Nope, what you see is a vanilla "expanded" rom. All of the modifications will be ASM based. The engine modifications (other than some simple screen loading code) are being worked on separately. The level designs, custom graphics and game engine modification will be merged together in the end. I believe it should run on original hardware, Snarfblam would have to confirm that since he's working on all the game engine modifications.
Also, can there be jumping Morphball functionality, plz? :woot!:
Construction of the final area Tourian has been completed :beer: . I'm now working on polishing up my graphics and level design for the various areas. I spent a little time working on the Norfair area today and figured why not share a few screenshots:This is a great sense of scale. I don't think I've seen it done so well in a 2D game, at least recently.
(http://i98.photobucket.com/albums/l247/grimlockarts/RD_Norfair_03_zpsec461ad6.jpg)
It reminds me of something I read about regarding Batman: Arkham Asylum. Apparently, Quincy Sharp's secret office containing his Arkham City plans were so well hidden that someone from the design team had to clue gamers in months after it was released.
When designing "secrets" you shouldn't be thinking of them as secrets, but as rewards. If I have to jump through a few intellectual hoops to get a five-missile-max upgrade, then I'm going to feel just as satisfied if not moreso for figuring out the puzzle; the fact that my character is now incrementally better is the proverbial icing on the cake :)
Oh, okay. But aren't the maps 512 pixels wide? Does this mean you can change direction in any given screen, either vertical or horizontal?
By the way, if you need help, let me know. I'm no artist, but I'm good with ASM...
We are currently working on changing the ROM mapper from MMC1 to MMC3 which will double available memory.
I see you guys are looking to expand the ROM, well there was an awesome SMB3 dissambly just released. slap a Samus in-place of Mario and you'll have over double level height on vertical scroll levels instead of one screen height limit Metroid game engine has. same with horizontal scroll
SMB3 supports scrolling in both directions, so why not rewrite Metroid from scratch to use of SMB3's engine? it's such a trivial change to make...
SMB3 supports scrolling in both directions, so why not rewrite Metroid from scratch to use of SMB3's engine? it's such a trivial change to make...If I didn't still have an intact anal hymen, it would've reknitted itself upon exposure to that gem. :banghead:
- You are not Samus Aran although your main character knows of herWith this in mind, it's okay for the suit to be red.
So if the author of this hack wants the player to control someone who isn't Samus (which is a clever idea) the sprite needs to look totally unlike Samus.
The only problem that comes up there is that even though it'd intended to be a dofferent character, it's still practically visually identical to Samus.
There's something special about mods and hacks that seems to capture the feelings we had when we were kids and playing these games for the first time.
Zelda - The Legend Of Link.
Everyone involved with the production of Rogue Dawn is pretty busy with family activities (totally expected). We'll be hitting it hard in January to bring the momentum back up to where it was the last few months...Currently working on MMC3 mapper set up, as well as modifying the Editroid editor to work with the new mapper.
Snarfblam's enhanced editor (Editroid Version 4.0) will be released once all of the new features have been implemented & he's confident in it's functionality. Exactly when is up to him. I can tell you he's working on it pretty hard right now.
I REALLY like this idea. The only thing I'm not feeling is Samus' color scheme. With 2 similar colors she just doesn't look aesthetically right.
I have to take a step back and applaud the sprite work you've done so far. I'm very impressed.
Any intersecting areas? :D
I'm sure this was said before, but this hack looks gorgeous. Keep up the good work! :thumbsup:
Thanks Trax :beer:. Snarfblam added greater control of scrolling transitions in his editor Editroid. The original game toggled vertical and horizontal scrolling every time the player passed through a bubble door. With Editroid you can transition how ever you choose, vertical to vertical, horizontal to horizontal. You're able to pull off some pretty neat stuff with it.
I'm curious about the mechanics of it.
Can Samus shoot downwards in this hack?
I'm speaking more for Editroid. For a particular hack I agree; if that's what they want to design around which I'm guessing Rogue Dawn was already a long time ago, they should be able to do that. For Editroid though, it would be great to have the option, "disable MJ" Boolean. Personally I'd much rather design around MJ and already have as it's beautifully balanced and unique which makes for very creative ideas and radical alternative solutions. I really just don't see MIA doing half that. Also with MJ spring ball is no longer merely a convenience but a really interesting combo mechanic to design around.
Bug or feature semantics are meaningless, it really acts like and is used just a like perfectly designed feature that's been in the originally devolved game and cherished since 1986.
What about the ideal solution, is that a possibility? or making MJ it's own item?
Editroid doesn't remove the unmorph in air and jump bug, it'll be there by default for all other game edits.This. When you open a ROM and expand it, there should be no changes observable to the player. Enhancements to the game engine permit a variety of changes, but they're optional. Other changes, such as IBJ or disabling unmorph-and-jump can be made available to paste or import into the assembler. But I have no interest in forcing features on users. :)
SpiderWaffle, the issue with leaving the unmorph in air and jump bug in is that it will break a lot of areas and challenges. This game isn't designed like the original Metroid and has a more realistic environment. The unmorph in air and jump bug coupled with the ability to morph again in air would give the player the ability to skip significant sections of the game resulting in potential perma-stucks (No bombs for example). Basically as you pointed out the player could just keep jumping up. Wall jump would be rendered useless as would the high jump. You would essentially be able to start and go nearly strait to the final area. Certain routes are presented as you progress but are inaccessible until you return with the proper ability, be it wall jump, bomb, morph jump and such.
