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Super Metroid : Darkholme Hospital

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

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Cloud20

#75
Sadly, I use the same rom since few years ago. I can't remember what rom it was. I tried it with snes9x and zsnes and two work correctly. If it can help you, i remind you last operations :

-  release 1.0 for headered
-  patch corrected and working well by Shadow96 and Mon732 (v1.05)
-  patch 1.05 applied on a "clean" (of course, the problem can be here) unheadered rom.
-  few changes on it (graphics and enemies)
-  patch extraction, using a "clean" unheadered rom to chose an original rom image
-  release 1.1 for unheadered

Mon732

#76
I know there was something strange using Geigers snes9x debugger where whenever you loaded from the ship the palette got messed up but I can't remember if that got sorted.

Metaquarius: Could you also post which emulator you used and whether your ROM was a clean JU ROM, please?

EDIT: Okay, I just checked it using Geigers SNES9x debugger and the palette does get messed up when you load from the ship but once you go down the elevator and come back the room is fine.

Zhs2

Just tested with ZSNES 1.51 and verified clean unheadered NTSC SM ROM, SHA1 of which is DA957F0D63D14CB441D215462904C4FA8519C613. Something's definitely up with that ship room.

Mon732

The only thing with the room that should be different is that I changed the Layer1_2 pointer to E9C0 which points to this.

Code (this) Select
lorom

org $8FE9C0

;Set Layer1_2 to E9C0

!BGPOINTER = $91C9 ;Scrolling Sky Layer1_2
!SHOWMAP = $C90A ;Show area map Layer1_2

JSR !BGPOINTER
JMP !SHOWMAP


Could this be the cause? I'd check myself but my brain is knackered from A-Level revision.

Cloud20

#79
Haha! The problem could be here. Thanks Mon732, i will try to replace it by the original Layer 1_2

EDIT : okay, i removed 1.1 package, re-open the rom and change the layer 1_2. I made another patch and integrated in the new package, this one is replaced now at the bottom of teaser.

Quote58

#80
But the thing is cloud12, if you replace it, then you lose the automatic landing site map.
I'll try it again with a clean rom and see if it's okay, but it should be.

and about the quick charge short charge. I learned it as quick charge is start running later, and short is press run at various frames, but regardless, this video explains all of the ways.
[spoiler]http://www.youtube.com/watch?v=AAceN_I7GSE[/spoiler]

EDIT 2: I think I might have found the problem.
[spoiler][/spoiler]
In gfx set 4, you seem to have imported the gfx and tiletables of gfx set 9 or otherwise. The thing is though, each tileset set has it's own tiletables, so if you want to have the same set for all of them, you have to repoint it. To do this, you can use Squishy_Ichigo's repointing patch. The white Xs are actually code. So by overwriting them, you're overwriting code as well.
To further my point, the next couple of tilesets after 4 are totally messed up, and it says it's because of overwriting.
This was actually here in the original as well, but maybe some gfx/tiletable editing you've done since, put it over.

Metaquarius

I've just downloaded a new clean JU ROM + v1.1 patch and guess what ? That room is still completely f***** up.  :mad:  :mad:  :mad:

Cloud20

#82
Arrrgh! I'm frustrated lol

So I will replace again Layer 1_2 another time.
I don't think i have replaced white x.

But for use differents palettes to do every floors and alternatives emergency colors, I copied the same tile tables for several tilesets. So on my rom, just weckred ship, tourian, crocomire, kraid and draygon tileset are overwritten, not the 1.
As I said, your patch is perfect shadow! For 1.1, I havn't edited tile table 1 or 2, just few elements of floor 1, without replace x. Problem is certainly in my edit. For the moment, I think i will remove the package until the problem find a solution  :sad:

Quote58

Quote from: Cloud12 on May 12, 2012, 01:53:07 PM
I don't think i have replaced white x.

As is evident from the picture I posted, you have.
It doesn't matter which tileset you've overwritten the tiletables in, it's the fact that you have at all. It can effect tilesets other than the one you've overwritten.
So what I suggest you do is go to v1.05, repoint the tiletables, then add the edits.

Cloud20

#84
Okay, I forgot to check your picture. I will try to do that you said with squishy patch. It seems to be tricky, for the moment, I prefer to make a pause.

Hey, I tried a new room concept for 2.0

[spoiler]http://www.youtube.com/watch?v=f3uLMsr224s&feature=youtu.be[/spoiler]

Quote58

you should put 1.05 up there until 1.1 is sorted out. Just so people don't need use the .srm
Cool vid btw.

Cloud20

I followed your advice, v1.05 is now online :)

Corruptor


Quote58

No. From v.1.05 and afterword, this hack is for unheadered.

Corruptor

#89
yey  :^_^:
EDIT: I've got a really glitchy problem, when I start (even though its not headered) I get a bunch of yellow doors and if I walk left or right, I go to the final boss room in the game and die because I'm stuck in a door or something, and if I press down I go down a never ending elevator. :P
And adding a header just makes it not work, so I can't even play the game, is there some sort of update I'm missing or am I not supposed to download 1.1? If so, where is the link to 1.05, it would be helpful.

Cloud20

#90


Okay, second idea for 2.0, after restroom : make a disabled elevator linking 5th and 6th floor. We can see a red elevator (picture1),yellow is for automatic, and green for manual. Red elevators doesn't work, they are deliberatly desactivated. To switch on this elevator, it requires to be detected by the camera in the stairs leading to 6th (picture2). After that, you can continue to explore 6th or come back to the 5th floor, the elevator turned to yellow (picture3&4)! This last elevator made an interesting shortcut when you rush for last items. SMILE operation was simple, just put a event activated by "cleared a path with shaktool" to enable this elevator in 5th floor room.

[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]


Cloud20

#91
Corruptor when had you downloaded 1.1 ? Because I replaced the package two days ago by a patch made with a JU base. If you have downloaded before two days ago, this patch apparently didn't work because of tiling messes in tileset 1. If you directly brought to the final boss, it's mean that you touched the door 03, where i had previously inserted the door link to Mainframe. So if you not did it, try to re-download the .zip 

If the problem is still here, you can find the v1.05 with the post of teaser 1.1  :^_^:

Corruptor

I downloaded it a few days ago, will download again.

advancedpillow

This hack reminds me of the (amazing) SNES game Alien 3.

Cloud20

#94
Sadly I don't played this game, but thanks. Strangely, this time I'm more influenced by Goldeneye on N64 to find relevant concepts for the hospital.  :yay:

EDIT : I saw videos of Alien 3, and it's a nice reference, thanks very much advancedpillow ! :)

Corruptor

hmmm just finished it, and its pretty interesting, the escaping part was the annoying part for me, as I only had 4 energy tanks. I would give this hack a... well I don't feel like I should give it a rating, lol, but I would give it a 4/5 :) I enjoyed it. What was with the insta-kill ghost on the first part of lvl 6 D: I did not like that though, although it didn't impact my rating.

Cloud20

Quote from: Corruptor on May 16, 2012, 10:40:53 PM
What was with the insta-kill ghost on the first part of lvl 6 D: I did not like that though, although it didn't impact my rating.

Thanks. Ghosts MUST be deadly, otherwise it would not be funny :p

Now few rooms added from Floor 0, 1 and 2 here, hospital becomes bigger :

[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]






MATHGODpi

What's Samus doing in the mens washroom, tsk...

Corruptor

Quote from: MATHGODpi on May 19, 2012, 05:20:05 PM
What's Samus doing in the mens washroom, tsk...
If you look to the left, you'll notice its a women's washroom.

Quote58

If you watch the video, you'll notice it's neither. It has both on the sign.