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[SM] Phazon Hack 0.5 (Under Construction)

Started by A_red_monk_called_Key, January 12, 2010, 04:19:46 PM

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A_red_monk_called_Key

i'm half way done with SM Phazon 0.2 and i'm going to release it early so i can focus on SM PE this summer with the help of my new crew.  soon i'll start a new forum under the title Super Metroid Parasite Echo. If anyone post pics of the glitchs before the 15th i'll make those changes to SM PH 0.2

X-tradyte

Great! :D I'm really wanting 0.2, as I loved the SM:PH original. I wish to see more of your work pleases. As you said you're on a new hack, May we (metconst) see some screens, of this new attraction?

VideoGeemer

#202
Quote from: Red-M0nk3y on April 10, 2011, 09:35:52 AM
i'm half way done with SM Phazon 0.2 and i'm going to release it early so i can focus on SM PE this summer with the help of my new crew.  soon i'll start a new forum under the title Super Metroid Parasite Echo. If anyone post pics of the glitchs before the 15th i'll make those changes to SM PH 0.2

Ack. By the 15th. Doesn't give me much time, hehe. But I did have a bunch of screens already saved, so okay, I'll get uploading.


- First, though, I'd recommend you incorporate Seiferoth's room fix (first post on page 7) as it uses your original design but fixed a major error. I used that version, so I can't show you whatever it was doing before. It was supposedly a major bug, though, and from what I recall it was a matter of a room not even working at all the way it was before. So considering this, it seems almost futile to fix other errors, but to leave this one out. The room was discussed in this thread prior to the post I mentioned; I think it was that really cool one with the pink platforms in the Volcano, but I could be mistaken on that.

- Also, a few posts later on page 7, he noticed an error where you can get stuck while shinesparking if you have low energy. I didn't encounter it myself (never sparked with low energy in that area) or I'd have a screenshot. But you may have an idea what to do about this even without it.


- The Phantoon issue been mentioned several times, but I'm not sure if you've seen it. Several people have fought Phantoon without the Red suit (I even tried it, but found him difficult), and then after the stage changes they're unable to get back to that area until after they went through the mines much later in the game, at the same time they get the Blue suit. This seems a fairly major issue as the Red suit is important during that span, but it should be very easy to fix. Making the room before Phantoon a heat room with some sort of barrier to slow you down would mean someone would have to REALLY want to go that way, and would be encouraged to look around until they eventually find the Red suit. I could get a screenie, but I'll bet you already know exactly where this is, so it would be a waste of time to go find it. It's a room where you drop down, before continuing to the right to Phantoon. Actually, the room might already have something to slow you down a bit, now that I think about it, meaning heat would be the only thing needed.


Okay, uploading screenshots now...



- This is the first screen you see when you're about to enter the game, despite your actual starting position being nowhere near the drifts. If nothing else, it should show Powerplant.
[spoiler][/spoiler]


- When you die, the metroid that Samus is supposed to turn into isn't connected, making two partial metroids instead. I have 2 screens, of different frames in the scene. The second is worse because the top half of the main metroid is missing. Probably looking at the original death scene would allow the tiles to be fixed/repositioned.
[spoiler][/spoiler]
[spoiler][/spoiler]


- When Crocomire dies, his sprite returns to the unedited version, suddenly no longer all badass like you had him when you were fighting him.
[spoiler][/spoiler]


- Also, going up from this door to fight him can be an issue, as you're stuck in the door and in another block, and have to jump out through the floor. Not sure the best way to fix it. Maybe a shot block above your head instead of that grey block? Maybe a morph tunnel that goes to the right? I figured you wanted to have to fight Crocomire right above this door, but I don't think he comes quite this far over, and it might even make for a little added challenge if you could fall into this gap, so you might consider just removing that part of the floor.
[spoiler][/spoiler]


- Exiting this room causes glitches once you're on the other side. I don't remember if it only happens after a certain event in the game, or if it simply does it every time.
[spoiler][/spoiler]


- These are a couple graphic glitches, where black blocks are where they don't belong. They're in different rooms.
[spoiler][/spoiler]
[spoiler][/spoiler]