Can Samus shoot downwards in this hack?The problem with shootdown in M1 is that that omits a lot of the utility and game design around bombs, such has entrance to Kraid's lair being walked over at the start of the game and then you know to come back there later to bomb down once you have bombs, this game dynamic is pretty much the crux of metroid. There's no super bombs or bomb only blocks. So as it turns out for M1 having the challenge to shoot something below you or at your feet is rather pertinent to level design. You could make a hack with that, would be able do some other stuff with shootdown like for fighting enemies, but you're going to lose a large part of the original game design.
Will it work on original hardware with an Everdrive NES-cart?
Tested on my xbox with the NES emulator, works perfectly!
That was the MMC1 build. We'll have to test the new MMC3 build once I get the last few areas done. It'll probably be June when it's ready to play test start to finish again. There's some pretty significant improvements over the MMC1 build.
Are you working with an experimental version of Editroid right now for the extra sections?
Can you, may be, re-release the demo video with different/no sound?
Speaking of music: Can you digitally release the OST of the hack somehow (bandcamp or soundcloud etc.)?
Last question: Will you release the MMC1 version, too? Seems like it's a completely functional hack and that it will differ from the MMC3 Version in many ways.
I'm curious did you consider/look into adding animation frames?
ahh do you mean the animations for the lights and different elements like that? With those animations is it mostly a matter allocating space?
I'm referring to Samus and enemy animations. I know there is some documented dissaassembled source code out there, but I haven't looked into it, does changing the samus animation have a cascading effect through out the game (collisions etc)? Not wondering anything crazy specific, just curious.
Woohoo... Front page at Retro Gaming Magazine! Actually I'm quite flattered by the attention Rogue Dawn is receiving, it's something that I wasn't expecting.
Bad part is, the more attention it gets, the more likely you are to receive a C&D order.
This hack is going to be great! Those graphics are the quality of Batman: Return of the Joker but even better and complex.
EDIT: Also I would definitely check out Terminiator 2's for the NES (https://www.youtube.com/watch?v=g9EkofUi8I4) music as well as Aliens 3 for the NES (http://Aliens 3 for the NES) for some music that I think would suit this hack perfectly. You can reuse the music or borrow the style!
The Metroid sound engine is rather primitive and can't do volume changes in the music among other things.
Sound Engines can be tweaked. To wit, the volume of the two Pulse Channels is directly tied to the low-nybble of the value fed into $4000/$4004.
That's interesting, you wouldn't be able to adjust the channels mid track though right, without some engine modifications?It would require some modest engine modification, but it's totally doable. One can even adjust the volume mid-note! (Such was necessary for Legend of Iowa's rendition of "Sandstorm".)
My knowledge of sound engines is limited. I can modify the tracks but that's about it. I'm sure the Zelda sound engine was just as limited as the Metroid sound engine, how did you go about editing the music? Did you modify it strictly with a HEX editor?Pretty much, yeah. I tweaked the engine a bit in 2009 to allow for song-specific Pulse Channel timbers & volumes, and also to allow selective-segment repeatition in the Pulse Channel data. I went back in 2014 and revamped it even further to enable mid-song/-note timbre/volume updates, selective repeats for the Noise channel, up to 32 unique note-durations per song and a special JUMP command to allow song data to exceed 256 bytes. I also updated the frequency table such that $C4 gives me the note C in Octave-4, etc. (That last bit makes data-correction SO much easier.)
Snarfblam put together a nice little track editing app called "Metroid Tuner" that helps speed up the editing process vs HEX editing. You still have to modify each note individually with a text based interface but it really shines when you have to make changes. Also once a song is written it can be shared with other projects or moved to a different bank in the game via copy/paste. There's probably a lot more he could do with the app if one of RHDN's many sound engine experts teamed up with him to expand the app. Maybe expand it to be user customisable to work with multiple games?That would be fuckawesome! I'd be totally up for such a project, time/schedules-permitting.
I posted this over at the Metroid Construction Forum earlier today and figured it would be interesting enough to share at RHDN too: :D
I just did a count of the number of screens in R.D. vs vanilla M1:
Brinstar: M1: 46 RD: 93
Norfair: M1: 45 RD: 159
Kraid: M1: 36 RD: 155
Ridley: M1: 41 RD: 78
Tourian: M1: 20 RD: 98
Totals: M1: 188 RD: 583
I hadn't compared previously so I had no idea how vastly expanded this hack was compared to the original. Of course to be fair a lot of the M1 screens are used multiple times so it doesn't give a full picture of the size of the areas. What it does show is the number of unique screens in R.D. vs the original M1. Every screen in R.D. is original and unique. When I have time I'll count the actual in game screens in M1 and do another comparison.
Yep, that's rain!!!
8 frame 256 meta tile animation with splashing drops and animated water.
(http://i98.photobucket.com/albums/l247/grimlockarts/Chozo_01_zps4rc0dpax.png~original)
Since the announcement of Federation Force - I'm looking forward to this game even more than before...
/dACE
Will your game include soundtracks from Metroid Prime and Super Metroid?
I would love to hear renditions of them, like this one.
https://www.youtube.com/watch?v=7M7oleGXt8c
Finally getting around to customizing the soundtrack. I did intend to do a fully original soundtrack. Might do a Metroid track if I hit a wall, composing for this game is a little different than what I'm used to. Some tracks that are actually somewhat in a finished state, not 100% where they'll end up in game though.
Track A (https://m.youtube.com/watch?v=QsU11dxhLds)
Track B (https://m.youtube.com/watch?v=Rd24YmUhzew)
https://www.youtube.com/watch?v=7M7oleGXt8cIt starts out very rhythmic like yours but at the 1:10 mark it adds a certain melody to it that gives more depth to it, a sort of harmonizing quality. I don't mean to prattle on, I like your work so far but it seems to be missing something.
