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#1
Metroid Fusion / Re: Now Out!!! Metroid Fusion;...
Last post by Raddley Vance - Yesterday at 09:37:35 PM
POST SURGERY STATE OF THE ROMHACK,
March 14th, 2025

The next update to ARBO is likely to be v0.4.4.4 with more minor graphical fixes, and not much else. This might be released at the end of March, or halfway through April, depending on my recovery.

The biggest issues I face in regards to more substantial updates, aside from just having had surgery, is my ignorance towards the deeper methods of editing the game, such as writing my own assembly, reading and understanding the ROM and RAM maps, as to learn where certain things I wish to edit are contained, as well as the near entirety of the known issues and future plans list.

I am building v1.0 from a stock ROM, as to better know the inner workings of the changes made to the ROM, instead of running off of observations and assumptions. This is not to say that Kazuto's hack (Sequence Breaking Fusion) is in any way bad, just that it has minor issues with certain music flags, among other very minor things that I'd like to change to set ARBO apart.

If anyone wishes to lend a hand in my journey of learning, post recovery, feel free to message me here, the Metroid Fusion speedrunning discord, or me directly on Discord, username "hedgechild".

I intend on releasing "State of the Romhack"s at least once per month, or once every two weeks depending on if any real progress or learning has been made. As I learn, I will continue to update the beta hack whilst building v1.0, and maybe release a Fission Mode demo for the community to get a taste of. I do appreciate those that has already downloaded my hack, even though it's not many, and hope that many more will download it and enjoy it.

Good luck, have fun, and see you next mission,

Raddley E Vance, "The Reverend"
#2
Super Metroid / Re: Sebez_2
Last post by Chozo39 - March 13, 2025, 04:49:20 PM
bug fix
#3
Metroid Fusion / Re: Metroid RE:Fusion Talk and...
Last post by Meinos Belfort - March 13, 2025, 04:46:29 AM
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.
#4
Quote from: VacantShade on March 12, 2025, 08:28:27 PMThat would be pretty cool!

As of now there are no plans for that. While I am interested in adding new content to Enigma from the more modern games, I also want the mechanics and control scheme to remain relatively simple, perhaps a half step between NEStroid and Super.

One challenge with Enigma is that the more base mechanics that are available to the player, means that room designers have to consider more and more things when designing rooms. I'm hoping that Enigma can strike a good balance between interesting gameplay for players and ease of room design for creators! ^_^

Fair enough! Definitely understand where you're coming from. I do hope that crouching atleast will be considered. It just tends to feel rather unintuitive/clunky when I can't just shoot at one block tall enemies coming at me and have to wait for them to crawl up or jump above them to shoot down.

Nonetheless, terrific job on this! I look forward to new features in Enigma mode. Creating rooms has been some of the most fun I've had in awhile.
#5
That would be pretty cool!

As of now there are no plans for that. While I am interested in adding new content to Enigma from the more modern games, I also want the mechanics and control scheme to remain relatively simple, perhaps a half step between NEStroid and Super.

One challenge with Enigma is that the more base mechanics that are available to the player, means that room designers have to consider more and more things when designing rooms. I'm hoping that Enigma can strike a good balance between interesting gameplay for players and ease of room design for creators! ^_^
#6
Metroid Fusion / Re: Metroid RE:Fusion Talk and...
Last post by v1993 - March 12, 2025, 08:12:58 PM
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!
#7
Just messaging on here to ask if crouching or angled shots will ever be added for Enigma? (Like from Super Metroid)
#8
Quote from: encore on March 12, 2025, 03:40:23 AMThe white screen issue has been mentioned, any fixes for that?

Thanks for your interest!
I haven't personally heard of the game having major graphical issues when running on windows. Could you share some details about the problem you are having?
#9
Contests / Re: Room of the Month: Submiss...
Last post by VacantShade - March 12, 2025, 05:44:12 PM
Experimenting with some new tiles:
NEW TILES 5.png
#10
Super Metroid / Sebez_2
Last post by Chozo39 - March 12, 2025, 04:54:30 PM
Here's my half-hack. Details in description.



Sebez2.zip