- This is the same room, 2 screens of major door glitches, one where even Samus seems to have been messed up. It pretty much does this every time you come from the left side and try to open these green doors.
[spoiler][/spoiler]
[spoiler][/spoiler]


- With this one, I felt it necessary to provide 3 pics. One that shows the game map, and one each for before and after I shoot that door. The only way I know I can sometimes get into and through this room is if I disable *ALL* of my beams except charge beam when trying to open that door or shoot enemies once through. Even if I do this, the room can still freeze on me while shooting or jumping around, causing a necessary reset, but usually I can get through, and then I turn my other beams on once into the next room.
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]


- Here's a minor one: an invisible block.
[spoiler][/spoiler]


- Here's an error where the doors and room layout disagrees with the map. You can see where the doors are supposed to be, but are really one screen off their true location. These pics show the in-game screen, and the larger map screen from this same location.
[spoiler][/spoiler]
[spoiler][/spoiler]


- Here's another case with a similar problem. In this case, the second, map screen shows where you are once on the other side of that door. It seemed clearer to show it this way.
[spoiler][/spoiler]
[spoiler][/spoiler]



Okay ... going through alphabetical listings of my screenwhots ... we're to the PERMASTUCKS! Yay! LOL.

These are real permastuck situations, but there are only a couple that I ran into, and fixes shouldn't be too hard.

- In this case, you can get stuck on both sides, and in 2 different places each side (though only the lower really matters). I'd just lower the ceiling by one block right here (on each side; I only captured her on the right side), so that Samus can't jump in there before getting the morph ball. 2 pics so that you can see the map screen, just in case you weren't sure where this was.
[spoiler][/spoiler]
[spoiler][/spoiler]


- Here's the other permastuck, and this one particularly sucks because you can save your game in there.

Pic 1 shows the location. What happens is that you can get through these blocks by speed boosting before you can bomb/PB yourself back out of there. I'm not sure what the intended item order is, but in the normal course of playing this game, I had speed booster and gravity suit before I could get out of here, and was lucky I had a state saved before this time.

As far as getting out goes ... those blocks that you can boost through seem to stay gone unless you exit that room and them come back into it, so you can get out as long as you don't go into that save station. If the door below here, which leads to the save station, had a power bomb door, one would no longer get stuck in this room. So I'd definitely recommend that fox for sure. Another fix idea would be to place a solid block immediately to the right of the bomb blocks so that you couldn't speed through them. I think the door would be more effective, though, as speedballs or whatever could still get over an additional block.

Pic 2 shows the map screen of the area you're trapped in once you boost through those blocks and cannot get out.
[spoiler][/spoiler]
[spoiler][/spoiler]


- These rooms have major graphic glitches that seem to trigger once Kraid is dead. You can probably tell that navigating them would be a little difficult like this, hehe.
[spoiler][/spoiler]
[spoiler][/spoiler]


- Here is another graphic glitch that I noticed and captured after Kraid was dead, but I'm not sure if that was the trigger or if something else did it.

A note on these: some of the glitches seem to follow you through multiple rooms. I think there was another one like this in some other area (maybe early in Volcano); I just didn't run into it again later though. 2 screens so you can see the map position.
[spoiler][/spoiler]
[spoiler][/spoiler]


- Here's a minor glitch: this background block is in front of Samus.
[spoiler][/spoiler]


- And in this room, things like to get all screwy. I don't know if it's like this all through the game or if something triggered a change. But I think all I did was run in here and jump, and maybe try to shoot something, and everything suddenly slowed *WAAAY* down, and presented the image you see here:
[spoiler][/spoiler]



Okay, so you already know the map has glitches and also resets itself whenever you leave the area. I hope there's a way to fix that resetting thing, but anyway, the point is that you already know about it so I don't have to prove its existence. I captured a few other specific glitches though, in case they were fixable and you didn't know about them.