Finally getting around to customizing the soundtrack. I did intend to do a fully original soundtrack. Might do a Metroid track if I hit a wall, composing for this game is a little different than what I'm used to. Some tracks that are actually somewhat in a finished state, not 100% where they'll end up in game though.
Track A (https://m.youtube.com/watch?v=QsU11dxhLds)
Track B (https://m.youtube.com/watch?v=Rd24YmUhzew)
Firstly I should say that you should upload elsewhere where giving my email isn't required. Thankfully I have a throwaway email.
The song composition is good but is too short and lacks any complex effects. The NES's instruments unmodified sound ugly in my opinion. Here's my edit. I should apologize in advance if I am stealing any of optomon's thunder here:
Famitracker file:
http://www.mediafire.com/download/vl74plq243lwuwr/prologue+Chpexo+edit.ftm
WAV file:
http://www.mediafire.com/download/4e0xxdplei987c7/prologue+Chpexo+edit.wav
I had some trouble downloading it as well, I couldn't get the email to work. But now that I can hear it, that is a pretty nice loop actually. You could totally build a song around that.
Another track is up. A faster paced theme, a more conventional Blaster Master-ish song. Definitely not like the first two. I'll admit that it is not typical Metroid material, so I'm kind of taking a risk with it as far as how it's supposed to work in the game.
Track C (https://www.youtube.com/watch?v=oz1FvcD-PSc)
Another track is up. A faster paced theme, a more conventional Blaster Master-ish song. Definitely not like the first two. I'll admit that it is not typical Metroid material, so I'm kind of taking a risk with it as far as how it's supposed to work in the game.
Track C (https://www.youtube.com/watch?v=oz1FvcD-PSc)
I posted some more info on the background and storyline of "Rogue Dawn" on the Board 2 forum, it's been a few months since I posted background info here at RHDN:
Board 2 post:
Regarding the timeline of the hack, it takes place just before Metroid 1. The hack is designed around the background given in the Metroid 1 instruction manual. Basically it illustrates how the metroid species was discovered by a research team on planet SR388. When their ship was preparing to take a specimen from the planet to a distant research station it was attacked and ultimately the specimen fell into the hands of a pirate group who later took the specimen to planet ZEBES.
The game begins just after the research vessel is attacked high above SR388 and forced to crash land on the planet's surface. You play as Ridleys shadow agent/assassin, awaken from your hibernation sleep ordered to seek out and recover a sample of the specimen. You have no knowledge of your origins, the only human in a pirate group led by a ruthless over lord by the name of "Ridley". The only part of your past life that remains is a name "Dawn Aran". Your entire existence spanning from early childhood has been catered to mold you into the ultimate dark operative, manipulated and distorted to carry out the will of the pirate leadership.
Obviously the main character is blood related to Samus Aran. Dawn Aran was abducted from a colony by the pirate faction in the event that killed Samus's family and the rest of the colony. Dawn is thought to have perished long ago. There was never a mention of a sister in any comic series that I am aware of but it could easily be that Samus had cousins and other family members in the colony she lived in as a child.
Ultimately "Metroid - Rogue Dawn" reveals why Samus is so obsessed with eradicating the Metroid threat.... Samus's own family is directly responsible.
That's an interesting take on Kraid although he won't be included in this hack. All of the bosses and nearly all of the enemies will be redrawn and replaced with new sprites. Mother Brain has already been redesigned into a new final boss. When I check a few more items off of my to do list I'm going to focus on the sprites.
August 10, 2015, 10:33:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Something I drafted up today in Tile Layer Pro:
Dawn Aran's coworkers and occupants of her ship...
(There is four of them because there is 4 animation frames (although I could add more frames in the future). Animating the graphic will be the next step)
It's hand drawn, I just had an image of the Super Metroid graphic open for reference.
(http://i98.photobucket.com/albums/l247/grimlockarts/Metroid_Pirates_zpskuiruuub.png~original)
(http://files.mteegfx.com/rdDark.png)
What I imagined was more like you said about Zelda II style of lighting. You find a switch in a specific room, and then you backtrack to other rooms and some of them now have the emergency light on, and the tile mappings that go with it. And yes, I know the kind of work needed to having a palette change for Samus, especially if it's selective according to the environment...
You'd have to do a collision check between Samus's position and the current palette code of the background. Or, you could simplify to the max and have only two X coordinates (either 2 bytes for each or 1 byte and 4 bits for each) between which Samus's palette changes. First check is if you are in a room that has potential lighting like that. Second check is if the room is lit (needed only if the lighting switch mechanism is implemented). Third check is if Samus's X coordinate is between the two "alt" coordinates of the room. If these three (or two) checks succeed, change the palette to alternate...
All of the bosses and nearly all of the enemies will be redrawn and replaced with new sprites. Mother Brain has already been redesigned into a new final boss. When I check a few more items off of my to do list I'm going to focus on the sprites.
Man, this just keeps getting better and better. Nearly every update leaves me with my jaw on the floor.
Might I ask, what is that power-up that looks like a beam? Is it the Wall Jump?
Anything playable yet? Looking great.
I have been watching this project for a while. Every time I see an update I get all bright eyed and excited like 10 year old me the day before Christmas. It looks absolutely stunning. Its like a completely different game. I can't wait to sink my teeth into it. Do you know if it will be compatible with the Everdrive N8? I would love to play this on real hardware.
If this plays even half as good as it looks we're in for a treat because it looks absolutely amazing!
Have you commented on the difficulty at all? I know some people enjoy savestating their way thru hard-type hacks but I far more enjoy hacks that's on par with the originals so heres hoping you keep it in line with the other 2D metroids.
Did you improve the running animations since the MMC1 demo? ........ unless that's some kind of limitation of metroids engine.
