News:

Don't forget to visit the main site! There's lots of helpful docs, patches, and more!

Main Menu

Metroid RE:Fusion Talk and Update Thread

Started by Meinos Belfort, August 25, 2024, 12:57:30 PM

Previous topic - Next topic

Meinos Belfort

    Metroid RE:Fusion
    As an Head-up , this rom hack will only be playable on european version!

    After working on RE:ZM for an year and a half
    i decided to see if it was possible without too much trouble to edit european fusion.
    The goal of it is an improvement hack , not really much changed outside of the masive recolor giving it a more
    environemental feels in some area and making the game slightly more faster and correcting incoherence story wise
    (why SA-X dosen't have gravity in game for example)this rom-hack is in WIP [Stable is 0.50 now],
    lacking most of the sprite recolor and a few issues left to be dealt with.

    There is a big update since 1.00, US sequence breaking got imported to it for the european release !.
    Meanning it's now possible to fight the boss in the order you want , making the game more enjoyable and with cleaners graphics overall !

    Also about the current expe version , there is only on a testing phase even tho more "updated" than 1.00
    goal of them is testing things for a future stable release (example a somewhat 1.20)
    Current state of 1.13 is vanilla pathway ~90% calqued of vanilla , not having hard lock
    and ~85% for the full SB part , as doing earlier bosses after others break the event mechanic
    but ignoring this fact , everything else is good to go.





    [/list]
    Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

    Meinos Belfort

    Quick update about the project 1.0X

    It's been an entire month since i didn't gave any news
    on RE Fusion for personal reason but know that the project isn't left aside in a corner
    everything that needed to be done is almost done tho there was and still is some issue
    that need some simple fix i won't make the same mistake as older project Like ES ZM (and Neo)
    taking time for myself and checking if everything is working like it's supposed, no graphical error.
    beam crashes , missed recolors...

    Theorically i could give an update without the big major change but it would be
    pointless as these one are almost done as written earlier on and so the next version
    will release soon (1.00) or slightly above if i found a way right away to do something i
    wanna implement (small Hint: sector 6)

    sprite recolor are basically done and major change are done at ~95%
    tested it with the issues vut even if not yet completable , it is way more
    enjoyable than original, mostly because not being forced anymore by the narative
    plot of doing bosses in the original order or collecting items if the order you want
    if you know what i mean..


    Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

    SpineShark

    The palettes look really nice! Unfortunately though, the download link is broken...

    Meinos Belfort

    #3
    Quote from: SpineShark on October 27, 2024, 03:37:29 PMThe palettes look really nice! Unfortunately though, the download link is broken...

    Yeah , i hesitated but i won't republishing the 0.50 , HOWEVER i'll publish the 1.00 instead
    (once the screen are done for it). lot's of stuff had changed and are better looking.

    However i wanted to wait the 22th november as it was supposed to be a 22th anniversary rom-hack but as the RE:ZM project is now done for this year and fusion modding more slow , i guess i could also sent the 1.00 or RE:Fusion.

    Funnily enough the 1.20 of RE:ZM was inspired of RE: Fusion 1.00 for the water recolor , looking way better.
    Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

    Meinos Belfort

    Late News About 1.00
    As you could have seen there was no warning on this
    thread for the 1.00 release unlike 0.50 version being prior
    and the other project, just know that indeed the 1.00 version will
    be the last update for the year 2024 , as everything i wanted to do was
    implemented correctly and tileset being edited as i wanted it to be to allow
    a better and "easier" sequences break
    [Thanks to yohann for finishing the sequences break patch btw]
    while keeping the game as vanilla as much as
    possible (also preventing a soft lock in sector I depht if not space jump).

    It won't be discontinued or abandonned as some stuff are still possible to
    work on, like a 5x3 Minimap , an smooth landing patch like zero mission one
    (Mostly because fusion one feel kinda slippery , i guess a few tweaks and it's good)
    and a few others thing, also finallising the varia suit recolor for the blue
    outline i forgot to edit in game and also trying to find why the scientist is
    blinking in sector 3 since 1.00.

