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05-02-22 09:50:25 PM
Jul - The Cutting Room Floor - Metroid Fusion + Metroid Zero Mission Prototypes released New poll - New thread - New reply
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Hiccup
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Posted on 07-16-13 06:00:27 AM (last edited by Hiccup at 10-16-15 07:13:07 PM) Link | Quote
err...Dropbox mirror
https://www.dropbox.com/s/pttkk5rpo086t3q/Metroid_SRL.7z
[EDIT: down]

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Posted on 07-19-13 02:57:26 AM Link | Quote
I created a page for the 0911 Metroid Fusion prototype ROM.

Check it here

Please read it, question it, edit it and expand on it.

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Posted on 07-19-13 06:22:25 PM (last edited by Kargaroc at 07-19-13 07:30:33 PM) Link | Quote
Well... since I just found out how to get into the debug menu, I figured I'd go into the sound test and see if anything new is there. So I play the very first song and I get this
Dropbox link
I admit I've not played the entire thing so I don't know if it's unused but I've definitely never heard this before.


EDIT 1: Now that I think about it, it sounds a lot like the music in Wario Land 4... hmm...
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Posted on 07-19-13 06:55:54 PM Link | Quote
Originally posted by Kargaroc
Well... since I just found out how to get into the debug menu, I figured I'd go into the sound test and see if anything new is there. So I play the very first song and I get this
Dropbox link
I admit I've not played the entire thing so I don't know if it's unused but I've definitely never heard this before.
It goes unused. I've played the final version of the game to death but I also recently played the prototype in full. I've never heard of it until I played it in the sound menu. I could actually document what is unused in the sound menu but I can't have all of the fun to myself . There are a bunch of sound tests/beeps to document in there.

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Posted on 07-19-13 11:13:57 PM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Both Fusion prototypes have a free movement mode if you go in-game from the debug menu: Hold L+R, then press Select to enable; move around with the D-pad, hold R to speed up, press Select again to disable.



Not yet putting it onto the wiki as I'm not sure if this is the default behavior, or if I enabled it somehow while messing around with the menu...


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Posted on 07-19-13 11:36:46 PM Link | Quote
Originally posted by xdaniel
Both Fusion prototypes have a free movement mode if you go in-game from the debug menu: Hold L+R, then press Select to enable; move around with the D-pad, hold R to speed up, press Select again to disable.



Not yet putting it onto the wiki as I'm not sure if this is the default behavior, or if I enabled it somehow while messing around with the menu...



It's only enabled after entering a level via the debug menu, no other tweaks required. It seems weird that it's similar behaviour to the same mode on the Contra 4 proto (the fact that it's only enabled via accessing a level through the debug menu).

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Posted on 07-19-13 11:53:11 PM Link | Quote
Originally posted by einstein95
Originally posted by xdaniel
Both Fusion prototypes have a free movement mode if you go in-game from the debug menu: Hold L+R, then press Select to enable; move around with the D-pad, hold R to speed up, press Select again to disable.



Not yet putting it onto the wiki as I'm not sure if this is the default behavior, or if I enabled it somehow while messing around with the menu...



It's only enabled after entering a level via the debug menu, no other tweaks required. It seems weird that it's similar behaviour to the same mode on the Contra 4 proto (the fact that it's only enabled via accessing a level through the debug menu).
That's cool info. I have yet to try it but it makes sense that it was activated by starting the game via the debug config. It is the same situation if you want to toggle abilities on and off from the status screen in the start menu.

Also, has anyone also seen random bombs that float around in some of the levels when the game is loaded from the debug config? What the hell is that about? Are they simply objects using placeholder graphics to test movements?
<object width="420" height="315"><embed src="//www.youtube.com/v/-Mevkxwa3vw?version=3&hl=en_US&rel=0" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>

<object width="420" height="315"><embed src="//www.youtube.com/v/8ahFiOPnu0E?hl=en_US&version=3&rel=0" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>


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Posted on 07-20-13 12:16:56 AM Link | Quote
The second bomb in the Sector 2 video moves like an X parasite, so they may be placeholder graphics for objects testing movement patterns.
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Posted on 07-20-13 12:44:41 AM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Free movement can be enabled in the retail versions via 03000C14 0006 for Fusion JPN, 03000BE0 0006 for Fusion USA/EUR and 03000C72 0006 for all Zero Mission versions.

Plus, the "in debug mode" flag(s?) for the Fusion protos can be found right at 03000000 - it's 00 if the game is started normally, it's 02 if started from the debug menu. Thus, if it's set to 02, free movement can be enabled via L+R+Select. This doesn't seem to have any effect on the retails versions anymore, tho...


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Posted on 07-20-13 01:25:18 AM Link | Quote
Boredom struck, so I mapped out the test levels, and added them to the article.


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Posted on 07-20-13 08:33:22 PM Link | Quote
In the sound debug, I found two interesting codes.

001 seems to be a scratch pad \ sample test.

170 seems to be a jingle of some sort.
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Posted on 07-20-13 10:55:04 PM Link | Quote
Originally posted by Fuzn
In the sound debug, I found two interesting codes.

001 seems to be a scratch pad \ sample test.