Metroid has a limited number of player animation frames (as well as a limited number of tiles available to produce them). I do plan to review the player graphics before the final release, mainly to touch it up and possibly make a few changes. The NES unfortunately isn't capable of high frame animations like the SNES or GBA that other 2D Metroids benefited from. Basically we're just trying to do the best we can within the NES limitations. Ideally we'd like to stay within the limitations of the NES so people can enjoy the game on their Everdrive N8 or other compatible flash cart on original hardware.
Not to be annoying, but can you release a small preview video? None of us have even gotten to see the slope detection in action :)
Here shortly once I get the green light from grimlock I'll be making some trailers for this game.
Awesome! Also, I was wondering, will the ending be changed very much? I don't want spoilers, but because this hack feels more story-driven, I wonder if the ending is changed from NEStroid.
keeps switching graphics in and out of the PPU to give the sprite more frames.
EDIT:
One clever trick is to have the game check to see if the game has been modified; this can be either through a checksum check or by checking if a certain string was modified (as is the case with Gimmick!) and burn the player later with some kind of kill screen or bug. I recall Tomato having anti-piracy measures in his MOTHER 3 translation where the game would be annoying to play it the ROM detects it has been pirated.
I didn't mean to turn this into an anti-karter debate thread. I actually have one in the moderation queue that's been sitting unapproved for over a week now :P
Let us make sure to stay on topic, thanks.
The ancient Chozo's colonies filled portions of the planet's interior, and many had deteriorated into ruins. The race had long since either abandoned SR388 or were wiped out. Also, many robots and drones left by the ancient civilization were still functioning during Samus' mission on the planet; it is unknown what their original purposes were, but these aggressive synthetic beings have seemingly gone rogue since then.
one of them being a theft that occurred this summer that cost me several thousand dollars and a sizable amount of time to recover from.
Did they find the dickwipe who stole your stuff?
Will this be getting a Christmas release by any chance? :)
Um Grimlock, I think you need edit your post about release your hack because it said Nov.
Thanks for pointing that out, I updated the date to 2016 Q1.No problem. Glad to help.
Will he be able to destroy the Metroid and save the galaxy?
it dosent look like this was made for the nes.
Initially the corner map was a modification of Parasyte's corner map (http://www.romhacking.net/hacks/1974/), but that map glitches on the edges of the game world, and has a bug where if there are too many sprites on the screen, they all disappear.
I rewrote it fix bugs, make it faster, and to use lowest-priority sprites. Since it does use a lot of sprites, there will be flicker, but the map will flicker instead of causing enemies to flicker and if there are too many sprites on the screen the map will start dropping tiles instead of something else.
Will the controls be changed at all?
Out of curiosity, how does the player's walking animation look? The wonky-looking animation that NES Metroid used always bugged me.
Metroid has a limited number of player animation frames (as well as a limited number of tiles available to produce them). I do plan to review the player graphics before the final release, mainly to touch it up and possibly make a few changes. The NES unfortunately isn't capable of high frame animations like the SNES or GBA that other 2D Metroids benefited from. Basically we're just trying to do the best we can within the NES limitations. Ideally we'd like to stay within the limitations of the NES so people can enjoy the game on their Everdrive N8 or other compatible flash cart on original hardware.
I'm not an expert but c'mon! Look at the game called "Moon Crystal". In that game even enemies have really smooth walking animations. You can use chr bank switching between frames or chr-ram or something like that to have a lot of tiles to make animations (not expert). Also Metroid ported to powerful MMC5 mapper. MMC5 can do anything you want. Everdrive N8 and even PowerPak supports that mapper.
Sorry for really bad English
Also game called Tom and Jerry (and Tuffy) have smooth walking animation
There is something you could try, that 'Infinity's End' did in his metroid hack:
Change the player running animation cycle from
1-2-3-4-1-2-3-4...
To
1-2-3-4-2-3-4...
/dACE
I was wondering something when playing Metroid today.
There's a thing in Metroid where if you somersault jump, and you fall to a point lower than the place you jumped from, Samus exits her somersault. I then wondered, will this be fixed in Rogue Dawn? It always bothers me because it makes the Screw Attack not useful for enemies below Samus in, say, a vertical shaft.
Nothing big, just curious. :)
I'll leave it up to Snarfblam if he wants to experiment with the frame settings.
This hack looks amazing. This is definitely beyond my expectations. Is this hack released or what? Can I download this right now?
We're testing out the level design right now to help balance the difficulty and general playability. After this the level design will be refined based on the feedback we receive. After that we'll test out the game again, most likely bringing on a few additional play testers so we can get feedback on the changes (from the original play testers) and also some feedback from a new perspective unaffected by the first play through.Awesome. I'll be glad to help if you need anything.
Hope you release the game soon, meanwhile I will play Metroid in Nes just to warm up.
Congratulations!
I might also recommend Grimlock's own run-up hack, Metroid Incursion:You are right, its amazing! its really another different game and not just the same Metroid with blocks in different places, worth to play.
http://www.romhacking.net/hacks/1992/
Provides a one-tenth-sized-dose preview of what Rogue Dawn will be bringing, and yet is arguably the best currently available Metroid 1 hack in its own right
You are right, its amazing! its really another different game and not just the same Metroid with blocks in different places, worth to play.
And Grimlock, maybe if I go to your home and cook and do your laundry you could finish Rogue Dawn? :P
I want to ask, since this is a prequel and all, will this game have story cutscenes?
Thank you @Grimlock.
Btw, is it possible for someone to port this hack using the Classic NES Series version of Metroid for GBA?
Thanks, much appreciated, don't forget to thank Snarfblam and Optomon too, they've contributed in pretty significant ways to this project!No problem.
