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05-03-22 05:15:20 AM
Jul - General Game/ROM Hacking - Ice Metal [Super Metroid Hack] New poll - New thread - New reply
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GG Crono
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Posted on 09-08-10 03:16:45 PM Link | Quote
I can't figure out how to edit my post, so pardon the double, please.

This door here, in Deep Ice, leads to a similarly glitched room.




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Posted on 09-08-10 05:56:06 PM Link | Quote
Originally posted by GG Crono
I can't figure out how to edit my post...


The edit button. Above your post to the right.

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Posted on 09-08-10 05:56:53 PM Link | Quote

This door here, in Deep Ice, leads to a similarly glitched room.
Actually it's the same room, but...

I've had that bug happen to me as well (see previous post). It happens because of the emulator for some reason, although how it happens I'm not sure (don't ask me, I'm not a scientist). How about you try something else, like Snes9x if you're using zSnes, and if you don't mind stating what emulator version you're using that might help someone else out too.

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GG Crono
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Posted on 09-08-10 10:16:02 PM Link | Quote
Originally posted by Zero One
The edit button. Above your post to the right.


That would make sense, but for whatever reason, I don't seem to have one. Dunno why.
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Posted on 09-08-10 10:20:01 PM Link | Quote
...and there I go again. Hooray for my epic not-notice-the-subsequent-post skills. *fails*

Anyway. I was using ZSNES, my usual for SNES emulation. When I tried it in 9x, these glitches didn't occur. So thanks.
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Posted on 09-09-10 02:24:57 AM Link | Quote
Well, I must say, it's nice to see people not going "I was exploiting glitches and got stuck!" like they were on another board. So that's like a plus for the users here, already. (lol)

Anywho, I was one of the Beta Testers for Ice Metal. I thoroughly enjoyed it, as it's one of the few hacks I've played that actually manages to capture the exploratory feel of Super Metroid. It also doesn't employ Hell Runs, Room o' Spikes, other other ridiculous BS done to add "challenge", but instead uses interesting design concepts like puzzles, subtle hints and an open-world that offers multiple paths to take through the game.

I'm also glad to see others here are enjoying it as much as I did. Lunaria suggested I should come by here and check the place out. So far I've been rather impressed. Hopefully I'll post here fairly frequently.

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Posted on 09-09-10 04:16:44 AM Link | Quote
Originally posted by Hiroshi Mishima
I'm also glad to see others here are enjoying it as much as I did. Lunaria suggested I should come by here and check the place out. So far I've been rather impressed. Hopefully I'll post here fairly frequently.



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Posted on 09-09-10 07:20:35 PM Link | Quote
You should make an introduction topic in general chat though, I'm sure you will be welcomed... and have kitties thrown at you!

I'm glad to see you decided to join this place though!

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Posted on 09-10-10 05:09:21 AM Link | Quote
If it's not a problem could someone tell me where the Power Bombs are?

Also, I haven't found a single beam upgrade yet... D:
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Posted on 09-10-10 05:18:53 AM Link | Quote
Both easy questions!
For Power Bombs just head up the eastern side of Subterrane. Should be all the help you need.
As for a Beam upgrade, the first one I think you should be able to get is 'somewhere' in Deep Ice. I won't say where, but with enough looking around you should be able to find it. (And it's not because I don't know where any of these items that my hints are a bit vague, it's that I am like that. Trying to be inspecific when possible, avoiding doing any X-marks-the-spot-like scenarios. Eh.) But just look around, you'll find something somewhere even if it's not what you were looking for...

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SGR
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Posted on 09-10-10 05:29:38 AM Link | Quote
Yeah as a matter of fact I just found the Power Bombs. Thanks.
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Posted on 12-25-10 02:41:35 AM Link | Quote
I have no intentions of bumping a dead topic to get more attention. But the hack just got a bug fix as well as some small gameplay changes that have been due for a while.

[Download]

I sent an edit to the ROMhacking.net hack page but it may take a while before that one is updated, so for now you can just grab it from my dropbox account.

Full change log follows below:

