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Metroid: Return to Zebes

Started by alexman25, July 15, 2018, 10:44:59 PM

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Spedimus

Looking forward to playing this whenever you fix the download error. Played the demo and had high hopes.

alexman25

Quote from: Spedimus on December 25, 2018, 11:53:47 PM
Looking forward to playing this whenever you fix the download error. Played the demo and had high hopes.
Should be fixed now. Just gotta wait for it to be re-approved!

alexman25

Quote from: Spedimus on December 25, 2018, 11:53:47 PM
Looking forward to playing this whenever you fix the download error. Played the demo and had high hopes.
It seems like this might take a while. I'll just post a download link here while everything is being worked on. https://cdn.discordapp.com/attachments/438880977079631883/527564283069071382/Metroid_Return_to_Zebes.zip

caauyjdp

Found some more bugs in 1.0:
Going back into imago cocoon room from the map room traps you in infinite door scrolling.
Collecting pb before ridley, before refill items below despawn, hangs the game for a while, but it eventually recovers, increasing the pb count, but not despawning pb item. Can be infinitely recollected.
One of the rooms after charge has no ceiling, luckily can get back in bounds there.
It's possible to enter ridley's room and immediately ledge grab onto something invisible becoming permastuck/out of bounds if you pull up.
Elevator down just after bombs seems to be setup a bit incorrectly, you can press down and ride it from the leftmost tile, seems safe otherwise.
Ridley sometimes has trouble staying inbounds, not sure if he tries to land where there's no floor or just flies to the side.
Shinesparks tend to put you 1 tile deep inside tiles, especially dangerous with slopes.
There's also a lot of graphical glitches with the enemies but that's kind of hard to miss.

Overall, it's glitchy but still fun to play.

andlabs

There are also a bunch of item dots that are on the wrong map tile. I don't remember if there are other problems at the moment.

alexman25

Hey all, thanks for reporting bugs! Release 2.0 should be out at the end of the month. It'll what's mentioned and more, as well as just being better in general! I hope you're prepared! :wink:

alexman25

Here's some stuff to keep y'all quenched until release.
[spoiler]

https://youtu.be/P2Bv1ZICd6k[/spoiler]

DestroyedChozo

Quote from: alexman25 on January 08, 2019, 12:07:01 PM
Here's some stuff to keep y'all quenched until release.
[spoiler]

https://youtu.be/P2Bv1ZICd6k[/spoiler]
looking good, keep it up.

alexman25

Alright, everyone. It's Friday! When I get home, I'm gonna take a quick nap but then... I'm gonna work on the hack as much as possible all weekend!

Return to Zebes Release 2.0 might come out on Monday!

Probably not, but there's a chance! I'm not at all busy this weekend to my knowledge, so I have more than enough time if I'm not lazy or get distracted.

Here is some spoilers for new stuff
[spoiler]I decided that the weapons factory, bio lab, and all of that will be merged into a space pirate lab located in the new area. In other news, most of the rooms have been rebuilt from the ground up to be better than ever![/spoiler]

Metroid Violinist

Quote from: alexman25 on January 11, 2019, 10:56:34 AM
Alright, everyone. It's Friday! When I get home, I'm gonna take a quick nap but then... I'm gonna work on the hack as much as possible all weekend!

Return to Zebes Release 2.0 might come out on Monday!

Probably not, but there's a chance! I'm not at all busy this weekend to my knowledge, so I have more than enough time if I'm not lazy or get distracted.

Here is some spoilers for new stuff
[spoiler]I decided that the weapons factory, bio lab, and all of that will be merged into a space pirate lab located in the new area. In other news, most of the rooms have been rebuilt from the ground up to be better than ever![/spoiler]
Awesome, ROZ 2.0!

alexman25

Yesterday/this morning so far's progress
[spoiler]A lot of progress on Norfair
A lot of progress on Brinstar (Kraid Area)
Some progress on new area
[/spoiler]

It's almost 3:30 in the morning so I'mma head off. See ya' later guys.

alexman25

Version 2.1 is uploaded. Just gotta wait for it to be approved! If anyone wants to play it before it's approved, just DM me on Discord @alexman25#3814 and I'll send you the .ips

caauyjdp

Just finished playing 2.1, holy shi...
The amount of changes and polish is staggering...
Great job.