170 seems to be a jingle of some sort.
001 has already been confirmed to be unused. I certainly don't remember it. Someone just needs to add it to the page. 170 is used to my knowledge. It is used when the computer first tells Samus about the SA-X at the beginning of the game when you enter Sector 2 for the first time.

On a different note, I played through the 12/02 version of Metroid Zero Mission. Excluding the debug config and the slightly glitched HUD during gameplay, a lot of the layouts from the prototype seem to match the final version and I couldn't really find any differences. That being said, I have played MF a ton more than MZM so perhaps someone who is more familiar with the game than I am could play through the game to seek out differences.

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Posted on 07-20-13 11:56:39 PM Link | Quote
Bomerman Max games have a sound test. Might add the SGB palette screenshots later.

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Posted on 07-24-13 03:56:21 AM Link | Quote
Here is something new, or perhaps something that I missed that was already talked about. In both versions of MZM, there a menu/list that can be opened from the status screen by pressing select if the game is started from the debug config. It looks like there are 79 options on the list that can be selected by pressing A. It reminds me of the event option in MF although I haven't been able to get this list to do much in MZM besides set hard mode with it.

I also found this other thing in MZM. If you start the game from the debug config, bring up the map, and press L to activate sleep mode BUT press B instead, three icons and numbers will appear in the top right corner of the map screen. The first icon is of Samus' helmet. The other two are arrows. One points to the right and one points down. The arrow icons and numbers seem to represent the map coordinates of where Samus currently is on the map screen. I guess her helmet icon and number might represent a room ID but I am not completely sure.

I don't have access to my computer right now but someone should snag a few screenshot of this and post them here.

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Posted on 07-24-13 05:59:32 AM Link | Quote

The number next to the helmet is the room id.



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Posted on 07-25-13 06:39:11 AM Link | Quote
Originally posted by einstein95

The number next to the helmet is the room id.


Thanks for posting these!

Originally posted by Gamma
The second bomb in the Sector 2 video moves like an X parasite, so they may be placeholder graphics for objects testing movement patterns.
Ya, that second bomb moves around like a big blue X would which appears to also be how baby metroids move in the game.

Actually, I think I figured out what the purpose of those bombs are. It wasn't obvious to me at first but I think their main function(I don't know if they are suppose to do anything else) is to act as a rally point for free floating X. When you kill an enemy, a free floating X will appear and it will move towards the bomb and orbit the bomb before leaving the room altogether. Even the X that come from bosses that restore abilities will move towards stationary bombs as seen in the video I posted on the protos page about Nightmare.

When I get my computer back, I am going to dive into the sounds. Oh man there are some interesting tunes in the debug config to comment on!

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Posted on 07-25-13 08:13:12 PM Link | Quote
Originally posted by nensondubois
Bomerman Max games have a sound test. Might add the SGB palette screenshots later.

Wrong thread, buster



This doesn't seem to have any effect on the retails versions anymore, tho...

Best bet would be to look for code that reads/writes from the free-movement address. Not sure how easy that is with GBA games, I'm assuming there's a better emulator for debugging out there than VBA

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Posted on 07-25-13 09:55:50 PM Link | Quote
Originally posted by Xkeeper

This doesn't seem to have any effect on the retails versions anymore, tho...

Best bet would be to look for code that reads/writes from the free-movement address. Not sure how easy that is with GBA games, I'm assuming there's a better emulator for debugging out there than VBA
Yep, there is a better emulator out there. Unless you want to have a memory editor that actively updates as you play or you want to search for changed values in memory, VBA would be a terrible emulator for debugging. It's disassembler is a joke. If you want a real debugging emulator for the GBA, I would go with no$gba. It will properly disassemble code and let you create breakpoints at any instruction. You can also create read and write breakpoints in memory and for registers. As an added bonus, it can also play DS games so you can debug DS games as well.

And since we are on the topic, if you want to debug GB or GBC games, you can get an emulator called BGB. It functions almost exactly like no$gba. There you go. In one post, I have named emulators that can debug Nintendo's past handheld consoles (no, the virtual boy doesn't count).

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Posted on 07-25-13 09:57:37 PM Link | Quote
And Mednafen will do VirtualBoy quite well In two posts, it'll debug all of them!

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Posted on 07-28-13 08:18:48 AM Link | Quote
Originally posted by xdaniel
Both Fusion prototypes have a free movement mode if you go in-game from the debug menu: Hold L+R, then press Select to enable; move around with the D-pad, hold R to speed up, press Select again to disable.



Not yet putting it onto the wiki as I'm not sure if this is the default behavior, or if I enabled it somehow while messing around with the menu...

It seems that both MZM prototypes have a free movement mode as well! The button combination is slightly different but the mode appears almost identical to the one in the MF prototypes. Simply press L+R+B+Start to activate it and press B or Start to deactivate it. Of course, make sure you load the game from the debug config first. Holding L or R will speed up movement. Pressing Select will also have an effect. It is hard to describe this without pictures and I, at the moment, can't provide any. Go to the edge of a room, like at a doorway/hatch, and press Select and you will see what I mean. MF also has this option if you press Start in free movement mode.

It makes me slightly curious why the button combinations for free movement mode are different for both games. It's confusing to go back and forth between games...

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Jul - The Cutting Room Floor - Metroid Fusion + Metroid Zero Mission Prototypes released New poll - New thread - New reply


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