- Here, you cannot scroll up:
[spoiler][/spoiler]

- This square looks wrong:
[spoiler][/spoiler]

- This one always irked me for some reason, LOL. The minimap shows this correct, but the main map doesn't show the little access tube leading in from the Powerplant:
[spoiler][/spoiler]

- I'm just about certain the error here was the map showing a floor there which does not actually exist.
[spoiler][/spoiler]

- These areas just look glitchy; yellow or grey replaces the map in certain grid boxes.
[spoiler][/spoiler]
[spoiler][/spoiler]

- In each of these 2 screens, I had logged 2 map errors. In each, one is still obvious now. In the first one, I think the there was an error in that you couldn't fill in the middle square of a room because you couldn't walk there, but I'm not sure what the other was. Maybe it was the blank space to the left of my position (likely, as you can tell I'd have to go through there to get to where I am in the screenshot). In the second, there's a yellow glitch, and maybe I'll do an edit when I see what the other was again.
[spoiler][/spoiler]
[spoiler][/spoiler]



Well, that's what I captured and logged. I know it's a lot, but PLEEEASE don't get discouraged. Phazon Hack, with things like this corrected, will kick so much fucking ass, dude. Seriously. This game rules, and it's just been the bugginess which brought it down. Even if some of the map glitches at the end of this post can't be fixed, most of these should be pretty easy (doors, graphics, etcetera) and I really hope you consider it worth your time to fix them.

EDIT: I have checked, and all the pics work. If any of them don't load, hit ctrl-f5 and they should work then.



VG

A_red_monk_called_Key

excelent work! i'll be able to fix most of the glitchs here and some that nobody has found yet.  as far as crocomire goes hes unfinshed, i can't find the GFX used in the lava, but i'm close. also the torizo in the phazon mines has an eye that i can't find and this is a big problem in both of my hacks.  if anybody knows where i can find the GFX for these it would be a big help. the map will be my main focus in SM PH 0.3 also i can't figure out how change the map scroll i've completly avoided those areas in SM PE so far.

The upcomeing changes for SM PH 0.3
  Some rooms will get more head room, and the room under the red tower will be changed useing all the open GFX in set 7. more than 3 new enemys, new blue acid, new death, and more rooms at the bottom of the phazon mines.  none of these changes should effect your seed run like SM PH 0.2

in one month i'll begin work on SM PE as my main focus along side of SM PH and i will continue to add PE's rejected art to PH.

Crashtour99

Quote from: Red-M0nk3y on April 13, 2011, 09:21:08 AM
also the torizo in the phazon mines has an eye that i can't find and this is a big problem in both of my hacks.  if anybody knows where i can find the GFX for these it would be a big help. the map will be my main focus in SM PH 0.3 also i can't figure out how change the map scroll i've completly avoided those areas in SM PE so far.
The torizo eye is in a pretty strange location.  If you look in the ROM and find mini-kraid, page up about two/three times.  You'll see a bit of free space in the middle of a large block of coding.  If you're using TLP, press the " - " key about 7 times to shift the bytes and you should see the graphics for torizo's eye and stomach.

IIRC the main problem with the map was that the rooms for the warp area aren't actually in an area that has a map.  So when the game tries to write map data for an area that doesn't have it, it glitches up.  Easiest fix is to probably move the warp area to a different area that does have mapping.  (don't know if you used ceres or debug area, and I'm not sure about ceres but debug definitely does not have mapping)

VideoGeemer

#205
Quote from: Crashtour99 on April 13, 2011, 11:48:43 AM
IIRC the main problem with the map was that the rooms for the warp area aren't actually in an
area that has a map.  So when the game tries to write map data for an area that doesn't have it,
it glitches up.  Easiest fix is to probably move the warp area to a different area that does have
mapping.  (don't know if you used ceres or debug area, and I'm not sure about ceres but debug
definitely does not have mapping)

Hopefully this can be done without warp having to be labeled as something else, though. Also,
some of the errors could be because something in the ROM was overwritten. I'm not as much of an
expert on this, but there's some evidence as some glitches only happen after a certain event.
Also, I think I've seen the Crocomire death sprites ... but I don't remember where they were. I
was pretty sure that's what they were, though. Oh, well.