[spoiler=Some notes if was making while playing/bugs found]
When you start the game, door to the right is blue, but doesn't open and isn't shown on the map.
Increased jump speed gives me terrible flashbacks to symphony of soap...
Increased morphball bounce gives me more terrible flashbacks...
Pirate in the exploded tourian shaft that spawns in the doorway when there's an alarm has corrupted sprite.
Can't seem to diagonal bombjump with this increased air speed...
Door to the left from one of the brinstar->crateria elevator rooms skips one intermediate room. Also, in the room it skips, there's an odd solid dark block near the right door.
Surprise ceiling baristute has slightly corrupted sprite/palette until he changes color from taking damage.
Room right after baristute has speedbooster tiles, presumable left from previous versions, and missile blocks in top left corner that don't seem to lead anywhere.
I'm guessing getting screw/ice/varia without defeating their guardian is unintended?
Door inside chozo guardian's room should be gray. Currently it's really easy to cheese the fight by hitting him once so he starts moving and then standing on the door ledge and shooting diagonally down. Also, his lightning strikes start at about same height where samus would normally be standing, so it's trivial to avoid them by jumping straight up. Also, he respawns if you enter the room again, even after killing him.
On the right side of the long heated room with golden pirates just before maridia, there's a random bomb block slightly above the door.
Water in maridia is really murky. Somewhat hard to see anything, although it could be my brightness settings.
You can quite trivially get permanent slow motion from metroids before ridley. Not a real issue, but I wonder why they're placed there in the first place. Usually I space jump past them before they start spawning.
In imago's room, right door leads to vanilla room.
Elevator near morph still has speedbooster tiles leading up, luckily you can get back down from there safely.
After activating ziplines they start animating and moving when grabbed, making places where you've used them seem buggy.
One of the etanks isn't marked on the map(one that's in the floor in brinstar).
Getting an item like missile in norfair main shaft seems to be impossible in morph form due to increased air speed.
I'm liking removal of fast travel. It seemed neat at first, but not having it makes areas much more coherent.
[/spoiler]

alexman25

Quote from: caauyjdp on January 19, 2019, 09:33:28 AM
Just finished playing 2.1, holy shi...
The amount of changes and polish is staggering...
Great job.

[spoiler=Some notes if was making while playing/bugs found]
When you start the game, door to the right is blue, but doesn't open and isn't shown on the map.
Increased jump speed gives me terrible flashbacks to symphony of soap...
Increased morphball bounce gives me more terrible flashbacks...
Pirate in the exploded tourian shaft that spawns in the doorway when there's an alarm has corrupted sprite.
Can't seem to diagonal bombjump with this increased air speed...
Door to the left from one of the brinstar->crateria elevator rooms skips one intermediate room. Also, in the room it skips, there's an odd solid dark block near the right door.
Surprise ceiling baristute has slightly corrupted sprite/palette until he changes color from taking damage.
Room right after baristute has speedbooster tiles, presumable left from previous versions, and missile blocks in top left corner that don't seem to lead anywhere.
I'm guessing getting screw/ice/varia without defeating their guardian is unintended?
Door inside chozo guardian's room should be gray. Currently it's really easy to cheese the fight by hitting him once so he starts moving and then standing on the door ledge and shooting diagonally down. Also, his lightning strikes start at about same height where samus would normally be standing, so it's trivial to avoid them by jumping straight up. Also, he respawns if you enter the room again, even after killing him.
On the right side of the long heated room with golden pirates just before maridia, there's a random bomb block slightly above the door.
Water in maridia is really murky. Somewhat hard to see anything, although it could be my brightness settings.
You can quite trivially get permanent slow motion from metroids before ridley. Not a real issue, but I wonder why they're placed there in the first place. Usually I space jump past them before they start spawning.
In imago's room, right door leads to vanilla room.
Elevator near morph still has speedbooster tiles leading up, luckily you can get back down from there safely.
After activating ziplines they start animating and moving when grabbed, making places where you've used them seem buggy.
One of the etanks isn't marked on the map(one that's in the floor in brinstar).
Getting an item like missile in norfair main shaft seems to be impossible in morph form due to increased air speed.
I'm liking removal of fast travel. It seemed neat at first, but not having it makes areas much more coherent.
[/spoiler]

