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#1
Contests / ROTM Voting September/October ...
Last post by OneOf99 - November 01, 2024, 02:48:07 PM
Some delayed voting because of recent events... I blame Kraid! Formatting is screwed up so no spoiler sections for the moment. Here are the rooms for September and October:

begrimed


Jiffy


MetroidNerd



neen


Oi27


SpineShark
#2
Metroid: Zero Mission / Re: MZMR Plus
Last post by ajsglist - November 01, 2024, 12:50:27 AM
also just a heads up on Spooky Mission 1 rando, the randomizer doesn't seem to know that screw attack is needed to get to mansion 22,18 (unless i'm completely missing an alternate route or something there)
#3
Completed Stuff / Re: Super Metroid: Hotlands
Last post by UDtheAesir - October 31, 2024, 07:26:58 PM
Beat it in 2:07 with 90.2% items. Not too bad at all.
#4
Room of the Month Archives / Re: Room of the Month - Septem...
Last post by Oi27 - October 30, 2024, 08:59:04 PM
The Secret Lake
#5
Bugs and Discussions / Re: Error 404 on a download
Last post by UDtheAesir - October 30, 2024, 03:47:26 PM
Nevermind, I'm a dumbass. Found the hack on the Hacks section on the main site. The download on the forums was the one not working. Mods, you can delete this and the previous post, thanks!
#6
Bugs and Discussions / Re: Error 404 on a download
Last post by UDtheAesir - October 30, 2024, 09:47:46 AM
Tried to download the Hotlands hack, keeps saying "file not found".
#7
Completed Stuff / Re: The Great Metroid Construc...
Last post by OmegaDragnet9 - October 29, 2024, 09:32:30 PM
Enemy Deletion Prototype

Room ASM that deletes all enemies in real time if a particular event is set. (Event PLM not included.)

It does have a PLM; and it serves only to have a PLM argument and set that value to a specific RAM address. (If you have an Event PLM, make sure both PLMs have the same low byte.)

The Room ASM ($FCC0) reads that and determines which event to check against (using the value determined by PLM $FEC0. Make sure you place that PLM in the room editor.)

Known Issues:

1.) It is best to make sure enemies needed matches all the enemies in the room (or you will have a goofy jumpscare when they suddenly vanish.)

2.) I have fast door transitions and noticed that enemies appear in the room momentarily when the room is loaded.

3.) Enemies not set to process off-screen, even after the room is loaded, their graphics can be visible for about a frame when you walk into a new screen.


;This has some issues and requires a bit of setup.
;Might be worthwhile to save on roomstates.

lorom

;Event PLM not included. The PLM that is included only serves to provide a PLM argument
;by which the Room ASM can detect if a certain event has been triggered.
;Otherwise you'd be left with a hardcoded event OR be stuck with only the Room Index (which does work well enough.)

!A7Freespace = $A7FF8A

org $8FFCC0
;Room ASM

;LDA $079D ;Use this or the next line, but not both.
LDA $1C21
JSL $808233
BCC END
JSL BankA7

END:
RTS

org !A7Freespace 
BankA7:
JSR $A943    ;Sets Enemy Properties as dead
RTL

;So what I gather of thise routine in Bank $A7, the reason all the enemies seemingly vanish at once
;is because it is summoned by the Room ASM once a frame and appears to be running down a list of the enemy index.
;I don't believe it's actually deleting them all at one time.

;----------------------------------------------------


org $84FEC0
;This goes in the room. It's only purpose is to have a PLM argument and store that to a value in RAM
;The Room ASM takes that value in RAM, and determines the event to trigger the deletion of all the room's enemies.

DW Setup
DW InstList

Setup:

PHY
LDA $1DC7,y        ;PLM variable (event # to set)
AND #$00FF
STA $1C21
PLY
RTS

RTS

InstList:
DW $86B4

;KNOWN BUGS

;If you have a fast door transition you can see enemies for half a second.
;Additionally, if you do not set the enemies to process offscreen, the graphics will remain for about a frame where
;they would normally spawn in game.


#8
Metroid Fusion / Re: Metroid RE:Fusion
Last post by Meinos Belfort - October 27, 2024, 06:50:38 PM
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 october as it was supposed a 22th october , 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.
#9
Metroid Fusion / Re: Metroid RE:Fusion
Last post by SpineShark - October 27, 2024, 03:37:29 PM
The palettes look really nice! Unfortunately though, the download link is broken...
#10
Metroid: Zero Mission / Re: Metroid RE:Zero Mission [O...
Last post by Meinos Belfort - October 26, 2024, 04:53:54 PM
New Version 1.20 Dropped !
After 2 month by sticking with 1.11 , version 1.20 is up publicly !
This version is mostly a bunch of fixes and slight edit in intern / extern
for future version , but also allowing faster path and all.

Gameplay-wise , the most notable one are the color change of water, fixing some Stuff
(Mostly progressive map making it's job now , however in 9th test , getting the first map
make the game slightly freak a bit but nothing displeasant (as it won't ruin your gameplay)
Know this version also mean the return to the Metconst modding
like in the original post making all the link work again !

Also i make my point there , but yes i didn't forget about what i said for RE:Fusion.
BUT as 1.00 is still on hold until the 22th european anniversary , i'm gonna bring the link back once this version is Public only
(0.50 is restaured on the thread tho , even if a lot have changed that's worth a try to wait a bit more)!