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Beam-Specific Doors?

Started by TAxxOUTBR3AKxx, September 29, 2016, 01:15:25 PM

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TAxxOUTBR3AKxx

Im wondering what the feasibility of doing this would be. Ive looked around a little for information on doors and how they handle knowing what projectiles are striking the door to open them. I was debating on whether or not itd be worth the time to change the current blue door and pink, green, and yellow door plms to open via specific beam weaponry rather than missiles, supers, or pbs. It would work well doing this as PLMs as you can respawn any used PLMs at will. I know there was a release for Beam/Bomb gates but id rather not have to use 2x PLMs just for 1 blocked entrance, considering I could use 4 PLMs for Wave doors in a room with 5 doors.

I could get somewhat meaningful results using beam-weaknesses with enemies but I feel the flow is somewhat better using room transitions to block areas rather than trapping entire sections of rooms only.

What Im wanting to do is:

Blue Doors susceptible to Ice Beam (check for Ice is ON)
Pink Doors susceptible to Missiles (no change)
Green Doors susceptible to Wave (check for Wave is ON)
Yellow Doors susceptible to Plasma (check if Plasma is ON)

Spazer is a general upgrade that isnt really a "new" beam other than a wider shot. The palettes for the doors can be altered to match the weaponry with ease, and there's missile, super, and pb gates and blocks already, so having a choice of variety like this would be great to have.

Any information ir pointing me in the right direction would be great as I cant seem to find out anything on this subject other than a post earlier this year for the same thing that went unanswered.

Mettyk25jigsaw

I am feeling generous.

How would you like for me to make you a patch that will let you keep your original doors (missiles/s.miss/pb + blue door) and add the beams as 'new doors' inc spazer if you like?...I'll add Charge beam too...Bomb too if you like. Just tell me if there are one/some you do not want me to do...

Also I can make a grapple door, but where I got the coding for this, there is a bug in it, but don't despair I have recently found a fix for it, but will need to change the item bit that charge beam uses from 1000 to either 4000 or 8000, Are either of these ones ok to use? You haven't put any new beam upgrades like long beam that uses 4000 for example and will need to use 8000 or vice versa...

Also you will need to give me a range of free space that you have in bank $84 (20000 to 27FFF)--just look for a bunch of 'FF's in a hex editor at this address, you will need to give me all the ranges of free space in that bank and I will try to compress the data as tightly as possible so you can have as much free space as possible left over...

Cheers...Also I will put the patch on the great collab section for all to use...Also if you want beam specific gates for all these except grapple, just download my beam/bomb/charge gate patch near the end of the great collab post of where the collab is currently up to...You should patch that first though before giving me the free space ranges...Please...

Cheers once again...

Zero Dozer

Okay, this sets Super Metroid hacking creativity up a notch. And new ways to lock paths.

squishy_ichigo

Quote from: Zero Dozer on September 29, 2016, 04:28:57 PM
creativity
you say the funniest things sometimes, I swear.


Don't forget to submit your patch to the main site MeatyJigsaw!
Kinda surprised beam doors aren't public yet honestly, its been mentioned several of times over the years, and I could swear I saw someone had made them at some point.... I double checked the old site and didn't see them....

TAxxOUTBR3AKxx

Quote from: Mettyk25jigsaw on September 29, 2016, 04:15:19 PM
I am feeling generous.

How would you like for me to make you a patch that will let you keep your original doors (missiles/s.miss/pb + blue door) and add the beams as 'new doors' inc spazer if you like?...I'll add Charge beam too...Bomb too if you like. Just tell me if there are one/some you do not want me to do...

Also I can make a grapple door, but where I got the coding for this, there is a bug in it, but don't despair I have recently found a fix for it, but will need to change the item bit that charge beam uses from 1000 to either 4000 or 8000, Are either of these ones ok to use? You haven't put any new beam upgrades like long beam that uses 4000 for example and will need to use 8000 or vice versa...