Hey, thanks again for the feedback! A lot of this stuff and more will be fixed in 2.2.

alexman25

Version 2.2 released.

PATCH NOTES
[spoiler]-FIXED HORRIBLE PHYSICS (what was I thinking?!)
-Fixed tiling errors
-Fixed clipdata errors
-Improved some palettes
-Made Maridia water less murky
-Made Maridia minimap lable say "Maridia" instead of "Ridley"
-Fixed spriteset errors
-Fixed ransition errors
-Fixed minimap errors
-Fixed some minor annoyances[/spoiler]

alexman25

Blah blah, other post got locked. While I 100% disagree with the decision to lock my post, I can at least understand and respect it, so I will not argue.

Here's some progress on SR388. 4 rooms mostly done, all stitched together into one screenshot.
[spoiler][/spoiler]

Cpt.Glitch

Very pretty screenshot. I hope return to Zebes is a pretty when I get to streaming it. (maybe tomorrow)

alexman25

Quote from: Cpt.Glitch on February 02, 2019, 12:04:09 AM
Very pretty screenshot. I hope return to Zebes is a pretty when I get to streaming it. (maybe tomorrow)

One can only hope, eh?

alexman25

Adding some shortcuts and sequence breaks. It's now theoretically possible to get to Lower Norfair with 4%.

Unseen Brain

Not sure if it's just my odd speaker set, but the BGM of the green area (I guess technically area 2) is really harsh. It's incredibly loud for some reason, compared to the rest of the game. Anything I can do about this?

alexman25

Quote from: Unseen Brain on February 28, 2019, 05:56:34 PM
Not sure if it's just my odd speaker set, but the BGM of the green area (I guess technically area 2) is really harsh. It's incredibly loud for some reason, compared to the rest of the game. Anything I can do about this?
In most emulators there will be a sound setting to increase the quality.

Unseen Brain

#46
So I made it to the Chozo Ruins. But I can't seem to progress beyond this point.
When entering this door, I'm placed behind a wall that has no room to move around in, and I just get locked.
https://imgur.com/7sV6vLD
There's another area like this in Norfair as well, when powerbombing a floor reveals the entrance to the Giant Fly's lair, after defeating him there are two doors in his room that can't be reached.
https://imgur.com/MwTAI0X

When you try to go back out the way you entered (the dark green tunnel), you can't go back up.
https://imgur.com/bqwXlMQ

Edit: Alright, fun fact. I realized that I was playing an outdated version of the hack, LOL.
Was wondering why so many parts of the game felt disjointed and really wonky, but now it all makes sense. Hah.

Anyway, It's a pretty solid experience overall. Not super long but enjoyable nevertheless. :)

Blue Brinstar was my favorite soundtrack in the game.

bigrock

might I ask how to open the file to return to zebes because all of the files that I currently have are IPS files and nothing that I have will open them

Cpt.Glitch

The IPS file is a patch. You need to download a program called Lunar IPS. You will also need an unmodified North American Zero Mission rom file. Once you have these, open the ips file using Lunar IPS and apply it to the ZM rom.

Paulinho

i'm stuck
I had ice beam, wave beam, varia suit, power bombs, super missiles, screw attack, killed kraid and I did the chozo guardian test on createria.. but i can't find any new rooms, and i have this blocking my way on brinstar and on another room of brinstar ( when you go to brinstar by tourian )
https://imgur.com/G19BIfb