Quote from: Red-M0nk3y on April 13, 2011, 09:21:08 AM
The upcomeing changes for SM PH 0.3
 Some rooms will get more head room, and the room under the red tower will be changed useing all
the open GFX in set 7. more than 3 new enemys, new blue acid, new death, and more rooms at the
bottom of the phazon mines.  none of these changes should effect your seed run like SM PH 0.2

This could be really cool, though the game is so great as it is, with so many nice little touches
throughout (enemies stuck on their backs, statues and little remnants of structures that add to immersion, for example). I like the death sequence where she turns into the metroid (or metroids, if that's what was intended). It seems to need fixing a bit, but the idea itself is still cool as fuck as it is IMO.


AAAaaaaanyway ..... hehe


Trying another quick run through the early parts of the game, to see some of the things I may
have missed with my last report.


- I'm not sure if this is deliberate, but in the very beginning, Samus starts a little above the
ground. I'm not sure this is a problem, but when you start walking, she falls a little to the
ground below the water line.

- The map starts too high when looking at it in early Powerplant, and only shows where you've
been. After going through that first part of the sewers and coming out on the lower left side of
the plant, the map suddenly fills in a lot of information and opens at the correct height. Not
sure why it does this on one side but not the other. I kinda like how you have no idea where you
are at first, and then later on a bigger portion of the map opens up, but I'm not sure if that's
part of the error with it opening too high up or not.
[spoiler][/spoiler]

It does scroll though, but of course once you get to a certain height in Powerplant, you can
scroll down but not back up again.

- There's a similar error in the Volcano, where the map opens too low and won't scroll. These 2 pics show the same area immediately after Phantoon, and after leaving the area and returning.
[spoiler][/spoiler]
[spoiler][/spoiler]


- When you defeat Spore Spawn, he suddenly jumps from the right side to the left side of the room
rather than staying where he was on the right. Maybe this can't be fixed because the spores fall
on the left side, and if that's the case it's probably okay as it is (better the room work the
way it is than Spawny stay on the same side), but otherwise I figured I'd mention it.
[spoiler][/spoiler]

Note on previous post: Exiting that first super missile room in ice drifts (the room I posted
about before) doesn't cause the graphics glitches (foreground tiles, sprites appearing in the
wrong places) this early in the game. I went back there immediately after Phantoon and the change
to Volcano, though, and it glitched then, so that tip might help you fix the error. The glitches
follow me to different rooms until I save the game and reload.


- In this area, the minimap shows a room that I haven't seen yet, and also isn't on the main map.
There are other areas where, say, a shaft downward is shown in the main map before I've gotten
there, but this one is just in the minimap so I figured it was worth a mention.
[spoiler][/spoiler]


- When you get the red suit, Samus kinda floats in the middle of the screen. Maybe this is just a
part of the game engine, but if not, figured I'd mention it. I think she does this in a lot of
hacks, so it may just be the engine. Also, those little grey guys in the shaft before this room
don't always give up missiles very easily ... but that only matters right now because one could
easily go straight to Phantoon. If that were changed, the player would have incentive to get
missiles for that door. And speaking of which, looking at the layout of the room before Phantoon
again, and how easy it would be to just run through there (many hackmakers design their games to
have heat runs), you may want to seriously consider adding heat to the couple rooms before this
one as well. I personally think it's a great idea and would encourage people to go look around
until they find the Red suit, but of course this is your game.


- This guy seems to float above the ground. A very minor issue but eh, I saw it so figured I'd
report it.
[spoiler][/spoiler]


Also, I went back into the game with my developed character, as I said I'd try to do, and figured
out what a couple things were that I wasn't sure of before.