I'm not sure about porting, at some point we'll have to test on the PocketNES emulator, I'd figure that would be the best way to play the game on the GBA.
Could you perhaps post a sneak peek video on youtube? Screenshots are great, but I really want a little look at what the game currently looks like in action.
Sorry, I haven't read the rest of the thread, so maybe this has been discussed already:
Is the automap optional? Maybe I'm just weird, maybe you've seen some of my hacks, but I think the games are a little more fun without it.
Even if it isn't an in-game toggle, having a separate patch file for it would be cool.
Awesome teaser! I'll gladly give this a good try once its out! It totally looks and feels like a different game and not many rom hacks reach that status.I agree.
When's this supposed to be released anyway?@Grimlock said July, but he didn't specify which day.
We plan on doing one last beta test session before releasing v1.0.
Great can't wait.
Just out of curiosity is the patched rom bigger than the original rom? Was there any mapper conversions involved ?
We're very close to completion! The actual gaming environments are complete (maybe just a couple tweaks remaining). Currently we're getting the menus finalized and the game ending graphics and credits together. The music is 100%.
If "Rogue Dawn" is gonna have a save system, how will that work?
I hope this hack would be released before I die of old age :C
^Thank you, @snarfblam and @Grimlock.Fingers crossed that Nintendo doesn't shut them down. I have no idea if they have been hassled yet, but for the love of God that will actually get me to play through that game.
Okay. Now I only have one final question related to the hack, considering that the hack will soon be released to the public.
Will the game have a status image for Samus, just like in the modern 2D Metroid games, every time you pause? I ask this, because this would seem like a nice feature for the first Metroid. Because every time you pause, you don't do anything. The game just does that: it pauses. Kinda like almost every NES game (like Super Mario Bros., Donkey Kong, etc.).
That being said...
>>>>>>>>>>>>>>>>>>>>>>>>>OH MY GOD!<<<<<<<<<<<<<<<<<<<<<<<<<
I can't believe that this hack is nearing completion!
Is a great day to be a living Metroid fan!
I say this because this hack, and the Metroid 2 Remake for PC, are gonna keep me busy for quite a while. I mention the Metroid 2 Remake fan game, because just recently, they put a countdown leading to the release of the game, after all these years.
No joke! (http://metroid2remake.blogspot.com/2016/07/the-last-stretch.html?m=1)
Is like this has become a race of who releases their projects first. Coincidence? I have no idea!
Will the game have a status image for Samus, just like in the modern 2D Metroid games, every time you pause?
Impressive hack eh? It reminds me Castlevania: Chorus of Mysteries (The infamous Castlevania hack ever). Should we play it after every bug squashed? Hope don't get shut down by Nintendo.
I will go out on a limb and say that this hack will probably be the greatest hack in all of NES hacking history. Amirite???
Add Wilford Brimley to the game and that statement will ring true.No. No. I'm sorry but I am conflicting inside of your universe.
The corner map can easily be disabled by painting the associated tiles with transparency (color slot 1 in TLP)
The corner map doesn't tell you where to go, it only shows what the path does in the next screen in any given direction. It doesn't show item placement either. Bosses are not marked, nor are healing stations. The pause map is more revealing since it shows what the path does multiple screens over and you can freely scroll it with the directional pad. I think people are making a bigger deal about the map than is warranted honestly, consider it (corner map) a scanning device she has that scans the structures in the immediate area. The corner map can easily be disabled by painting the associated tiles with transparency (color slot 1 in TLP)Yes thank you for the explanation and yes I will shut up about it now. Wasn't even gonna mention it until I saw everybody else bringing it up.
This.Mhmm. Yea I might actually try it.
As long as he doesn't release it on August 6, I'm okay with waiting.
If he does release it on the same day as AM2r (August 6), a lot of attention will be drawn to the Metroid II remake instead.
I wonder if playtesting is still going.
I also wonder what they would do if they find a huge bug.
^ I'm still with the idea that the mini-map should be moved to the top right corner like in the modern 2D Metroid games (Super Metroid, and the GBA Metroid games).
Is not that I don't like it right now. Is more or less for the fun of it.
Would Rogue Dawn be a good basis for an updated version of the original Metroid a'la Zero Mission?
I will play this game in a Nes emulator in a Wii console in a 29" CRT TV.That sounds fun. I'll probably never play it until I can put it into a genuine HD modded NES just to give it the respect it deserves. :-X
^It already came out! Yay! ;D
^It already came out! Yay! ;DGreat!!! long waiting too! I think AM2R is the apetizer before Rogue Dawn :P
Like anyone will care.
Rogue Dawn is (face it) much less popular. Fortunately.
But Crimson Echoes was popular.
And now there is Flames of Eternity, which is basically the same.
Unfortunately. AM2R is really-really down by Nintendo. (https://seafoamgaming.com/2016/08/07/noa-isnt-your-enemy-regarding-the-am2r-takedown/) Rogue Dawn will be like this too?
...and I tallied up the total count of unique screens in the ROM::o *In Ron Simmons voice*DAMN! No wonder it took you this long to make this hack.
The Original Metroid had 188
Rogue Dawn total unique screens:
Drum roll:Spoiler:726 unique screens :thumbsup:
Note: Many of the screens in the original Metroid were spammed multiple times throughout the game.
So @Grimlock, you said that you are working on the README letter file now. Does that mean that you'll be releasing the hack soon?
Better make that release subtle otherwise Nintendo will shove a C&D up your ass just to promote their shit game.
