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Super Metroid : Darkholme Hospital

Started by Cloud20, May 01, 2012, 01:15:16 PM

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Corruptor

sorry for the double post, but velocity isn't working right, I can't go through the gate :( My rom is headered too.

Quote58

Well, are you sure it's a speed gate? If it has the speed symbol on the top it should work.
Which patch are you using? The one I put up works on unheadered, but the origional works on headered.

Corruptor

I'm using cloud's patch from his video...


Corruptor

The first video in his first post on this topic, in the video, in the description, it has the link to the patch.

Quote58

I meant picture of the room in which you are stuck

SirAileron

Not sure if everyone has this problem, but this particular room's missile door stopped working for some reason:

passarbye

Quote from: SirAileron on May 05, 2012, 11:56:12 PM
Not sure if everyone has this problem, but this particular room's missile door stopped working for some reason:

there's a simple work around. (in fact, i think this was done intentionally)
[spoiler]go to the first floor and take a left all the way to the staff elevator you used earlier.[/spoiler]
you have to do this from now on, so be wary.

Cloud20

Velocity gate in the 3B area requires speed running on a short distance, but normally this gate is working well.

Crashtour99

Haven't beat it, but my thoughts so far:

The concept is interesting, and the level design is good.  As others have said, the tiling could use a little work here and there, but it's not bad.  There's a lot of great stuff going for this hack.

Enemies need a LOT of balancing.  They hit way too hard early on, and the placement of many is cheep.  Also, one hit kill enemies?  Not cool bro.  Last time I took a savestate was the start of level 4, then I get to level 6 and die in one hit from one of those wrecked ship ghosts.  At that point I put my controller down.  Unless you're sure that people are going to be using savestates all the time, then DON'T use one hit kill enemies.

Cloud20

#60
Hello. Maybe air probes are too hard to kill, yeah, i plan in V 2.0 to make them less dangerous. But the concept of the hack is based on a progressive difficulty. So 6th floor is deadly, really deadly, i don't think i will edit ghosts for the moment. Fortunately, angry ghosts (red at the escape sequence) don't kill in one hit. Also, I don't think it's the first hack where we see deadly ghosts.

Thanks for playing Crashtour99 

SirAileron

Quote from: passarbye on May 05, 2012, 11:59:22 PMthere's a simple work around. (in fact, i think this was done intentionally)
[spoiler]go to the first floor and take a left all the way to the staff elevator you used earlier.[/spoiler]
you have to do this from now on, so be wary.
Yeah, I beat the hack before posting the image. I just saw that no one brought it up. :I
I don't have an issue with it being intentional, though it'd be nice for some indication that it doesn't work, as opposed to seeing a red door and it not opening.

MATHGODpi

Quote from: passarbye on May 03, 2012, 12:49:03 PMokay, permastuck.
why is there water in this room?
i used the .srm file so wtf?
[spoiler]

[/spoiler]
i'm half-tempted to open this in smile and correct it myself.

this is exactly where I got stuck (minus the water). I'm out of super missiles, and am blockaded from both sides by barricades which require super missiles to clear. Is there a way out of this, or is restarting from an earlier state the only option?

Cloud20

#63
Normally, if you are stuck in nursery or before, floatings enemies can give you super missiles. 

Cloud20

#64
Teaser for 1.1
Shadow96 made few text corrections and I posted a new teaser for a better. I know, video can be repetitive with regard to the first one, but please, watch the full sequence  :^_^:

SM : Darkholme Hospital 1.1 Teaser.avi


The version 1.05 by Shadow and Mon is still available.
In v1.05 the red gate bug in patient room 1>15 is not fixed yet, so gamers are forced to pass in first floor. Anyway, path to the 1st Floor is the best way for collect items quickly.

Version 1.1 is available too, patch was made with another rom base to avoid tileset messes.

Reminder :
v1.00 : Headered rom
v1.05 : Unheadered rom
v1.10 : Unheadered rom

Corruptor

Quote from: Cloud12 on May 06, 2012, 09:28:03 AM
Velocity gate in the 3B area requires speed running on a short distance, but normally this gate is working well.
well when I run IN the room I got velocity in, I don't gain velocity fast enough to hit the gate. BTW, there is a permastuck I think when you make it so you can't shoot that red gate after you pass it, because I passed it without getting the super missiles :P So I was stuck because I couldn't go back through that elevator.

MATHGODpi

Quote from: Corruptor on May 11, 2012, 07:22:27 PM
Quote from: Cloud12 on May 06, 2012, 09:28:03 AM
Velocity gate in the 3B area requires speed running on a short distance, but normally this gate is working well.
well when I run IN the room I got velocity in, I don't gain velocity fast enough to hit the gate. BTW, there is a permastuck I think when you make it so you can't shoot that red gate after you pass it, because I passed it without getting the super missiles :P So I was stuck because I couldn't go back through that elevator.
You have to short charge. Walk for about 1s and then hold the run button.

I'm actually stuck right after that, not knowing where to go next. :>_>:

Cloud20

After collecting Velocity and Hi-jump, you are supposed to explore the other side, turn back to elevator and progress in 3A/Archives area and use velocity to break arrow blocks in the other room after yellow gate.

For Corruptor, i think you talking about the special red block "80>Missl", it needs 80 missiles to pass it. You must collect all missiles sets of the game to find the last medical pack under this room. So as MATHGODpi said, use a short charge to exit the velocity room.

If you have any problem, check the solution on walkthrough 3rd Floor, it can be useful !  :heheh:

Quote58

Okay, just to clarify. What you are referring to is called a /quick/ charge, short charges require a lot more skill, or slow down. But regardless, you don't need to do either to get out. Just destroy all the stationary robots in the room, and run from the farthest point.

MATHGODpi

Completed.

Brilliant work - definitely A list.

Zhs2

Quote from: Shadow96
Okay, just to clarify. What you are referring to is called a /quick/ charge, short charges require a lot more skill, or slow down. But regardless, you don't need to do either to get out. Just destroy all the stationary robots in the room, and run from the farthest point.
Pretty sure I've always heard it called short charge. (Reference.)

Metaquarius

Quote from: Cloud12 on May 10, 2012, 06:30:10 PM
v1.1 is released, see the attachment here. The patch is for unheadered rom
For the former version, see the opening post of this topic :)
It seems something has gone wrong with v1.1 patch [unheadered], the main entry room (landing site) appears to be completely garbled. Has anyone else noticed that issue ?

Zhs2

Looks like another "compared against a not-so-clean rom to produce a patch" error!

Cloud20

Ouch, nevertheless, i have just re-tried the patch, it works correctly on my rom. I don't understand :(

Mon732

I think I know what it might be but a few questions first.

Was your ROM a clean copy of the JU ROM?

Which emulator were you using?