Okay, so in this part of the post:

[quote:ME!!! HAHAHA!!!!!]
- In each of these 2 screens, I had logged 2 map errors. In each, one is still obvious now. In
the first one, I think the there was an error in that you couldn't fill in the middle square of a
room because you couldn't walk there, but I'm not sure what the other was. Maybe it was the blank
space to the left of my position (likely, as you can tell I'd have to go through there to get to
where I am in the screenshot). In the second, there's a yellow glitch, and maybe I'll do an edit
when I see what the other was again.
[spoiler][/spoiler]
[spoiler][/spoiler]
[/quote]

- I can say that in the first one, it seems that it *was* those two things I suspected. The room
walls of the map makes it look as though you should be able to fill in that middle square, and
there's a missing space where you've been. In the second, we have the obvious yellow error, the
aforementioned scrolling error (in this case, you can scroll down but not up again), and the last
one was the lack of screens in the top right corner. There are rooms there, but nothing appears
on the map. Here's a better pic to illustrate that one (I'm standing on the ground but you can
fall to the right side there, as you probably know from looking at the image):
[spoiler][/spoiler]


- There are several places in upper Powerplant with these little blue things in the background.
Not sure if they're deliberate or not. They look cool enough, but might be a glitch as they just
kinda hang in the air.
[spoiler][/spoiler]


- Also, several doors of this type tend to close on my feet, so I have to jump out of them in
order to proceed. It's minor, but still maybe worth the mention.
[spoiler][/spoiler]


Most of the big issues were probably mentioned in the other post (room crashes, permastucks,
etc).

There was something I thought at first was a background tile error in the Volcano, but it probably isn't. Either way, I'll show it to you.
[spoiler][/spoiler]

I was told that the ice in some areas could use some slight texturing rather than just whiteness below a horizontal line, but that's not a bug as much as opinions on the look. The above pic with the tiles may also just come down to someone looking at it thinking it could look a little better, so if that's the case, then eh, nevermind, I guess.


I'm kinda curious about 0.3, but if 0.2 fixes the main issues, it'll probably kick enough ass on its own that it may not need the other updates, hehe. In general, I think the graphics are fine just as they are in this game, but I'm becoming curious about Parasite Echo as well, man, especially as you have given the impression that you think it'll be even better than this one.


VG

A_red_monk_called_Key

i cleand up some of those issues already, as far as the map goes those glitchs maybe fixed in 0.3 depending on were i'm at on PE.  SM PH is my practice hack when i started i didn't even know how to move doors so the hack is kind of a mess that my friends wanted me to finsh. theres alot of things i would like to change but its to much work to get to. PE is clean and easy to work on.  if i don't like the look of something i put it into PH so you'll notice some small similairtys in some enemys.  also PE has no restrictions and i put more work into every detail and i payed close attension to the complaints from PH, its harder to get lost in this even larger game w/out keys like the grapple beam in PH. every plant, animal, and man made structure has a back story that will never be told.  plus a new main character, Juka Oharha who is a close genitic match to the MIA Samus Aran, Juka can use the chozo suit but with limitations that won't really effect the game play this hack.

people seem to like the phazon hack so its getting its own art work soon, but before this happens i have to do alot of clean up.  at times it seems almost to far gone to work on. some day there will be 100% GFX change but this won't happen untel PE is done.
Super Metroid Phazon Hack 0.2 will be released today after the final test.

i hope you all like the changes, special thanks to videogeemer, crashtour99, qactis, and every one who posted glicths and game play issues.

A_red_monk_called_Key

here this patch was made with SMILE

Zhs2

Awesome. Despite the name, it's safe to assume this is SMPH 0.2. :P

Still unheadered, also. Thanks for all of your awesome work, Red-M0nk3y!

Digital_Mantra

#209
Grabbed the new patch, this game is different than I remember. Lots of fixes and added detail.
To be honest, I haven't felt this satisfied playing a SM hack since Redesign.

edit: I've got charge spazer morph springball and lots of missiles. Circled the planet for 2 hours looking for an advance.
Am I missing something obvious? Or did I miss my chance to explore phazon ruins after the volcano went boom.