I mean, Samus isn't even the main character. Those weird life-force sucking creatures are just little references
Yea, we're still wrenching on that last 1 or 2 %. We probably could have made the 30th anniversary date but we decided to add a few last minute extras. The extras entailed some additional music, some more screens, a few more hidden Easter eggs, modifying the run animation (WIP), and probably the most awesome ASM addition to date. The added time was well worth it! The exrtas are close to done, some minor tweaking and a little ASM remains. Snarfblam changed the run animation to a 1, 2, 3, 2 sequence but I still have to redo the graphics to make it look right.That sounds really amazing and I'm sure it will be worth the wait. I'm really glad the developers have decided to take their time and add in these extra tweaks. :thumbsup: I'm particularly interested in hearing the new music.
We'll have to do some play testing soon also but I can't imagine that will take too long. We'll be looking for a few more people to help test it out, I'll announce it when we're ready.
Seeing what happened with AMR2, please Grimlock, am begging you, when Rogue Dawn its finished, please please share the download via PM to your fans and long waiting Metroid gamers like me and all here, before posting the pathc in public.
I cannot even think if the big "N" comes here and screws up all. In cannot manage this...
patches are legal and there's nothing Nintendo or anyone else can do about them so long as they are distributed freely and without including the original rom files.I know, why are people even briinging it up in this thread. Gahh.
AM2R is a fan game. That's different.
Please continue development of Metroid - Rouge Dawn called exactly that.
:woot!:yep. this is the biggest game event that is happening in retro game hacking.
There is no equivalent
Conker/LTTP hack...?
I don't see any pictures of the hack...
I just wanted to make a quick announcement, as part of the last minute extras Optomon has been working on customizing the game sounds! So far everything is sounding pretty awesome! He pretty much has them completed at this point with maybe a few minor tweaks to polish a few of them up. :thumbsup:
:woot!: Near Completion. :woot!:
Customizing game sounds? Like 'enter Morph Ball' sound effect? What was wrong with the old sound effects?
Or do these new ones improve the game that much?
Customizing game sounds? Like 'enter Morph Ball' sound effect? What was wrong with the old sound effects?
Or do these new ones improve the game that much?
Please make an optional patch to use the original sound effects. The original sound effects of Metroid are as iconic as that of Super Mario Bros. Changing them would cause a nagging sense that something isn't quite right, like when you play on a Famiclone with reverse duty cycles.
I'm not against the idea of new sound effects, but I at least want the option to play without them. Thanks.
Well, of course! The new sounds will clearly make the game even more refreshing. It's just that the original sounds were good enough to most people.
Changing them would cause a nagging sense that something isn't quite right, like when you play on a Famiclone with reverse duty cycles.
This is Rogue Dawn. The objective here is to leave behind the notion that people are playing the original Metroid game, and enjoy a completely new experience with higher quality graphics, sound, and gameplay.
Castlevania 3 did have many of the same sound effects as the original game, though many of them were modified for the better. [...] Would you rather play Castlevania 2 with Castlevania 1 sound effects?
This game doesn't use MMC5 as a mapper right? I may have misread this during it's development.
Yes yes yes...
I absolutely agree.
Maybe I have expressed myself not so clear (English is not my born language)!
I did bring Castlevania 3 to my post because I am very fond of that game in particular, those were THE DAYS, the golden age of my youth in the NES. My first reaction to changing stuff on such title is almost impulsive, since I love it so much as it already is.
But for sure, in the case of a brand new rework, remix, rebuild, new game, new music and new effects are more than welcome. So, I repeat myself:
In case of having to make a choice (between original and new FX) — I would stay with the new sounds.
Please keep up the great work.
I never feel tired to watch the screenshots on the first page.
What a fabulous accomplishment this project has become!
Thanks thanks thanks!
C.
Actually this game uses the MMC3 mapper, and should be fine for emulation. It will need some modification to work on actual hardware though, and I believe Snarfblam is looking into that.
Yes yes yes...
I absolutely agree.
Maybe I have expressed myself not so clear (English is not my born language)!
I did bring Castlevania 3 to my post because I am very fond of that game in particular, those were THE DAYS, the golden age of my youth in the NES. My first reaction to changing stuff on such title is almost impulsive, since I love it so much as it already is.
But for sure, in the case of a brand new rework, remix, rebuild, new game, new music and new effects are more than welcome. So, I repeat myself:
In case of having to make a choice (between original and new FX) — I would stay with the new sounds.
Please keep up the great work.
I never feel tired to watch the screenshots on the first page.
What a fabulous accomplishment this project has become!
Thanks thanks thanks!
C.
Rest assured everyone, the new sounds are very nicely done. Optomon is an exceptional talent and is honestly one of the best at NES music and sound development. The new sounds maintain the original feel you'd expect to experience in a Metroid game on the NES system. Many of the iconic sounds remain very similar to the original (screw attack, bombs, weapons, so forth) but are enhanced to offer a uniqueness to this particular game yet still share a commonality with the feel of the original. Remember everyone, this project wasn't designed as an extension of the original game like so many hacks, it's meant to be a whole new game based on the foundation of the original.
You might be right, but I still want the option to use the original sound effects. I cannot say which I will prefer until I try them both. It should be very easy to simply make two .ips patches available. Please do that.
It will need some modification to work on actual hardware though, and I believe Snarfblam is looking into that.
You might be right, but I still want the option to use the original sound effects. I cannot say which I will prefer until I try them both. It should be very easy to simply make two .ips patches available. Please do that.
I am even more excited about the project. Revamping the sound will definitely make it feel like a new nes game instead of a hack of an old game. :thumbsup: :woot!: :crazy:
Hi man! Grimlock is an awesome artist and I am following.
