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Super Metroid: Hard Mode

Started by personitis, November 07, 2009, 11:55:14 PM

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personitis

Title says it all really. This is just something I've picked at every now and then thinking it'd be an interesting project. Same ol' Super Metroid you know and love except...

-Item amounts have changed
->Missiles are now +2
->Supers are now +1
->Powers are now +1
->E-Tanks and R-Tanks are now +50
-Samus' attacks do half damage and enemies do double damage
-All sequence breaks are taken out (at least I believe so). Mockballing and lower wall jumps are physics changes. Everything else is minor level changes.

Since I haven't thourghly tested the hack, throw me a heads up if I missed a sequence break (as much as you might not want too :heheh:) or if anything else goes wrong. But don't complain if it's too difficult. Patch below.

Edit: lol, been play testing and already had to fix a dead end. If you were the lucky 1 person to download, you may wish to redownload.

Silver Skree

Lol. That would be me.
I hadn't hit a dead end yet, but whatever.

Also, pretty much anywhere that you tried to nerf walljumping with 2-tile wide spaces, they can either be bomb-jumped up to, or, with a little patience, walljumped to (2-tile outstreches are still passable with wallljump, just barely).

Sylux

#2
I'm liking it so far. The profusion of crumbleblocks is a little annoying, but I understand that they are necessary to prevent sequence breaking.

I liked the long tourizo fight, though I feel it was more tedious than difficult. Maybe if his damage was a little higher?

Will give more feedback as I progress.


EDIT: just beat Kraid. The kraid battle was just about perfect, but spore spawn was tedious.

Sylux

Um...

One of the Crateria rooms appears to be made out of psychedelic blocks of color. Its the one to the right of the landing site, just before the Wrecked Ship, above the elevator to Lower Brinstar, with Kihunters.

personitis

Quote from: Sylux on November 09, 2009, 07:51:49 PM
Um...

One of the Crateria rooms appears to be made out of psychedelic blocks of color. Its the one to the right of the landing site, just before the Wrecked Ship, above the elevator to Lower Brinstar, with Kihunters.
:pwuh: I've ran through that area plenty of times and haven't come across something like that. I'll look into that. So far I've gotten through to before Batwoon with no weird problems.

Silver Skree

Disregrd that issue with Sylux; the ROM he has was actually patched by me, and although it was to an original SM ROM, I forgot that I had changed that room's tileset before patching. Since your patch didn't change that data, it remained so. That's why Sylux has that problem.

tl;dr Clean copy was here; modified ROM is a faggot.

Sylux

I'm at Ridley now.

Most of the game flows pretty well. Bosses are hard, but not impossible. Levels are a bit more punishing than the original, but for an experienced player its not that huge of a difference (though I imagine it would be deadly hard for a newbie). Draygon killed me many times; I probably should have cheated and used the grapple trick.

I'm stuck at Ridley right now. Not even getting close to beating him. I've decided to hunt for items some more before facing him again.

Anyway, so far it pretty much lives up to its name. Its what a hard mode would have been like if SM came with one. Full marks.

RYNO

hmmm... sounds like what I created except, only no sequence breaking...
Btw.... how did you make Spazer Un-sequencebreakable? I just made it either a crazy ass bomb jump or high jump boots.

FullOfFail

I had this *EVIL* idea of taking out the missile and energy count. but leaving the actual energy blocks in, like this sorta, but without any info:



Interested?  :wink:

Sylux

Quote from: FullOfFail on November 21, 2009, 01:59:03 AM
I had this *EVIL* idea of taking out the missile and energy count. but leaving the actual energy blocks in, like this sorta, but without any info:



Interested?  :wink:


Eh, I think that would make it less fun to play.

personitis

@FoF: The idea of the hack came from Zero Mission's hard mode where a lot of the expansions are cut back on and enemies are harder. Though I also decided that taking out SBing would increase some difficulty. Though your idea is clever and unique (and I even see how it could work) I think because players are most use to seeing numbers in stead of blocks, things will be less confusing.

@RYNO: According to Skree, two block wide wall jumps are still possible to make but with patience. With that I cant fully say that spazer is completely safe and even with high-jump it requires a technique not used often. Anywho, here's how:


[attachment deleted by admin]

Lunaria

Just leave the room normal and make the door a powerbomb door. :<

personitis

Item order is suppose to stay the same and I didn't want to mess with the multitude of high/low indexes I could mess up though =\

JAM

#13
First of all, I should say, it's a great hack. I like how it was done. Not much changed, but the feeling is totally different.


A few ideas for you.
Maybe you should change Ceres times to 00:20? Hard, but possible.
Same for Zebes timer. 01:30 should be enough to escape and even rescue animals if you'll be fast. Or, you can set up 00:99. This will also work. Escape in Metroid style =)

Another idea is for pickups. Maybe change big energy ball to 10 and small energy ball to 2 and change missile picked up from enemy to 1?
Similar was released in another hard versions of Super Metroid.

And what about projectiles? Maybe make them cause more damage?

And I can't find an Energy Tank in small room that opens after Kraid. What's up with that?


Quote from: person701 on November 07, 2009, 11:55:14 PM
-Item amounts have changed
->Missiles are now +2
->Supers are now +1
->Powers are now +1
Oh, no! No Crystal Flash even at the end? Bosses will be hard... Phantoon was killed with 7 tries.

Most stronged enemies forces you to use Missiles. Unusual experience...


Quote from: person701 on November 07, 2009, 11:55:14 PM
-Samus' attacks do half damage and enemies do double damage
Insta-die after collision with mini-Kraid with 149 health is a good idea =) I liked that.

Quote from: person701 on November 07, 2009, 11:55:14 PM
-All sequence breaks are taken out (at least I believe so). Mockballing and lower wall jumps are physics changes. Everything else is minor level changes.
But I still can bomb jump  :heheh:
I've got a Spazer before Kraid and meats to him before Hi-Jump Boots =)

Now I am in Wrecked Ship but before Crocomiro.

Quote from: Sylux on November 09, 2009, 12:15:03 PM
The kraid battle was just about perfect, but spore spawn was tedious.
Spore Spawn battle is ok for my opinion. Don't forget, you can send more than 1 missile is his mouth. It takes 3 minutes for me to defeat him.


Quote from: Crys on November 21, 2009, 06:44:29 PM
Just leave the room normal and make the door a powerbomb door. :<
Not powerbomb. The best thing comes in mind to save item order is a grey door opened after killing main boss (Kraid). This was done in Another of Super Metroid.

personitis

#14
I like the timer ideas you have there. I'll consider them. As for pickups, I'll leave energy the same but what I did forget to change was missile pick ups to +2. Well... I can't do much about bomb jumping. Even if I lowered it to one bomb you'd still be able to IBJ (which is something I might do now).

And about that energy tank problem, please let me know what you did prior to "getting" it so I can work around that. When I played through I was able to attain just fine (as long as you don't count getting locked in the room <_<; ). Never mind. I opened SMILE and it seems I've overwritten something somewhere...

I guess it's time for a v2.

JAM

Quote from: person701 on November 28, 2009, 12:49:32 PM
what I did forget to change was missile pick ups to +2.
Are you mean, to +1? They are already +2 for both things: missile pack and missile pickup.

Quote from: person701 on November 28, 2009, 12:49:32 PM
I guess it's time for a v2.
It would be great. Are you planning to make mini-boss harder? All main bosses are alright, but Bomb Torizo, Golden Torizo and Botwoon are still too easy. Don't sure about Spore Spawn. 1.5 or 2 times much HP would be ok, I think. Or, stay HP the same but increase resistance for every weapon to 2 times compairing to original (change all 02's in vulnarable pointer of mini-bosses to 01's and 04's to 02's)

And since you can get only 200 reserve energy, maybe you should get rid of empty reserve tanks in menu? Only 3 bytes are need to be changed.

personitis

@ pickup thing: I actually forgot the value was set to 2 originally. I'm considering making it 1.
@ mini-bosses: I can say they are how they are. Every enemy in the game (except those obviously not used) got a x2 health and damage boost. In response, I gave Samus 1/2 fire power. The goal isn't to level the power of all bosses/mini-bosses. So what you see is what you get.
@ reserve tanks: Three bytes? Please do tell. I could also use this in the very near future.

