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Super Metroid : Darkholme Hospital

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

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Quote58

Alright, so I've made a patch that seems to work for unheadered. The patch now includes plasma beam from the start through some moderatly easy hex changes. I'll play through to make sure there aren't any random heated rooms like the other patch. I have no idea what you mean by "reveal main entry map".
Anyway, if you want I can fix the english in the intro and map.

Passarbye, did you apply it to a headered or unheadered rom?

Cloud20

Shadow96 you are the best ! If you want, you can post the patch here, i will attach it in a new zip with .jpg guide, and of course your name will be mentioned. For the map, Mon732 explain to me that Layer 1_2 of Tourian elevator room can be used to reveal every map, so the floor 0/main entry map :) For the text at the escape sequence, you can correct if you want, but i don't want to impose you some more work.

Last upload, Floor 4. Game becomes harder, really harder, but you can maybe find a solution here :
Super Metroid : Darkholme Hospital 100% - Floor 4

Mon732

It will show the map for the current area.

In SMILE go to the room with the ship in.
Click Edit > Pointers
Change the Layer1_2 Pointer to C90A
When the message box comes up asking if you want to copy data say NO
Now the first time you enter that room the map for that area will be fully revealed.

Quote58

#28
okay, here's the patch, I played through a bunch and it seemed fine, so I'm hoping it's okay.
I'll fix up the english soon, it's no problem.

passarbye

Quote from: Shadow96 on May 03, 2012, 04:07:12 PM
Alright, so I've made a patch that seems to work for unheadered. The patch now includes plasma beam from the start through some moderatly easy hex changes. I'll play through to make sure there aren't any random heated rooms like the other patch. I have no idea what you mean by "reveal main entry map".
Anyway, if you want I can fix the english in the intro and map.

Passarbye, did you apply it to a headered or unheadered rom?
unheadered like normal.
although i experienced some random heated room as well, so i'm thinking it was just the patch.

thanks for the fixed patch, i'll do a playthrough of it now.  :^_^:

Quote58

Ya, the original was for headered roms. It was mentioned in the origional location.
Idk if mine works properly for unheadered, it seemed to work fine, but I made it from the rom I was using and an unheadered rom, so I'm not sure whether that means it should work or not, but it seemed normal to me. No heated/submerged rooms or anything.
Anyway, new patch includes the plasma thing, so that's good at least.

passarbye

Quote from: Shadow96 on May 03, 2012, 10:36:25 PM
Ya, the original was for headered roms. It was mentioned in the origional location.
Idk if mine works properly for unheadered, it seemed to work fine, but I made it from the rom I was using and an unheadered rom, so I'm not sure whether that means it should work or not, but it seemed normal to me. No heated/submerged rooms or anything.
Anyway, new patch includes the plasma thing, so that's good at least.
new patch seems to be for headered roms.
just patched it with an unheadered rom and everything was black blocks and such.

thanks though!  :^_^:

Quote58

hm, that's quite odd as I tested it with an unheadered rom. well, I have an idea, so I'll try it and see if I can fix it.

passarbye

Quote from: Shadow96 on May 03, 2012, 10:41:00 PM
hm, that's quite odd as I tested it with an unheadered rom. well, I have an idea, so I'll try it and see if I can fix it.
nevermind, it's for unheadered. :P
only the landing site is like that. (so far.)

Quote58

If the landing site is like that, then something is wrong. Not entirely sure how to fix that though.

Zhs2

Just tested your patch for unheadered, shadow. Something is definitely up with the landing site tileset in your patch. Maybe a pointer got screwed up somewhere?

Quote58

well now this is quite strange. I just tested it with a clean unheadered rom, freshly downloaded patch, and zsnes.
The landing site looks fine to me.
Are you putting it in the same place as the srm he provided? because if so, don't.

passarbye

okay, so i'm stuck at the [spoiler]"endless way"[/spoiler] room.

wtf am i supposed to do here?

i have [spoiler]all upgrades besides space jump
(assuming that there are no beam items besides the machine gun.)
also, i can't get into the laundry room wtf is up with that?[/spoiler]

:confus:

Quote58

In terms of the room you're stuck in, look for signs, the hack does this sort of thing really well.
and if all else fails, bomb the crap out of everything.
Laundry room? check Clouds answer to Dman

passarbye

#39
Quote from: Shadow96 on May 04, 2012, 12:43:28 AM
In terms of the room you're stuck in, look for signs, the hack does this sort of thing really well.
and if all else fails, bomb the crap out of everything.
Laundry room? check Clouds answer to Dman
thanks, that actually helped!
finished with something like 0:59 on time.

gotta say, this hack was pretty interesting.

the only things that i'd like to complain about are the enemies, lack of [spoiler]bosses[/spoiler], and the level design (and a little item placement).

enemies: there could have been a lot more different enemies in the hack. they get boring to see after a while.

[spoiler]bosses: i think this speaks for itself. very nice work on the one(s) you did include, but there could have been more.[/spoiler]

level design: [spoiler]morph-ball puzzle after morph-ball puzzle....[/spoiler] once again, lack of variety is what hurt this category.
the tiles were really good, but some of the palettes weren't that great.
i like how you made the station look worse as you went through it, but it needed to be bigger to really convey that message.
each floor could have been it's own area, but for a one area hack, nicely done.

item placement: very nicely done. some things were harder to find than others, and that's how it's supposed to be.
however,[spoiler]i didn't like how varia and gravity were so close together.
it made varia seem pretty pointless if you ask me.
you could have made varia's usefulness more obvious, or more needed.[/spoiler]

overall, 7.5 out of 10
good, but could have been better with more effort.

Scyzer

Attention peoples:

This hack was created by comparing an unheadered and headered rom to build the IPS file. Because of this, most of the data between the roms will be the same, which explains the huge IPS file size. There are a few key differences when patching though.

If you patch to an unheadered rom:
In the second level, to the left, there is a 1x2 room with 4 doors. If this room is heated, it's unheadered.
The room to the top right of that heated room (which contains the Charge Beam), will have a scrolling error.
In the third floor, the room with 3 Medical Packs near where you get High Jump will be fully submerged in water. This is also near Speed Booster.

I havent found anything else, but I switched to headered after finding the underwater room. In any case, I highly recommend you DO actually use a headered rom to patch with, as otherwise the hack will not be possible to complete without cheating with ram.

Cloud20

#41
Yes, patch works originally for headered ROM. So heated/irradiated/dark rooms are only specific to 5th and 6th floor, water only in 4th.

Varia/Sanitary is more important that we believe, it protects from radiations/heat present in 5th floor when you find a path to get back on the 4th !

Captures of Floor 5 and 6 are finished. It will be uploaded soon

Update :
This is walkthrough for Floor 5

Super Metroid : Darkholme Hospital 100% - Floor 5

Hey, Shadow96, where have you posted the new patch, can I try it?  :^_^:

Smiley

#42


[spoiler=My reaction][/spoiler]

Edit:
Loaded a save state and managed to wall jump that final elevator up fast enough to be able to escape. Final time was 1:04.
And I'm still wondering what's in that laundry room... :neutral:

Quote from: Cloud12 on May 04, 2012, 01:00:40 PM
So it's a problem if people don't know that, maybe i should find a solution to show it in the hack itself.
I wouldn't say that it's exactly a problem, but it can make you feel a just a little bit unhappy. You could try adding a save station somewhere near the end, so if you play 100% legit (=no savestates), it wouldn't be so annoying.

Cloud20

#43
LOOL ! So you missed one medical pack. As I said to someone, emergency escape need at least 5 medical packs. But you find an unexpected alternative when you used wall jump  :whoa:

Cloud20

Finally I don't think so ! Walljump is smart, and funny in this elevator shaft, hack is possible without 5 packs ! A good thing to know to intensify the challenge, isn't ?

Quote58

#45
Quote from: Cloud12 on May 04, 2012, 04:25:46 AM
Hey, Shadow96, where have you posted the new patch, can I try it?  :^_^:
It was with a post about a page ago.
--
Well sir, I have fixed your patch.
I had uploaded one earlier, but as it turns out, my "clean" rom, wasn't quite as vanilla as I thought.
In any case, I have a new patch which works fine for unheadered roms and as I said earlier, I got the plasma working through a little hex.

The map reveal is more complicated than assumed, so Mon732 is trying to get that working. The scrolling sky background conflicts with it.
Anyway, download away.

Edit: Oh, and I took a look at the intro and have fixed the english as well as changing it a little to make it sound a bit better.

Cloud20

#46
Yeah thank you again, i'm writing readme .txt file for v1.1, your name is credited :)
I think that mon732 will have a place in credits for his work.

So the last video will be uploaded, the software is rendering the file now.


Xaggoth

Finished in 1:13, I disliked the beginning, started liking everything in the middle, then went back to disliking at the end.  This hack seems like it can't decide between being a hard type hack and an aesthetic hack, and it detracts from the experience.  Many of the enemies appear out of the floor directly under you nearly forcing damage, and early on when that damage is half a tank it's a bit much.  I think this could be more easily fixed by altering the enemy drops, most of the time all I saw were small energy.  My flow was interrupted a few times by running out of bombs, it was a little too difficult to get bomb drops, and eventually I went back to the ship.  The drop problem goes away later on when you there are larger mobs and you can kill them faster, this is when I started liking the hack more. 

[spoiler]The boss was really easy with the equipment you have, so I was surprised that the escape was so fault intolerant, I got a bit frustrated getting the elevator to work too.  I ended up save stating my way through.[/spoiler]

I'm being overly critical because this is a really good mini-hack, so much of it was done really well.  I'm not going to try the unheadered fix, but it sounds like the awkwardness with the srm is fixed.  All of the items are done very well too, several of them are a little unique, though I did feel that the suits were spaced a little too close together.  Definitely one of he best mini-hacks.

Cloud20

Yep, enemies is certainly the bigger problem in this hack. So more variety of them can be add somethnig important to the game.

Now people don't forget to see the conclusion of Darkholme here :

Super Metroid : Darkholme Hospital 100% - Floor 6

Corruptor

This hack is...well IMO, it was great, and well thought out, I just dislike how strong the enemies were sometimes, but it gets better later on, and I'm like:" meh your nothing to me." then the enemies get stronger and I'm like CRAP! DARN MUTATING MOTH- oh I'm dead....I can rate this PG-13 with slight nudity on teh side :D. {thanks grime D: :D >:D} I don't have a  rating for it yet, I haven't beaten it quite yet...