Also you will need to give me a range of free space that you have in bank $84 (20000 to 27FFF)--just look for a bunch of 'FF's in a hex editor at this address, you will need to give me all the ranges of free space in that bank and I will try to compress the data as tightly as possible so you can have as much free space as possible left over...

Cheers...Also I will put the patch on the great collab section for all to use...Also if you want beam specific gates for all these except grapple, just download my beam/bomb/charge gate patch near the end of the great collab post of where the collab is currently up to...You should patch that first though before giving me the free space ranges...Please...

Cheers once again...

Seeing as I restarted a long-ago started hack from scratch, I had decided to utilize the most recent revision of Project Base as a starting point instead of a clean, unheadered rom. I also had already added in your patch for the beam/bomb gates etc. on top of that. PB has free space in Bank $84 from 27037-27CB9. Not entirely sure how much space you need exactly, but there's not too much left that I'm utilizing for this and nothing to be added in that area of the rom. If you want to add new doors altogether and since it'll be part of the Great Collab, It'd be realistic for each of the beam weapons minus Charge (it seems redundant). So, Ice, Spazer, Wave, and Plasma. If you are feeling giddy, maybe a door that only opens upon contact with a Shinespark. Anything beyond that is if you're up to it and wanting to add it yourself. A pointer for the palette data to edit would be great to have to edit as well.

As far as beam upgrades, none are added besides what is there for PB, so no worries. The only specification I ask with this, is that for compatibility reasons, letting the doors open with beam-combinations would be the best scenario.....ex: Ice doors will open as long as the beam fired is Ice or mixed with (such as Ice/Spazer) or Plasma doors opening if you shoot it with Ice/Wave/Plasma. I ask this because other hacks that may use a patch for no beam-mixing would still use this ok, but would cause problems in hacks where beam-mixing is prominent, forcing players to pause and manually turn beams off and on to open 1 door.

Mettyk25jigsaw

What I'll do is do a few versions...I'll make it a project...

1....One with beams only with mixed combinations...(for you)...Shinespark is a bit out of my grasp, sorry. Tried myself a few months ago...Can you tell me out of the free space available in Project base that you showed me that you have left yourself as I will need a reasonable amount of free space, hopefully I can fit all beams in but incase I don't can you please give me your preferences from 1 to 4...I will still do a version with all 4 beams with mixed combinations for the public but may need to do a seperate one for you...

2....All previously mentioned weaponry doors without mixed combinations (for people who have hacks where you don't have to go to inventory to switch between beams, eg, my first hack--Metroid Mission Rescue and my second unreleased hack where you hold Y button and press L or R to switch between beams...

3....All previously mentioned weaponry doors with mixed combinations (for people who have hacks where you would otherwise have to go to inventory to switch between beams as apposed to option 2...

personitis

Quote from: squishy_ichigo on September 29, 2016, 06:09:31 PM
Kinda surprised beam doors aren't public yet honestly, its been mentioned several of times over the years, and I could swear I saw someone had made them at some point.... I double checked the old site and didn't see them....
I'm pretty sure @Quote58 had made them and had the patch stashed on his site of which I can not find currently. maybe he'll notice this message and post the patch? Though, iirc it's not setup the way Outbreak wants it, it's still a good step in the right direction.

TAxxOUTBR3AKxx

#7
Quote from: Mettyk25jigsaw on September 29, 2016, 07:04:05 PM
What I'll do is do a few versions...I'll make it a project...

1....One with beams only with mixed combinations...(for you)...Shinespark is a bit out of my grasp, sorry. Tried myself a few months ago...Can you tell me out of the free space available in Project base that you showed me that you have left yourself as I will need a reasonable amount of free space, hopefully I can fit all beams in but incase I don't can you please give me your preferences from 1 to 4...I will still do a version with all 4 beams with mixed combinations for the public but may need to do a seperate one for you...

2....All previously mentioned weaponry doors without mixed combinations (for people who have hacks where you don't have to go to inventory to switch between beams, eg, my first hack--Metroid Mission Rescue and my second unreleased hack where you hold Y button and press L or R to switch between beams...