JAM

I've beat it. Botwoon was killed from 10th try. Ridley -- from 12th (with almost full ammunition). As for Mother Brain room, 92 Missiles is just enough to destroy 3 Zebetites, reload Missiles and destroy 4th Zebetite and Mother Brain's glass.

So, the final battle was begun with 0 Missiles. =) Murder beam worked very well. From second try, I survived from Mother Brain's charged attack. Only 9 Health left. While laying down without feelings, the murder beam worked. When I get up, only 2 shots were needed to finish the job.

As for escape sequence, I've set up 99 seconds to test it. I've runned as fast as possible for me and saved animals. 15 seconds are left.

Final result is 03:00 and... 47%.


How the game counts it.

items:       16 / 16
reserve tanks:    2 / 4
energy tanks:    7 / 14
missiles:      18.4/ 46
super missiles:    2 / 10
power bombs:    2 / 10

16+2+7+18+2+2=34+7+6=34+13=47

You'll need to fix that too.


Item Percent

Quote from SMILE release help thread from M2K2.
Quote
At $8B:E717 are five 16-bit values:
Code:

In this order:
$0064   (Energy per tank)
$0064   (Reserve per tank)
$0005   (Missiles per tank)
$0005   (Super missiles per tank)
$0005   (Power bombs per tank)


Quote from: person701 on November 30, 2009, 05:22:20 PM
@ reserve tanks: Three bytes? Please do tell. I could also use this in the very near future.
Actually, 3 tiles or 6 bytes. I was a little wrong.

You see, empty places for Reserve Tanks are the part of background, such as frames for items (Misc., Boots, etc.). Item tiles such as •ICE, •VARIA SUIT, and current amount of reserve energy are sprites that will draw over background.

This document will help to edit all of this:
Status Screen editing offsets (.txt)

Reserve tanks amount is in line staring from 1B6B00.
FC 1C -- for tile "["
FE 3C -- for tile "|"
01 28 -- for empty space

Reserve Tanks are drawed as tiles "[[[[|". You'll need to replace it with "[[|" and 2 empty spaces behind it.

personitis

You sir, JAM, are amazing. You are now on top of my buddy list. x3 Thanks man.

JAM

Quote from: person701 on November 30, 2009, 08:50:44 PM
You sir, JAM, are amazing. You are now on top of my buddy list. x3 Thanks man.
Glad to heard that =)
About doubling hits for Ridley in Ceres. I think, it's pointless because Ridley will still fly away when you have low health. Maybe, you should prevent him from escaping until you shoot him 200 times?
I've just realised, how to do it =)

Another thing comes in mind. Max ammo now is 092; 10; 10. Don't you think that 100; 10; 10 would be better?

Zene

#20
Who said you can't get early Super Missiles?
http://dehacked.2y.net/microstorage.php/info/396139149/suxorz.smv
:lol:

Silver Skree

why cant you make normal movies like normal people  :sadface:

RealRed


personitis

Quote from: Silver Skree on December 15, 2009, 02:38:51 PM
why cant you make normal movies like normal people  :sadface:
Seriously, the version of Snes9x I have doesn't support that video.

Cadarot

Quote from: person701 on December 15, 2009, 03:44:11 PM
Quote from: Silver Skree on December 15, 2009, 02:38:51 PM
why cant you make normal movies like normal people  :sadface:
Seriously, the version of Snes9x I have doesn't support that video.
You can't record to AVI?