is
already a big thing that it's working smoothly most of the time.

  • For sector 6 door downgrade it was made not willingly but because of a necessity.
    (Clipdata is bigger is barely edited on the rooms, so i can't do much sadly, however
    edit are easier on others rooms.
  • Yeah recolor is great , only thing that wasnt fully recolored was serris half / low health
    palette i think because of not fiding them at the time i think ? i had a lot's of fun for
    the depht of sector 4 (AQA) and making X-B.O.X looking like it rusted / deteriorated.
    (which didn't made sense for me on vanilla that it's the only one that don't seem to have any mutation)
  • Hellrun for early wide beam felt fine if you know what you can do with speedbooster and if
    you are carefull enough, still i prefer to not nerf ennemies as i wanna kept the SB path harder than
    vanilla on purpose , same for bosses (exceptions made ofc , Maybe B.O.X will be slitghtly tankier because of missile cooldown change and speed loonking more like ZM.)
  • About X-B.O.X / wave core fight, yeah the fight was made "easier" lessing his missile health and wave shot damage because it was way too much with varia or gravity , and i wanted to kept the fight rough somehow by keeping the electrified water. hoping it's not too much of an issue.
  • Also i know it's not fully releated , but i'm thinking about making or asking someone to make aan asm patches for charged wave beam shot Two projectile instead of one like randomizer. , the reason is mostly to look better but also having a somewhat better chance against ridley if not getting wide. (and also plasma)
  • Speaking of on 1.12 , this video actually show the said ending without plasma / wide with unchanged
    final bosses damage / health , which is still easilly doable as you can see. (1.10 didn't start that fight as said above i'm still searching about issue from event based room , there's a high chance i move the missile tank in sector 3 somewhere else in same area but in another room.
Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

Meinos Belfort

Metroid: RE Fusion Expe 1.13 Update

As said a few days ago, version 1.13 is finally done
This experimental update is mstly a big fix for people discovering
the game vanilla wise without too much issue anymore change that's been made toward toward 1.12.

  • Sector 3 "Unavoidable" Missile tank was moved to another room to avoid missing 100% completion
  • Electricity shortage after PB actually occur this time keeping the vanilla path still viable
  • the doors after netori fight are now preperly connected (no more vegetation issue)
  • The sector 5 rooms connection (after obtainning plasma against netori)
    are properly made, avoiding the vanilla path hardlock that was on 1.12

Technically there isn't much to do left aside from the fact to fix the SA-X encounter
in sector 5 that's been messed up somehow , and was the case in 1.00 stable.
And the actual fact of preventing the event to go backward by doing a previous boss.
You can always give feedback here or in the last vid discuting issue for experimental release of the current stable one.

The version 1.13 will , like always be ready to download after this post
on the first message of this thread , remplacing version 1.12.
Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

Meinos Belfort

Metroid RE: Fusion Expe 1.15 Update

Even tho it's been only a week, lot's of change as been made to avoid issue or revamping in general.
again i found it better for a lot of reason (tho it will be listed bellow) as the game is more and more
balanced as time passe for sequence break, but also more enjoyable for new player.

List of change for this version
  • Wall-jump heigh value was buffed by 25 dec (C3 instead of AA)
  • Mid Air Velocity is the same as zero mission making airborn movement easier
  • Ridley health is smaller by 33% , since plasma and wide are not required.
  • Infamous Sector 3 Missile Tank was moved
  • Elevator power outage is fixed after getting plasma.
  • Sector 2 room 2A was slightly altered to allow early missile tank with a small trick.
  • Samus Arm Cannon Palette is fixed and depend of which suit you have obtained
  • Getting to restricted lab again for the powerbomb without the lv4 lock dosen't result in a soft lock anymore
  • Ruined Sector 5 Water palette is finally fixed (was forgotten previous version)
  • Event door lock were reworked in a way to not force the player for a NG+ for the 100% run
    if he mistakenly got to a navigation room for the last sequence to occur.


To do :
  • Fixing SA-X sector 5 encounter after downloading power bombs.
  • Fiding a way to avoid the event to go back at a previous one when a earlier event is done
  • Finnishing ruined door recolor where it's lacking

The version 1.15 will , like always be ready to download after this post
on the first message of this thread , remplacing version 1.13.
Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

Meinos Belfort

Quote from: Meinos Belfort on March 23, 2025, 03:09:54 PM
Metroid RE: Fusion Expe 1.15 Update

Even tho it's been only a week, lot's of change as been made to avoid issue or revamping in general.
again i found it better for a lot of reason (tho it will be listed bellow) as the game is more and more
balanced as time passe for sequence break, but also more enjoyable for new player.

List of change for this version
  • Wall-jump heigh value was buffed by 25 dec (C3 instead of AA)
  • Mid Air Velocity is the same as zero mission making airborn movement easier
  • Ridley health is smaller by 33% , since plasma and wide are not required.
  • Infamous Sector 3 Missile Tank was moved
  • Elevator power outage is fixed after getting plasma.
  • Sector 2 room 2A was slightly altered to allow early missile tank with a small trick.
  • Samus Arm Cannon Palette is fixed and depend of which suit you have obtained
  • Getting to restricted lab again for the powerbomb without the lv4 lock dosen't result in a soft lock anymore
  • Ruined Sector 5 Water palette is finally fixed (was forgotten previous version)
  • Event door lock were reworked in a way to not force the player for a NG+ for the 100% run
    if he mistakenly got to a navigation room for the last sequence to occur.


To do :
  • Fixing SA-X sector 5 encounter after downloading power bombs.
  • Fiding a way to avoid the event to go back at a previous one when a earlier event is done
  • Finnishing ruined door recolor where it's lacking

The version 1.15 will , like always be ready to download after this post
on the first message of this thread , remplacing version 1.13.

The first message broke after publishing 1.15, link's are okay now and page
look way cleaner , sorry for the small inconvenience !
Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh