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HYPER METROID project help

Started by Vener, January 30, 2011, 03:28:20 PM

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Vener




Hi people, it's been a long time I've been working on this and I think it's the best time to show my project


So, "Hyper Metroid" is going to be a full hack, with a totally new level design and new graphisms (that could look like the super metroid ones but are new ! :P), I want this hack to be a new experience, I want to make you feel like you're discovering a new video-game, I'm really far than this, but I think that everyday I'm approaching my purpose , and your help will be WELCOME ! :)


Here are the pictures:













Actually, I think many rooms have to be redone, so these are probably not the final-rom ones ! =)




Many problems are coming in my way : While I understand pretty everything when it's coming to smile, (pointers, etc...) I don't know ASM, the only available docs are in english, and my english is lower than the ground is... (Hopefully Zozo helps me to speak ahah !)




So if anyone interested in helping me in ASM related problems, feel free to tell !


My actual problems are :



-I want an effect when I enter into certain rooms, like the screen goes all black then get back at light when I get in the room. =P

-I need to learn how to make gates, like these that are on metroid redesign, you know, the ones you hit from a spot, and that opens a gate on another spot !


Feel free to ask anything I would have forgotten to ! Thank you ! :)

RealRed

#1
inb4 everyone whines about .jpg files;
If you do, I'm gonna punch you in the head.

MERGE THIS, BIOTCH. I posted first.

Zhs2

#2
But... whining about .jpgs is standard procedure... :cry:

pngs would really be nice though! Here's to hoping Vener actually posts some :awesome:
* Zhs2 gets punched in the head by Bloodsonic

Lunaria

#3
[spoiler=It's a tradition!][/spoiler]
* Crys gets punched in the head by Bloodsonic

squishy_ichigo

As I tried to say before my post was deleted, the top room looks great.

A few of the screenshots have changed since my attempted post, and the new ones look grand.
I especially like the how the vines weave in the green Brinstar picture.

The CRE slopes look a little choppy in some of the shots, and the second room could use a tad bit more variety, but for the most part, great job!

Lots of potential here, keep it up!

Crashtour99

I'm lovin the rocky-crateria and green-brinstar.  Got some great tileset mixing going on there

Quietus

You seem to already be good with using SMILE.  So far I like your designs.  I agree that your 22.5 degree slopes could use some work, as they do not seem smooth.  Good work.

Qactis

I agree with everything Squishy_Ichigo and Crashtour99 said. I have talked to Zozo already and I'm going to attempt to get the 65816 programming manual translated to French (this would be a lot easier if sites like Google did not enforce size limitations, so I'll probably have to split up the PDF and convert it in parts then combine it later)

begrimed

Holy crap. This is the prettiest looking hack I've seen probably since Black Falcon or Sadi's. It might even be on par with them. DMan is gonna get a huge wood-on when he sees you sticking with the game's original GFX too.

DSO released a patch that does what I think you asked about rooms blacking out, only it does it to every single room in the game, not just specific ones. I'm sure somebody can hook you up with an ASM code to run via FX2 or door pointer though.

Making gate switches like Redesign has been covered in a document, which is pretty straightforward.

http://metroidconstruction.com/2tricks.php?x=top - the top half is what you're interested in. But instead of using the arrow PLM, you should use horizontal and vertical BTS. They use less space and are pretty easy to set up. Here's a picture Silver Skree made that illustrates how it's done:



If you need more help I'm sure you'll find it here. Please don't abandon this hack. I haven't been this excited about new material in awhile.


Vener

#10
Thanks for comments and give the document !!  

About the black screen effect for doors , i want the same effect that when we enter in the kraid' room , or in the first crateria's room in redesign ..

and about the gates ; in redesign , i saw that when the switch is remote to the shutter , the tile stuck as the switch's tile is different than the basic PLM's tiles (C836). then , i suppose that this is a new PLM . I would like make the same thing ..
i want so that when we open a gate , she stay always open , not restart every time when we re-enter in room .



Then, why not build an additional type of doors..

i know , for a lot of things , i want the same that this "REDESIGN" , but for me , this game is very serious and complex , and i want make a very serious and complex work.  

Crashtour99

Quote from: Vener on January 30, 2011, 08:44:19 PM
and about the gates ; in redesign , i saw that when the switch is remote to the shutter , the tile stuck as the switch's tile is different than the basic PLM's tiles (C836). then , i suppose that this is a new PLM . I would like make the same thing ..
It's probably the same PLM but copied to a new location (to make it a new PLM) and given a different graphic.  Of course, I say this without having looked into the coding at all, so I could be wrong.

DSO

Quote from: Vener on January 30, 2011, 08:44:19 PM
About the black screen effect for doors , i want the same effect that when we enter in the kraid' room , or in the first crateria's room in redesign ..

SMILE > Edit > Room Properties > change "special graphics bitflags" to 02, I think.

Vener

hey DSO ! not bad XD , i have tested now , and it's not [2] but [1] ! thank you !!

Qactis

#14
I remember we played with that flag a lot on IRC one night trying to get the effect you were looking for. You can get different effects playing around with values for that flag, but most of them will seriously glitch up the game / room or crash it :p happy hacking. I'll get on translating that program manual to french tomorrow and I'll post the link here when I do.

Quote from: Grime on January 30, 2011, 06:51:34 PM


You don't have to fill your room with BTS for the gates though (or whatever other switch you're trying to make), unlike scrolls.

http://m2k2.taigaforum.com/post/smile_releasehelp_thread1530.html

In M2k2's forums link above you see you can use the vertical (for vertical transfer of properties) or horizontal (horizontal transfer) BTS blocks and set the BTS of them to however many tiles you want to carry the data.

For transferring the properties up or left you'd count from 00 (like in that picture on m2k2), if you go down or right you need to start at FF and count backwards

For example:


Shooting that green block would open the gate above, and you only had to specify the F6 and FC blocks, rather than 1 per square.

Vener

#15
Great Qactis !!
i have tested every positions and it work perfectly  :grin: ! thanks

now , do you know how make the gate becoming always stay open after we have opened it even if we went out of the room and re-enter in ?
.. for that , i think maybe i must change the PLM (C82A) propriety for creat a "normal/returning" index ...
this require ASM modifications ?
and so , how point a new PLM in the Hex file ? because i want copy the PLM (C836) , but suppres the "switch tile" for keep just the "top of gate's tile" :





Black Falcon

#16
To make it stay open permanently you'd have to insert a check for the opened door bit array (which is actually used by the gates in Redesign)
The bit gets set when the gate is opened and it gets cleared when the gate is closed.
If the bit is set, just draw that one 16x16 block at the top and stay open (= do nothing).
Also there's an unused gate in the game, which acts exactly like the normal one, except for the fact that it's turned upside down.
Why do I know all this?
Because Drew allowed me to rip the gate PLM from Redesign and to use it in my hack.  :heheh:


Edit: Found the top down gate. To allow SMILE to use it click here.

JAM

Quote from: Qactis on January 30, 2011, 10:55:23 PM
For transferring the properties up or left you'd count from 00 (like in that picture on m2k2), if you go down or right you need to start at FF and count backwards

For example:


Shooting that green block would open the gate above, and you only had to specify the F6 and FC blocks, rather than 1 per square.
You can also specify BTS values like this:
#] GATE
FF
FF
FF
FF
FF
FF
FF
FF
FF
FF FF FF FF FF BUTTON

In general, instead of doing the raw, starting from FF, you can use only FF's. It will also work, but will use less space for the level data.

Black Falcon

Quote from: JAM on January 31, 2011, 09:23:56 PM
You can also specify BTS values like this:
#] GATE

FF
FF
FF
FF    << these will act like solid blocks, so you can't pass that wall.
FF
FF
FF
FF
FF
FF FF FF FF FF
BUTTON

In general, instead of doing the raw, starting from FF, you can use only FF's. It will also work, but will use less space for the level data.

No, that wouldn't work well for remote gates at all.
Doing so forces all the extention blocks to act like solid blocks, and your way is blocked as shown above.
Plus, you could shoot any extention block in that row to make the gate open.
Qactis already explained how it should be done correctly.

Vener

I am grateful to you for your help !

Then, I am going to ask here quite my questions in a single comment so that it be more practical.


1) I would like to learn how pointing (creat) a new emplacement PLM:




I does not understand that these numbers mean :S but i suppose it's about position of the data in the Hex file ...