3....All previously mentioned weaponry doors with mixed combinations (for people who have hacks where you would otherwise have to go to inventory to switch between beams as apposed to option 2...

Out of the 4, Id say Ice, Wave, and Plasma are pretty much guaranteed needed. I don't need Charge or Spazer or Bombs or any of that. Just the weapons I stated.

Edit: Honestly, you can use all that free space. I wont be needing any of it. ;) So go ahead and do the patch for the public and I'll just wait for that instead...unless you don't plan on having it be compatible with Project Base. It'd be nice if it would work on both PB and a Clean Rom.

Quote58

Quote from: personitis on September 29, 2016, 07:16:11 PM
Quote from: squishy_ichigo on September 29, 2016, 06:09:31 PM
Kinda surprised beam doors aren't public yet honestly, its been mentioned several of times over the years, and I could swear I saw someone had made them at some point.... I double checked the old site and didn't see them....
I'm pretty sure @Quote58 had made them and had the patch stashed on his site of which I can not find currently. maybe he'll notice this message and post the patch? Though, iirc it's not setup the way Outbreak wants it, it's still a good step in the right direction.

Think that's the first time I've gotten a 'mention' on the forums. Took me a while to figure out where it stores them. Weird system.

Anyway ya I made that public patch years ago and as it was, it already did what he wanted. It would've been easy to expand that to more doors/door types/etc, but the best one to use would probably be the door cloning guide/code/hex that Red Monkey made a while back. Iirc it guides you through making any door you want really. Don't remember where to find that though.

As for my site, I took that down quite a long time ago, though most of that stuff is still somewhere in my dropbox. I meant to upload all that stuff to the main site but I forgot I guess.

Anyway sounds like metty's got you covered regardless

Mettyk25jigsaw

QuoteEdit: Honestly, you can use all that free space. I wont be needing any of it. ;) So go ahead and do the patch for the public and I'll just wait for that instead...unless you don't plan on having it be compatible with Project Base. It'd be nice if it would work on both PB and a Clean Rom.

I'll Make it compatible with project base & a clean rom then... I am going to start right now...

TAxxOUTBR3AKxx

Quote from: Mettyk25jigsaw on September 29, 2016, 11:44:30 PM
QuoteEdit: Honestly, you can use all that free space. I wont be needing any of it. ;) So go ahead and do the patch for the public and I'll just wait for that instead...unless you don't plan on having it be compatible with Project Base. It'd be nice if it would work on both PB and a Clean Rom.

I'll Make it compatible with project base & a clean rom then... I am going to start right now...

Best news Ive seen today!

Mettyk25jigsaw

http://forum.metroidconstruction.com/index.php/topic,145.msg46986.html#msg46986

Just letting everyone know...

Just thinking, one will really need to use my Cre free up Patch (which is compatible with Project base btw---[link to patch page above to learn about patch]) in order for me to draw new doors prior to patching upcoming patch that is, because there ain't gonna be enough free space in cre tiletable without the benefits of this patch, hope this doesn't bother anyone...I won't literally be drawing the doors myself but will be using one of the custom gfx door caps that someone has done and released for the public to use...

This way I won't have to draw the animations and will save a lot of space and will be enough for the main unopened door cap gfx...

Maybe I can use the doors off phazon hack since I suspect they have been released as a patch to the public iirc...Correct me if I am wrong...

squishy_ichigo

#12
Wouldn't it also be possible to free up even more space in the CRE by moving missile, super missile, and power bomb pickups to the same place that all the other item pickups are at, and have them loaded in the same way? And for that matter, the chozo ball too, since that's only ever used for item plms too. Really, any of the animated CRE tiles.... the save station, the elevator thingy, energy/missile recharger, hell even the dumb boss eye door.  Then, just expand the number of slots in the tileset that are used for the plms (ie. those black tiles between the elevator thingy and the shot blocks, and the chozo ball and grey door)

You would want to keep anything that you would actually draw into the room though, so blue doors, shot/bomb/etc blocks, things like that.