    Also.. i'm somehow curious if it would be hard to import
    the difficulty settings from the japanese version via ASM (allocated to free / unused space)
    as it could be a nice extension but i guess we are still far from that point.

    However , if you have some idea how it could been improved , via asm or hex tweak
    don't hesitate to post it there as i'll take any suggestion into consideration.
    Link toward 1.00: https://metroidconstruction.com/hack.php?id=788

    Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

    Meinos Belfort

    Big Update about RE: Fusion (Boss / Items Sequence break)

    I know it's been a while i didn't post about RE:Fusion but the actual wait
    was way more than worth it, as the title of this post said, current experimental
    version of RE:Fusion actually allows to skip major event and bosses.

    There is much that's been already said on the video description.
    This experimental version is still in WIP but is technically a big step to make metroid fusion fully
    enjoyable in any way possible.

    Video mostly shown the late boss fight suitless and without ice , spread , hi and space jump.
    some items are possible to skip (like wide and super).

    Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

    Meinos Belfort

    #6
    Update: Release Of Experimental Version

    This post is mostly to inform that the experimental version of RE Fusion is now made public.
    for the people asking what the difference toward the 1.00 and the 1.10 Expe release, the new release
    is a wip "full non-linear" Unlike version 1.00


    Which mean it is possible , as seen on the video posted the 23 Febuary of this year, skipping bosses
    and major plot point is possible , in cost of upcoming "stability"  which soft lock could occur if you do bosses in a odd order
    example ,  you fight netori, get to sector 6 to fight B.O.X 2 , then after ridley you fight zazabi instead of finishing the game

    the event will freak out and after obtaining the hi-jump, you'll be hardlocked as you already fought ridley and
    won't appear a second time as screw is already obtained , a fix is on it's way to be found for this issue.

    Also the experimental version fix varia suit color (deep blue got removed by deep green
    and some others tileset and clidata change to avoid soft lock as the experimental version use a
    replica of event based connection from MFOR as a base , which mean the entire game wasn't tested before
    publication , even if the game is actually beatable in some way


    Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

    v1993

    Thank you for your work on this hack, always love improvement hacks for Fusion with sequence breaking! Looking forward to 1.10 reaching stable status.

    I think it would be nice to make it possible to get from the Sector 2 into Reactor silo and fight Yakuza early by using just wall jumps (with high jump). It's accomplished in Metroid Fusion: Special Edition by making the central platform in the room connecting to the Reactor silo one tile taller.

    What I'm talking about (Special Edition vs this hack):



    I suppose you could scale it using infinite bomb jumps, but those are much, much harder to pull off in my experience. Cheers!

    P.S.: any particular reason for speeding up Neo Ridley's theme? That got me by surprise.

    Meinos Belfort

    #8
    Quote from: v1993 on March 12, 2025, 02:20:39 PMThank you for your work on this hack, always love improvement hacks for Fusion with sequence breaking! Looking forward to 1.10 reaching stable status.

    I think it would be nice to make it possible to get from the Sector 2 into Reactor silo and fight Yakuza early by using just wall jumps (with high jump). It's accomplished in Metroid Fusion: Special Edition by making the central platform in the room connecting to the Reactor silo one tile taller.

    What I'm talking about (Special Edition vs this hack):



    I suppose you could scale it using infinite bomb jumps, but those are much, much harder to pull off in my experience. Cheers!

    P.S.: any particular reason for speeding up Neo Ridley's theme? That got me by surprise.

    Thanks for the feedback ^^

    But yeah for the sector II part i'll think about it, right now the current  experimental version is version 1.12
    Which technically speaking fix a LOT of problem 1.10 had (but still a bit messy, at least now the expe release
    is in a beatable state (sa-x last fight didn't appear on version 1.10 since event wasn't setted up properly as the change wasn't saved properly.