Zhs2

[spoiler=What you might have missed]Red Phazon in the Phazon Mines area... You need to get it before beating the Lava Machine (Phantoon resprite) otherwise you miss out on it until later in the game, I think. Either that or you have to go through oodles of nasty lava.[/spoiler]

You certainly don't get bombs for a while so the next thing is to
[spoiler=What next?]Go into sewers and use your spiffy morphball to get Ice Beam in one of the Maridia-looking parts. Should be nearer the left side of the map.[/spoiler]
[spoiler=And after that...]Ice Beam is used to reach the upper sections of Powerplant, where you get Phazon Missiles.[/spoiler]

Digital_Mantra

missed it then.

i cant believe i kept passing that alternative sewer entrance.. progress made.

This hack is epic.

bot01

#212
hey i just started this hack and looks pretty good, except for a graphic sprite issue in samus when she runs pointing her cannon forward; her legs split from her body. im using the last version you posted, anyway im not gonna stop playing it for that detail,  but would be great if you could fix that :)

cheers

Edit; the map disappear  :cry:

Digital_Mantra

#213
I think I might be permastuck?

Got grapple and headed down into the sewers and ice climbed up to get bombs in the turtle room. I can't exit.

While this hack is incredible and easily one of the top 3 ever made, the map coverage glitch is a big issue and so are moments like these..

Edit: Holy shit a bomb boss. That is genius.

Edit:

7:01 / 92%
Loved this hack. Awesome realistic aesthetics.
Felt different than the first time I played it.
The buggy map was the only downside. Gotta fix that.
Thanks for the new version!

Syk0hh

how to actually play the frigan thing. all it does as i go to play it is (invisible). cant even see the file. and its IPS.format. am i suppost to patch or something. I Really wanna play it. i play snes super metroid original and all the donkey kongs etc. wtfrigs am i doing wrong???. HOW DO i get it to realise its there and play it.

step from 1 to etc.

download.
|
v
playing.

MetroidMst

You need to patch it to your Super metroid rom. Use Lunar IPS or some other program that patches it.

Zhs2

Since all IPS patchers on Linux suck (lol JIPS), try softpatching, which is renaming the rom to the same name as the patch then running the ROM. Simple as that.

Also, you'd get more help if you posted coherently and in the correct forums. I killed that other topic for you.

Digital_Mantra

I'd like to make a proper map for this genius hack.
But i dunno what redmonkey has planned for the next version.

Also, I never noticed the subtle nuance of the crash site capsule directly diagonal of the ship.

advancedpillow

I think I've found a permastuck. I'm playing the most updated version.

I've just started this, I'm only about 5 minutes in, and it has become apparent to me that I've missed the morph ball. I'm in the Ice Drifts, after taking the first elevator up to where, at the top of the elevator shaft, the two stationary enemies, that spew little green dots when shot, are located. The only way to go was left. The door closed behind me, it turned gray. I wall jumped up to the snowy top outside portion of the ice drifts. Kept running to the left, taking out two groups of the small flying creatures.

My progress comes to a hault when the passageway turns into a morph ball tunnel. I dont have the morph ball and cannot go back because of the gray door. Tell me I'm an idiot and that the morph ball is in this vicinity. Or is this truly a permastuck issue? 

Zhs2

No, you can't reach the Morph Ball for quite a while. Try shooting the floor out in one of the completely horizontal open-sky rooms, it's more obvious than you think. ;)

advancedpillow

I did that. Guess my aim was off. Loading it up again! I'll trust the level design next time that way I don't turn this thread into an FAQ or guide or something. Thanks Zhs!

A_red_monk_called_Key

the only map changes will be taller rooms that have no ceiling and new rooms added to the end of the hidden area at the bottom of the phazon mines.
SM PH 0.3 finished maybe next year

A_red_monk_called_Key

zophar hasn't posted SM PH 0.2 rar yet witch has 4 different .ips files so heres one made with LunerIPS.  you can down the patcher on this web site

DonnyDonovan

Quick question -- I'm replaying this for the first time in like a year, with a newer version, and I got a different pack of phazon missiles as my first.  Was this intended or did I sequence break?

Steyiak

This is a very awesome hack but the problem with the map getting messed up randomly is VEEERY annoying. Especially in this hack since it has a quite complicated level design and the map doesn't help. Is this fixable or we will have to stay with it till the end?