Smiley

Quote from: squishy_ichigo on October 01, 2016, 08:07:04 AM
Wouldn't it also be possible to free up even more space in the CRE by moving missile, super missile, and power bomb pickups to the same place that all the other item pickups are at, and have them loaded in the same way?

There's actually a patch for this by Rakki (including energy tanks).

QuoteCRE patch
This makes the collectible items (Missiles, Super Missiles, Power Bombs, Energy Tanks) load their graphics to VRAM as-needed, as all other powerups in the game already do. It also allows you to place a large number of duplicate powerups in the same room, staying within the graphical limit of four different types of pickup per-room. This frees up some tilespace in the CRE (though it's not immediately present, as, I didn't force those graphics to blank-out in this patch).

Mettyk25jigsaw

I do know how to do that and it's a good idea, but is it possible to make the door animations load in vram except for the unopened door?
   Because if you can't you'll still come up short...Also my patch will actually make it possible not to have to replace any of the gfx that are already there, because of the free space already there, will be enough by using my patch since my patch will negate the need for animations except for the blue doors, if you get what I mean...
   And then you have an extra benefit too, that is, you'll still have free space in the cre table and a few more tiles in the cre sheet as well left over spare...

squishy_ichigo

I did say to exclude a few things, such as blue doors, and by extension I mean the animations for them as well. These would stay in the CRE as they currently are. Moreso, I mean animated PLMs that grab tiles from the CRE. The way you did doors is really clever by the way, I neglected to praise that in my previous post.

Mettyk25jigsaw

Quote from: squishy_ichigo on October 01, 2016, 02:44:50 PM
The way you did doors is really clever by the way, I neglected to praise that in my previous post.

Thankyou...

Looks like I'll be doing the project via my patch then because there ain't gonna be enough room in the Cre still then...Still a nice thought though, those animated door caps take up a lot of space in the cre unfortunately...

TAxxOUTBR3AKxx

#17
Quote from: Mettyk25jigsaw on October 01, 2016, 03:03:46 PM
Quote from: squishy_ichigo on October 01, 2016, 02:44:50 PM
The way you did doors is really clever by the way, I neglected to praise that in my previous post.

Thankyou...

Looks like I'll be doing the project via my patch then because there ain't gonna be enough room in the Cre still then...Still a nice thought though, those animated door caps take up a lot of space in the cre unfortunately...

Wouldnt it be easier once the CRE patch and this patch get applied to PJ to just released an updated PJ to the next revision so people wouldnt need to patch it in and then release a seperate patch as a standalone for clean ROMs? Theres really no reason to not have it included in the base game since nothing would change as its just additional options that would benefit any and every hack that uses it from here out. All you'd need to .rar/.zip with the patch is the PLM files needed for SMILE RF and included notes to change the values of certain door PLM's should anyone want something other than beams.

Crashtour99

Quote from: squishy_ichigo on October 01, 2016, 08:07:04 AM
Really, any of the animated CRE tiles.... the save station, the elevator thingy, energy/missile recharger, hell even the dumb boss eye door.  Then, just expand the number of slots in the tileset that are used for the plms (ie. those black tiles between the elevator thingy and the shot blocks, and the chozo ball and grey door)
This is going to be more difficult than you might think.  The gfx transfer is hardcoded, so you'll need to rewrite part of the routine that loads PLMs for the room.  I used some simple hex tweaks for adding more frames of animation to the item PLMs, but for altering the layout of where those gfx are loaded to the CRE tiletable in VRAM is going to take more than just that.

The simplest alternative IMO would be to have the new PLMs use the original gfx as laid out in the CRE, but load a different area palette for that room (providing you're not using different gfx for all of these door types).

I guess it all really depends on what it is you're looking for, and just how much setup you're willing to do for it.

Quote58

Quote from: TAxxOUTBR3AKxx on October 01, 2016, 06:24:59 PM
Quote from: Mettyk25jigsaw on October 01, 2016, 03:03:46 PM
Quote from: squishy_ichigo on October 01, 2016, 02:44:50 PM
The way you did doors is really clever by the way, I neglected to praise that in my previous post.

Thankyou...