    For experimental version 1.12 (Being released RN)
    It's focusing way more on missile upgrade importance and multiple said hotfix.

    Like the missile and their upgrade (mostly super ngl) in RE:Fusion will be a must if skipping wide and / or
    plasma beam , their damage remained unchanged but their cooldown was mostly reduced to be simillar to Zero Mission
    However some balance change need to be done to avoid being too easy , like buffing box one Health slightly
    as super are faster and can have 1 more popping up on the screen + the cooldown is the same as ZM (11 instead of 14)
    Ice and diffusion , aside from damage and entity number, are also faster and cooldown being reduced
    but being less usable than super or normal missile , keeping things balanced.

    As for the ridley speed-up ost, it's mostly for it to be more close to the one we know tempo wise
    but still slower than most of the others , keeping the fusion original vibe , and also reduccing slightly the lag against
    it (tho it's less laggy already if you don't have all beam but i prefer it to be the case in any circomstance)
    Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

    v1993

    I see, thank you for your response! Some more feedback (from playing version 1.00, so some issues might not be relevant anymore):

    • Recolor is generally well done, but underwater sector 4 in particular looks awesome. Great job!
    • You can see a line that just says "Empty." from Adam if you return to the navigation room after defeating Serris but before lowering water level. This is technically already in the original game, but is realistically viewable only in a TAS there. Probably minor enough to be left in as a little secret, especially considering text tends to make little sense in general when you're sequence breaking.
    • Hell run for the early wide beam could be made a little more forgiving, e.g. by slightly slowing down heat damage, making another room non-heated, or nerfing enemies in these rooms a bit. But it's honestly also perfectly fine as is if you'd rather keep things tense.
    • The normally unavoidable missile being skippable is nice; it proceeding to disappear forever if you do so - not so much.
    • I think it would be better to make entry to the early restricted lab segment hidden behind a power bomb block (or at least a bomb block) instead of just downgrading the hatch level; primarily so that one could recommend this hack to a first-time Fusion player and be sure they don't accidentally fall straight into the end-game sequence by accident, but also because level 4 hatches are supposed to be used in the high security area for story reasons (and with level 2 hatches SA-X would have ample time to find the restricted lab before us).
    • Rebalanced BOX 2 fight is really nice, especially the gravity suit-less Core X segment that's hell otherwise.
    • It's possible to softlock yourself in a navigation room by backtracking to one right after defeating Nightmare - this requires doing restricted lab early for screw attack. Both hatches will be locked and the only way out at that point is to reset. Probably already fixed with the reworked event system, but including it for completeness nonetheless.

    Overall, despite some very slight issues, this hack will probably be the definitive way of playing vanilla Fusion from now on for me, especially once enhanced sequence breaking is makes it into a stable release. Nice work!

    Meinos Belfort

    #10
    Quote from: v1993 on March 12, 2025, 08:12:58 PMI see, thank you for your response! Some more feedback (from playing version 1.00, so some issues might not be relevant anymore):

    • Recolor is generally well done, but underwater sector 4 in particular looks awesome. Great job!
    • You can see a line that just says "Empty." from Adam if you return to the navigation room after defeating Serris but before lowering water level. This is technically already in the original game, but is realistically viewable only in a TAS there. Probably minor enough to be left in as a little secret, especially considering text tends to make little sense in general when you're sequence breaking.
    • Hell run for the early wide beam could be made a little more forgiving, e.g. by slightly slowing down heat damage, making another room non-heated, or nerfing enemies in these rooms a bit. But it's honestly also perfectly fine as is if you'd rather keep things tense.
    • The normally unavoidable missile being skippable is nice; it proceeding to disappear forever if you do so - not so much.
    • I think it would be better to make entry to the early restricted lab segment hidden behind a power bomb block (or at least a bomb block) instead of just downgrading the hatch level; primarily so that one could recommend this hack to a first-time Fusion player and be sure they don't accidentally fall straight into the end-game sequence by accident, but also because level 4 hatches are supposed to be used in the high security area for story reasons (and with level 2 hatches SA-X would have ample time to find the restricted lab before us).
    • Rebalanced BOX 2 fight is really nice, especially the gravity suit-less Core X segment that's hell otherwise.
    • It's possible to softlock yourself in a navigation room by backtracking to one right after defeating Nightmare - this requires doing restricted lab early for screw attack. Both hatches will be locked and the only way out at that point is to reset. Probably already fixed with the reworked event system, but including it for completeness nonetheless.