2) by the way of the BlackFalconSCI-NoDrain.IPS patche:

"8054E - FF to 0F
81775 - FF to 0F
Enables the use of speed booster while in morph ball form by holding the run button if Samus has the spring ball equipped (found by Flamestar666 and Kejardon)"

i want to use this for make a "speed ball" item (just change the name of the spring ball item)

but , if we get the new "hi-jump boots" realised by Black falcon , we activate the spring ball .  

I would like I could obtain these effects by collecting these items:



i don't know if this is complex as realise or not ..


3) about the Squishy_ichigo's MorphLock patche:

I allowed to test your work, and I find that it is incredible to make a success of this genre of modifications; but I find that something is strange. When " morphing ball " is locked, everything is correct, but if I push on the jump's touche , " morphing ball " unlock's ..
Then I do not know if you modified his since, but I wanted to specify it to you.

and 4) if someone know how to edit the graphics tiles of the plm's



Qactis

Creating new PLMs is probably a lot harder than you realize :<

The values at the top in that screen shot signify the PLM header, those are PC addresses (not the same as Super Nintendo "Lo-ROM" addressing that Super Metroid uses). Use a tool on the main site http://metroidconstruction.com called Lunar Address. After the conversion we see that 246E0 | 23CAF is $84C6E0 | $84BCAF. These are pointers to the PLM Header stored at $84C836 (the other value). The first address is the routine that sets up the PLM, puts it in the correct location in the room, etc. The second address is the main instruction for the PLM, the main code to run. For a gate this would include detection for if Samus shoots the bubble, and if so to raise the gate and such.

To create a new powerup that allows certain abilities you need to have a PLM correctly set up, that when acquired changes some of the physics for samus, and you have to specify all changes that it makes.

Quietus

Quote from: Vener on February 01, 2011, 01:08:36 PMand 4) if someone know how to edit the graphics tiles of the plm's
To edit the main items (Varia Suit, Space Jump, et cetera), open your ROM in Tile Layer Pro, and scroll to offset 48000.  Each item has two sprites, which it flashes between.
The expansions (Missiles, Supers, Power Bombs, and Energy Tanks) can be edited by simply exporting the CRE graphics within SMILE.

Vener

#22
realy good Quietus and Qactis !

Grace has your explanation, I was able to copy the data of the PLM " C836 " has the address 02:6FE0 (at begin of the FF's), thus to call this new PLM " EFE0 ".
She works perfectly.



That I would like to make for this new PLM ( As you can see it on this plan) , it is to delete the tile [SCT] (SCT = shootable commande tile) which represents the switch, to keep only the tile [NT] (NT = normal tile).
And to move the "shootable command" of this PLM in the tile [NT] .

this modification tel ASM Necessarily , or i can fix this thing with the hex data ?  

It's for make gates exclusively  shootables at distance

Vener

#23
Hum , i have find , but not completely ..
i have changed the E0 C6 AF BC 3A C7 DF BC E2 C7 E3 AA 94 of the "C836" per 8E EE OA ED  in my new "EFEO" data , and this suppress the "switch tile" and move the "shoot commande" on the top of the gate . if i shoot on the top of the gate , she's open , and she's open even if i make a switch Far from her with the BTS . the only problem is that the plm Do not recognize the type of munitions used .. :awesome:


JAM

#24
Quote from: Black Falcon on February 01, 2011, 12:26:14 PM
No, that wouldn't work well for remote gates at all.
Doing so forces all the extention blocks to act like solid blocks, and your way is blocked as shown above.
Plus, you could shoot any extention block in that row to make the gate open.
Yep, you're right. But it's still good for Scroll PLMs.

Quote from: Vener on February 01, 2011, 09:42:07 PM
the only problem is that the plm Do not recognize the type of munitions used ..
Actually, it can be done easily, without creating new PLM and repointing the data. I can make button on the top of the gate invisible for types of gates. Thus, there'll be only one button for each gate and it can be placed anywhere.

EDIT: Did it for green doors. Green button at the top of the gate is invisible and any tile can be placed over it, but it's still active.

As for items, there is no need to remove something just to add new item. Just look at this:


or that:


Using default RAM address, you can add 8 new items. Max you can add is something like 390 new items (though, I have no idea no to place all this in the single menu screen)