(excuse me if I use this opportunity to share my link: http://www.romhacking.net/hacks/2988/ , but I would be eager to give all I have done to a lively actor in the scene like Grimlock is as a contributor in a contribution spirit than just keep it for myself... more thought ;) )
Frederick
I come quickly to the thread here every time I see an update.
This anticipation is killing me! Very very eager to play this brand new game.
It reminds me as well I need to play the GBA Metroids now that they work flawlessly on my OUYA emulators. Also, I need to complete Super Metroid one of these days. I did lock myself on a trivial part of the game and was not able to find a way out... never figured what to do.
Those internetless times were really THE DAYS.
Let's sit all together and share a nice red ale while we wait for this awesome project to get completed, right on the way the creators aim!
Cheers, guys.
I really don't want to harm anyone feelings, but I never was capable (or committed) to truly play METROID 1 on NES. The original game look — in my opinion — not well designed. It is too difficult and almost boring, with that endless screen levels...
I started loving Metroid on SNES and GBA.
No hard feelings :) we cant all feel the same about everything :P.. IMO the SNES version didnt live up to the original for me..but thats just my opinion :) But yes, when you were young and had NO help whatsoever games on the NES tended to be very frustrating, but that only made it more exciting once u gained a new ability or spell in a game :D.. Im thinking of zelda II which also was extremely difficult for a youngster :D
what happens happens it's a free fan project
Another OUYA user! cheers! :D :D :beer: :beer: and yes.. the anticipation is truly a killer.. I want this soo bad. I´d say that Metroid for NES is a superb game with insense battles and high difficulty as it should be! :)
This hack will be soo awesome!
I'm a vocal Ouya owner and fan myself. Love that little cube.
Sorry for the delay everyone, real life is inserting time consuming demands into the equation at the moment. Reset assured we are very close to completion, we've done all we wanted to do and more so all that remains are a few lingering items. I'll post again as soon as I have an update for everyone, thanks for your patience and support! :thumbsup:
I'm a vocal Ouya owner and fan myself. Love that little cube.
Sorry for the delay everyone, real life is inserting time consuming demands into the equation at the moment. Reset assured we are very close to completion, we've done all we wanted to do and more so all that remains are a few lingering items. I'll post again as soon as I have an update for everyone, thanks for your patience and support! :thumbsup:
I would be very interested in beta testing this for you. Amazing project!!!!
I've actually sent PMs to you earlier than this announcement. I don't think I want to play a specific role: If there is a bug, I'll report it, and I'll also post my thoughts on this hack.
All I can say to all of this, is DAMN!
That's a lot of requests.
Been following this hack's progress since the very early day it was posted.
Now i signed up to this forum just to take my chance as a tester.
May I sign up as a casual player. I would love to experience the game as is (without hints) and log my overall impressions as feedback in order to constructively help the developement of this masterpiece :) ?
That sounds like a casual play through. I couldn't remember who it was that PMed me previously, thanks for the reminder. Also, we'll all be communicating through email once we get going, hopefully that is acceptable for everyone, we don't want to put a bunch of spoilers out there in a public thread before it's released.
All we'd need is the email but I imagine you'll PM us the email once ready.
Thank you for adding me as a casual tester. Since there seems to be a large amount of casual testers, could you expand on what "detailed impression" feedback you would like.
Should we be thinking about, as an example:
Technical - asm
Screenplay - characters and plot
Gameplay - controls
Difficulty - balance/enemies/bosses/areas
Music
Graphics
After testing is finished and feedback is given. How much extra work/hours are you considering putting into the game. I understand it's impossible to say at this point, but obviously a complete revamp is out of the question.
At any rate, from what we've seen. I can't imagine how you could make this better. I guess we will have to wait and see, after playing the beta.
Thanks again for adding me and all of your effort into this project. It's truly amazing.
(I won't stream or share this content without consent)
Duckfist,
Not sure if you read his post, but he doesn't want any beta content released or streamed before the final release of the hack.
So if you are picked to test, please don't stream the beta version on twitch.
Please put me down as: casual
I don't get this 'beta testing-phase'...
Why not release the patch, call it v1.0 and let the bug-reports (if any) be reported the 'natural' way?
/dACE
Aren't you a bit too late for that?
I think beta testers have already been chosen.
Joking of course, right?
Why release a buggy version as soon as you can...
But hey - it was jus my opinion, nothing more.
I did not receive anything as well.
Maybe they have picked specific subjects among the interested people.
No problem for me...
Just anxiously waiting for any kind of "official" news!
No, we just haven't started play testing yet. :P
maybe if I tell you I have only a few weeks to live you may send me that precious PM with the file? :PHey! It was my plan! :C
One question: Since you made profound changes in Metroid 1 engine, have you ever thought about releasing some hacking tools that allow others forum members to make similar changes?
I understand, I should probably update that, everything including the "story" behind Rogue Dawn has evolved a lot since I wrote that (2 years ago ;)) The original intention was to say Samus knew about Dawn but since I would like this to sync up to the original series as best as possible I believe keeping the two from ever knowing about eachother makes more sense.Alright, thank you very much for answering my concerns so kindly and gracefully. I hope you excuse my questions, I was just really getting into the series' lore. As I tend to do! :laugh:
[...]
[Edted the rest out for brevity.]
Optomon is amazing with 8-bit music!
Where can I listen to the music? Are you going to release a NSF file or something?
Also, hyped.
Optomon's Youtube account has some songs, but most are probably earlier versions.
The extension of the Rom will be in .NES or .IPS? I would like to use on my Nintendo 3DS Virtual Console with injection. Any tips?
It appears that as is the Metroid series is pretty much complete, according to one of the founder's (I'll have to look up that quote later).
What are you guys doing?
The whole hack is lost.
The whole hack is lost.