1. Made it easier to get Screwattack.
2. Extend several speed boosting places to make it easier for people having issues with short charging. (Not in places where it's just a minor shortcut though.)
3. Made the hint towards secret in the turtle room a bit more obvious.
4. Made the first room when entering the sewers from landing site a bit easier to navigate.
5. Added a super secret unfinished area for people to search for, though I recommend not bothering with it as it's not even done and the doors there are super buggy.
6. Due to so many people questioning it I remove the mock ball part from the fun room next to the lower steamfair elevator.
7. Made it so you can get a certain beam even earlier if you know what you're doing. (Ice metal, now with even MORE paths!)
8. Moved the eye candy joke in grappling beam room one tile so it's easier to see.
9. Slight change in X-ray scopes room and how to get through it.
10. Made it easier to find the save room in poison point. (Subterrain)
11. The reserve tank and missile tank in poison point should now spawn even before beating the area boss.
12. Getting hit by slime spawn itself should not do slightly more damage.
13. Falling rocks damage were almost doubled so they still pose somewhat of a threat.
14. The inside joke in dark dust about the super missile was removed as it confuses people not knowing about it.
15. Tried making charge beams room a bit more memorable as you now need a super missile and not normal missiles to enter the room.
16. Spikes in dark dust now work as they should before the area boss is dead.
17. Lowered phantoons damage output slightly but buffed his health up quite a bit to make it still a challenge even with the beams you now can have at that point.
18. Made the orange zoomer deal zero damage on contact.
19. Removed the stupid SMB reference no one got anyway.
20. Made the hardest missile tank in the game easier to get, but the idea to get it is still the same.
21. The easy path to certain items is now locked of by a door unless you beat draygon, this is to give a bit more light to a puzzle in the other path as well as making the players work a bit more for them.
22. Made some changes to the morphball labyrinth in deep ice to make use of the falling sand tiles.
23. Changed mock troids for boosted health and changes in how they take damage in order to make the players use their big supply of missiles they should have at that point in the game.
24. It's now possible to kill the turtles in deep ice, even though it would take forever.
25. Boosted enemies power in the core to make it a more challenging area. (No, the metroids are not changed.)
26. Made the wall following blue/red energy enemies very hard to kill.
27. Ridley now deals better with his room layout still droping a power bomb is still a bad idea like it was planned, but it's now on a normal level rather then how easy the battle could get before if you did not drop one.
28. Rinkas are easy to dodge and slow moving, so now they have been boosted with high damage to make up for that. This also makes it less rewarding to get hit by them while having a metroid on you.
29. Removed the weird ugly shit secret I had in the escape, it was pretty terrible anyway. In future releases I may add in a map station there to boost a bit more of the story I was not able to get in.
30. Spazer beams palette is no longer buggy.
31. Spazer beam now got higher color priority then wave.
32. Ice beam is now lighter shades of blue.
33. It should be obvious when you find the good beam combos now in therms of colors. (yes there are a few combos that are worth using.)
34. Power beam is now slightly blue tinted instead of green.
35. Plasma beam is now more orange red rather then white red as it was before.
36. End % should finally work in an official patch.
37. A lot more minor stuff and bugs that I don't remember exactly what they where.
38. ROM is no longer locked, but I should state that I'm against anyone taking stuff from it. I will release the graphics files of everything I made at a later date for people to use, the rest of the stuff is hands off. But feel free to look around for inspiration. (If you have any questions regarding this or would like to use something else then please contact me.)
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Posted on 01-06-11 04:09:23 PM Link | Quote
Okay, I haven't gotten a chance to play this hack yet but there is something I must say here that you definitely need to hear. For the most part, your graphics look fine; you're very creative at figuring out what base idea to give certain places. The most frustrating part however is the way you shaded graphics! The sewers are a good example. You have pillowshaded pipes. Or in the Steamfair, you have... silly bricks. I'm sorry I can't come up with better adjectives for these!
I think your biggest problem with them though, is the color selection you've done. I'm not sure how exactly colors in SNES games work admittedly, but I do know that what you have picked is not pleasing to the eye. A lot of areas look very monotonous because of the uninteresting color ramps you chose (I should note that Dark Dust looks pretty awesome because of this stylistic choice, however).

To be truthful I haven't studied much how the SM games' artists picked their colors, but I recall a very high contrast approach to differentiating highlights and shadows, usually with at least 1 ambient shade to unify with the background of the area. Every color is highly saturated, with a quick decline into a very desaturated unifying color. If you look at late NES-era games like Batman, they do something similar but with black as a unifier.

Your graphics, on the other hand, seem to pick a few interesting hues.. and then proceeds to lower their brightness without much else though. You're almost there, you just need a little bit more effort into them. I made a quick palette edit of the sewer area, like this



Take this as necessary, you don't need to feel like you need this for this SM hack but for any future pixel art, I ask that you keep this in mind! Be sure to look up color theory and understand how to pick colors in HSV!

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Posted on 01-06-11 04:40:44 PM Link | Quote
I take any feedback seriously and you do have some strikingly good points. :p

It's not that I have not know about other ways of shading before, I just never really thought about it much when making them.

Also, only really major thing you need to know is that you're limited to a certain number of color options, into which I believe is the same as for web.

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Posted on 01-11-11 01:40:49 AM Link | Quote
Originally posted by Karis
Also, only really major thing you need to know is that you're limited to a certain number of color options, into which I believe is the same as for web.
What do you mean by this, exactly?

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Posted on 01-11-11 01:11:34 PM Link | Quote
I'm going to be very blunt here, I don't know shit about how SNES in relation to hardware, just to get that out clear.

But what I do know is that when I set up palette for the graphics with the editor I'm limited to 00-FF in each of RGB. Which as far as I know is the same limitation that you have when defining colors in code in web. :p

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Posted on 01-11-11 07:32:23 PM Link | Quote
Originally posted by Karis
But what I do know is that when I set up palette for the graphics with the editor I'm limited to 00-FF in each of RGB. Which as far as I know is the same limitation that you have when defining colors in code in web. :p
That's not a limitation, that's the full range of color on every computer. At eight bits per channel, each channel has 256 possible levels (from 0 to 255, or 00 to FF) for a total of 16,777,216 colors.

Now, the SNES is more limited than that. It has only five bits per channel, so each channel has 32 levels (from 0 to 31, or 00 to 1F) for a total of 32,768 colors.

When you enter colors into the editor, it has to chop off some bits before the SNES can understand it.

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Posted on 01-11-11 09:14:37 PM Link | Quote
Doesn't the Super Metroid editor use sliders?

I find those very easy to work with personally

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Posted on 01-11-11 09:44:02 PM (last edited by misterj at 01-11-11 06:46 PM) Link | Quote
Originally posted by Teyla
Doesn't the Super Metroid editor use sliders?

I find those very easy to work with personally

Having just looked at SMILE, there's only an RGB slider. No HSV slider means that it'd be detrimental for pixel artists who pick colors that way (which for experienced artists, is the more helpful method, since it corresponds to color theory).

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Posted on 01-11-11 11:36:46 PM (last edited by Tauwasser at 01-11-11 08:36 PM) Link | Quote
Wouldn't this be the preferred way for HSV? We learned at Uni that sliders do not suffice because humans can judge percentages (resp. the color change by some percentage) very poorly, hence this graphical representation.



cYa,

Tauwasser

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