Looks like I'll be doing the project via my patch then because there ain't gonna be enough room in the Cre still then...Still a nice thought though, those animated door caps take up a lot of space in the cre unfortunately...

Wouldnt it be easier once the CRE patch and this patch get applied to PJ to just released an updated PJ to the next revision so people wouldnt need to patch it in and then release a seperate patch as a standalone for clean ROMs? Theres really no reason to not have it included in the base game since nothing would change as its just additional options that would benefit any and every hack that uses it from here out. All you'd need to .rar/.zip with the patch is the PLM files needed for SMILE RF and included notes to change the values of certain door PLM's should anyone want something other than beams.

Except that it heavily restricts door animations. Using this change to the CRE table means that all doors use the same final 3 frames of animation, with only the first frame being different. I'm sure it looks nice to some people but not everyone. This changes how doors look, it's not like you can apply this and not see the difference with a clean rom.


Mettyk25jigsaw

I agree with quote58, some people are going to like the look of the door animations looking different when opening the door as people will look at it as-first the door is unlocked and then automatically opens, as other people might be put off by it...
   However I have found an alternative solution that may/may not suit more people, that is you can through some bite changes that JAM found the hex tweaks to, make the door unlock separately without first opening the door. You first shoot the door with correct weapon and it will just unlock and show up a blue unopened door behind it and then you just shoot the door again with any weapon to make it open and then will use the blue door opening animations still...You can also do all 4 power bomb doors this way which JAM didn't note, however a couple of the power bomb doors have to be done slightly differently for some reason...And the good news is that it will also work on the new beam/grapple/bomb/charge doors...
Oh and grey doors can be done too...All doors...inc grey door in crateria torizo room...

What do people Think?

TAxxOUTBR3AKxx

Quote from: Mettyk25jigsaw on October 01, 2016, 11:45:16 PM
I agree with quote58, some people are going to like the look of the door animations looking different when opening the door as people will look at it as-first the door is unlocked and then automatically opens, as other people might be put off by it...
   However I have found an alternative solution that may/may not suit more people, that is you can through some bite changes that JAM found the hex tweaks to, make the door unlock separately without first opening the door. You first shoot the door with correct weapon and it will just unlock and show up a blue unopened door behind it and then you just shoot the door again with any weapon to make it open and then will use the blue door opening animations still...You can also do all 4 power bomb doors this way which JAM didn't note, however a couple of the power bomb doors have to be done slightly differently for some reason...And the good news is that it will also work on the new beam/grapple/bomb/charge doors...
Oh and grey doors can be done too...All doors...inc grey door in crateria torizo room...

What do people Think?

Honestly if its a simple hex change is needed to differentiate this, it should be something that we should allow other users to do themselves unless youre basing the whole PLM around functioning based off these new PLMs. If you can have a choice that looks good without it I say just leave the hex change out and let the creator decide if they want to utilize it.

Quote58

Quote from: Mettyk25jigsaw on October 01, 2016, 11:45:16 PM
I agree with quote58, some people are going to like the look of the door animations looking different when opening the door as people will look at it as-first the door is unlocked and then automatically opens, as other people might be put off by it...
   However I have found an alternative solution that may/may not suit more people, that is you can through some bite changes that JAM found the hex tweaks to, make the door unlock separately without first opening the door. You first shoot the door with correct weapon and it will just unlock and show up a blue unopened door behind it and then you just shoot the door again with any weapon to make it open and then will use the blue door opening animations still...You can also do all 4 power bomb doors this way which JAM didn't note, however a couple of the power bomb doors have to be done slightly differently for some reason...And the good news is that it will also work on the new beam/grapple/bomb/charge doors...
Oh and grey doors can be done too...All doors...inc grey door in crateria torizo room...

What do people Think?

I suggest leaving it without that by default, but include the changes in the comments and tell the user to uncomment those lines if they would like it to work that way.

Mettyk25jigsaw

Alright I will do it that way, good idea Quote58...

Mettyk25jigsaw

First version Released... :bounce:

Checkout the great collaboration for it...