    Overall, despite some very slight issues, this hack will probably be the definitive way of playing vanilla Fusion from now on for me, especially once enhanced sequence breaking is makes it into a stable release. Nice work!

    Thanks for the feedback i really appreciate it
    However unlike the US version of the gamee , i'm very limited about edit which is
    already a big thing that it's working smoothly most of the time.

    • For sector 6 door downgrade it was made not willingly but because of a necessity.
      (Clipdata is bigger is barely edited on the rooms, so i can't do much sadly, however
      edit are easier on others rooms.
    • Yeah recolor is great , only thing that wasnt fully recolored was serris half / low health
      palette i think because of not fiding them at the time i think ? i had a lot's of fun for
      the depht of sector 4 (AQA) and making X-B.O.X looking like it rusted / deteriorated.
      (which didn't made sense for me on vanilla that it's the only one that don't seem to have any mutation)
    • Hellrun for early wide beam felt fine if you know what you can do with speedbooster and if
      you are carefull enough, still i prefer to not nerf ennemies as i wanna kept the SB path harder than
      vanilla on purpose , same for bosses (exceptions made ofc , Maybe B.O.X will be slitghtly tankier because of missile cooldown change and speed loonking more like ZM.)
    • About X-B.O.X / wave core fight, yeah the fight was made "easier" lessing his missile health and wave shot damage because it was way too much with varia or gravity , and i wanted to kept the fight rough somehow by keeping the electrified water. hoping it's not too much of an issue.
    • Also i know it's not fully releated , but i'm thinking about making or asking someone to make aan asm patches for charged wave beam shot Two projectile instead of one like randomizer. , the reason is mostly to look better but also having a somewhat better chance against ridley if not getting wide. (and also plasma)
    • Speaking of on 1.12 , this video actually show the said ending without plasma / wide with unchanged
      final bosses damage / health , which is still easilly doable as you can see. (1.10 didn't start that fight as said above i'm still searching about issue from event based room , there's a high chance i move the missile tank in sector 3 somewhere else in same area but in another room.
    Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh

    Meinos Belfort

    Metroid: RE Fusion Expe 1.13 Update

    As said a few days ago, version 1.13 is finally done
    This experimental update is mstly a big fix for people discovering
    the game vanilla wise without too much issue anymore change that's been made toward toward 1.12.

    • Sector 3 "Unavoidable" Missile tank was moved to another room to avoid missing 100% completion
    • Electricity shortage after PB actually occur this time keeping the vanilla path still viable
    • the doors after netori fight are now preperly connected (no more vegetation issue)
    • The sector 5 rooms connection (after obtainning plasma against netori)
      are properly made, avoiding the vanilla path hardlock that was on 1.12

    Technically there isn't much to do left aside from the fact to fix the SA-X encounter
    in sector 5 that's been messed up somehow , and was the case in 1.00 stable.
    And the actual fact of preventing the event to go backward by doing a previous boss.
    You can always give feedback here or in the last vid discuting issue for experimental release of the current stable one.

    The version 1.13 will , like always be ready to download after this post
    on the first message of this thread , remplacing version 1.12.
    Yeah indeed i'm a furry modding the gba metroid game what what are you actually gonna do about it huh