Metroid Fusion C.L.E.A.N.S. [Version 1.0]by Mar99troid "Spacepiratehacker54"
EDIT: THIS IS THE OLD VERSION. I RECOMMEND GETTING VERSION 1.1.*Uploading the hack now, because I likely won't have any time during the next week for other edits.*
I'm happy to announce that this hack is finally finished and I was able to make my vision
of this hack I had, when the contest theme became public, come true. This is probably going
to be the only Fusion Hack in this contest, but I thought it's a nice
challenge to make an unlinear game out of a linear one, so I really
wanted to do this. While working on this I learned a lot about Assembly
Language and hacking GBAtroids, therefore I'm definitely not regretting working on this project.
Story:
While flying through space with her ship, Samus suddenly received an order
from a strange witty AI. It turns out the AI controls a huge space facility called C.L.E.A.N.S. .
The station is invaded by strange "dirty" lifeforms. Samus now has to put an end to this,
so biological research can be conducted on the ship once again.
What is this hack about?:
This hack is built in a way that you can take whatever path you want to
complete the game, there are multiple routes and lots of secrets, I recommend
this hack to people who have fun finding the best approach for speedruns or
those, who like exploration. However, there are no
save or refil stations no refill stations (saves added in V1.1),
except Samus' ship (If you really REALLY want to save, then do it there.
I could have disabled ship saving, but I'm not THAT mean.
),
since this game is really short and I think leaving
them out is better to give the hack more of an old arcade game feeling, like one
sitting and that's it, but there's more, if you take your time and beat
it more often. Three kinds of upgrades can be collected in any order, the forth one requires
two other upgrades and the rest is a secret for now, so have fun exploring!
The Assembly:
Making Fusion unlinear takes way more code than I expected. For example, the event music
is really annoying to work with and it turns out that the event counter is really key
for everything: bosses, items, door locks...
Still working on this was a real pleasure overall and in the future I might release some
Assembly files on the forums and the fruits of my research on this game, because I really
want Fusion to be more accessible to other hackers since it would be my favourite 2D-Metroid game if
Super Metroid didn't exist.
The Testing:
Because I really didn't have that much time, there are many routes to take and I was the only tester,
some things still might not work correctly. If you happen to find a bug that's not already listed under
"Known Bugs" then please tell me (if possible before the contest ends). I'll update the hack if I can.
Before you play:
1.Pressing down and the jump button at the same time allows you to use ladders from above.
2.Pressing the start button after the demos played brings you back to the title screen.
3.Continuous wall-jumping on one wall (hack patched to allow this) and mid-air morph ball are techniques required
to beat this hack.
4.Sometimes it might seem like advanced techniques (like jump extent) are required to progress. However
there will almost always be another alternate route to take. Search around, if
you aren't that skilled, and you may find another way.
5."Sequence breaking", if you can call it like that, is not only possible, but requested (that's what
this hack was made for, multiple solutions can lead you on the right path)
Some Screenies:





Known Bugs (nothing gamebreaking and no softlocks so far, phew):
1.Water GFX:
Sometimes the water in room 9 (the lowest room on the map) glitches
out and orange dots appear over it
2.Fusion and its event music:
The game uses event music which "overrules" all the music which is
supposed to play in the room instead. To prevent this, I wrote
a code, which writes 1F 58 00 00 00 00 at offset 0x30019DD.
This works for the most part of the game, until you defeat the
charge beam x core and leave the room (in the vanilla game after
leaving the room Sector 1's music (0x4) plays and is prioritized).
Instead of the music, that is supposed to play, the navigation room music plays, for the rest
of the game. After leaving the room again the nav music and the
music supposed to be played are mixed up and that of course
sounds really odd. However, there's a fix. Apparently the item
fanfare (or any fanfare in particular) somehow tells the music
engine to stop being dumb, the nav music disappears and everything
is back to normal. This means after defeating the boss I have to force
the player to collect an item so everything becomes normal again.
I have wasted hours on a solution to this, but to no avail.
If someone knows what happens exactly in the RAM when an item is
collected or if you have any knowledge about how the game handles
event music and fanfares then please tell me.
Even Cpt. Glitch and Biospark couldn't help me, so I guess this
is still unexplored territory. For now the code I wrote after
putting in days of research has to suffice I guess (it isn't perfect
and the music might eventually be screwed up at some points, but with
my code and edits it's at least acceptable)
3.Escape Timer GFX:
The Escape Timer will glitch out if a message is displayed because
the timer and almost all message boxes use up the same gfx row. I tried
fixing this wherever possible, but since all rooms should still be able to be
entered during the escape scene it's impossible to come up with a full fix,
so please understand.
4.Ending Percentage:
I've hadn't had time to program a routine calculating the ending
percentage yet, so that would also be one thing to do. For now, if you got 28%,
you got everything.
-699 Energy
-85 Missiles
-24 Power Bombs
26 Power Bombs
5.Demos:
I only made 3 demos because I was lazy. The other ones may not look good, but they don't
break the game (don't initiate a game over).
WARNING/SPOILER:
This hack contains content not safe for work, in form
of graphics which show partial nudity and maybe some
language. Player discretion is advised!
Credit goes to:
- Biospark (I copied and modified a part of his code for the endgame activation routine,
to make it work for specific coordinates and he also helped me with some stuff, like the Samus' spawn point when
saving the game using the ship) - Interdpth (for finding out how to activate the meltdown alarm)
- Cpt. Glitch (for helping me while learning assembly)
What I did entirely (or almost entirely) myself (SPOILERS!):
Writing code for...
- hijacking the main game loop (EXTREMELY useful!!!)
- skipping the pre-title scene
- giving upgrades to Samus, under certain conditions
- preventing the event music to play (sort of)
- changing the physics depending on the room and area
and also (of course) editing graphics and working on the hack with MAGE
GFX Credits (SPOILERS!):
-Super Mario Sunshine Sprites (Spriter's Resource)
Sprites ripped by Bacon & Rogultgot, Edited by Flare
-Sci-Fi Gates by nicnubill-d7qctin
-Minecraft mat-iron mat-reinforcedglass
-Kirby Squeak Squad - Doc (HAL, Nintendo)
-Metroid Zero Mission - Mothership
-Metal Slug Advance - Final Mission - Part 1: Outskirts
-Kirby Super Star Ultra - Halberd
Ripped by Nonnie Grey and spritesandfights (Spriter's Resource)
-973982 - A-Z@Tamamon Metroid Samus Aran, "Samus barbara stephanie victoria aran" (Geldroid Wiki)
-i.kym-cdn.com/photos/images/original/000/853/462/df7.png
-tsukemon love r18, santa festal presents 2016 SUMMER, Kafuu Chino 2038223 (zerochan.net)
-Kongou (Kantai Collection) full 1960408 (zerochan.net)
-Free shipping Touhou Alice Margatroid Hugging Pillow, UT8sS9DXiXbXXagOFbXJ.jpg (
www.aliexpress.com)
...and some other generic google pics with scaled down resolution,less colors, etc...
Anyway, this post was way too long. Just play and enjoy already!
Donwload is attached. (You need to patch Metroid Fusion U)