This hack is gonna be so awesome when it's done, hopefully it'll be done by the end of the year. 😁😁😁😁😁
Are you talking about today?
you're pushing the limits of what the NES can do.Until someone put something like Raspberry pi into cartridge and made some crazy game for it from scratch - no one get's even close to the limits. Now it safe to say that there is no game or romhack that pushes the limits even of mmc5 mappper. And Rogue Dawn uses even mmc3. Sure it has some crazy unusual art style, but that's it.
And if you look for example at page 16 of this topic some features like mini map MAYBE make actual gameplay worst, because it "eats" sprites and / or cpu power that can be used for enemies.
Emulating stuff on a Wii? :'(
Using a Wii controller to move Samus?!
On PC, you can use a real controller.
After some testing of the game I am sure I will be buying a physical copy as soon as I can.
Also is a repro cart even technically legal? Not saying to not go for it, just a legitmate question that is probably a simple answer.
FYI, repro talk is not allowed. :police:
Hope I get to play soon! :)
We're moving back into music integration now. If we don't run into anymore game breaking issues we'll be good to go.
(http://i98.photobucket.com/albums/l247/grimlockarts/Rain_zpsu51pvndc.gif~original)
Holy shit. That looks awesome.And what makes it all the more amazing is that it is 8bit! So very cool!
(...) We're going to be ready to start passing the Beta out this weekend, or next week. (...)
Err, someone remove that?
Is that you in the picture, Tasty?
I would sure opt to contact a psychologist ::)
This person is spamming that picture (and other offensive ones)
in several boards across our forum.
Moderation, please...
:-[
and not for the money, like developers of Megaman 2 didI think you just HAVE TO learn a history of MM2 development somewhere. I think it will be pretty interesting for you.
(...)
Here's the distribution list:
(...)
cospefogo
(...)
I don't understand :C We have to send you bug reports as we found them or we have to send one big report at November 7?
edit: is it ok to send you private youtube videos instead of pictures? Because for my opinion it's the best way to show the problem.
Oh, lord, I just had a few minutes to spare but initial gameplay is amazing! Love the gfx, love the music and atmosphere so far.
@Devs, do u have a bitcoin adress? I´d love to send something to show gratitude! :)
1. If I dont find any bugs and finish the game, my report should be like "everything is ok"? or you Grimlock are sure that there are some bugs already?
2. I am an long time user of a retro gaming forum board in Argentina, called Retrogaming.com.ar (my nick is Link over there also) and I'm argentinian too, although I live and work in Colombia now, can I post the Rogue Dawn news in that forum? and maybe put some screenshots to make some hype? I have a lot of friends there so I want to share the news with them, NOT ROGUE DAWN ROM you gave me, I know nobody of betatesters can share anything, I just want to make a thread with the news about it, some captures and a link to this thread in Romhacking, can I?
seems real cool so far. I am assuming there was no way to have a pop up window come up to let you know what weapon or item you just picked up.
2) I don't know if it's the hack, or my computer (which I highly doubt it, because FCEUX 2.2.3 runs the other NES games well), but the game stutters, and the frame drops a bit sometimes.Game stays a little bit on lagy side, but you can use overclocking function in your fceux to completely eliminate lag. Just add like 500 extra scanlines to be sure. ::) But for real testing you don't want do that.
Datalog #1:
So far, I love it.
I'm in an underwater level, in which I'm trying to get out. I'm trying to find the Morph Bombs but I don't know where the hell they are.
On to the technical stuff: 1) One of the "hairy" enemies that you encounter after the first levels, in the place where there is like some kind of "purple acid", just rolls in an invisible box, and stays there forever; 2) I don't know if it's the hack, or my computer (which I highly doubt it, because FCEUX 2.2.3 runs the other NES games well), but the game stutters, and the frame drops a bit sometimes.
I'm somewhat disappointed but not surprised at some of these "bug" reports. They seem to be emulator-related issues since FCEUX is one of the worst NES emulators when it comes to accuracy.Where you see at least one bug report that caused by bad emulation?
@Devs: Will be there NSF Music included as well? I love those musics.Optomon produced a NSF, we'll probably include it in the final download.
Fceux have enough accuracy for human tests. That % on tasvideos doesn't mean actual % of accuracy that you can compare so easily. Emulation specific glitches extremely rare in mmc3 games. And in worst possible case it would be like shaking background or some kind of background flickering etc. Most peoples can't notice even that. And this usually happens when games uses like pseudoparalax scrolling or when games changes chr banks midframe etc. I didn't see whole RD game, but i don't think that it uses that. And speeking of puNES - it have noticeable input lag. My opinion - it's better to use fceux or nestopia with better input response than puNES. And speaking of nestopia... I think even if human try to count every single "glitched" pixel in that line when there is like midframe chr bank switch in some games even then it would be impossible to find any difference between nestopia and puNES. And humans can't actually look deeper then this in terms of accuracy.
edit: ok, actually with romhacks it's possible to have some situation like when romhack uses some kind of window in mapper or console emulation code and gets results that imposible to get on real console. For example situation like when game works fine on emulator, but it crashes on real console. But again i think it's pretty much unlikely with RD
edit2: and for example now BizHawk on top of that table with most accuracy, BUT like one week ago - MMC3 game Recca have like completely broken tittle screen with crashed graphic in BizHawk. It was fixed very fast, BUT as far as i know that fix doesn't hit ANY of those accuracy tests :DDD
VirtuaNES and mods for it still pretty popular in China
VirtuaNES is pretty inaccurate - background shakes in every third game :D
edit: tomorrow I will finally go to that Forest area for detailed exploration :P Forest area is the best looking area in the game. I think i briefly vised all of areas now.
I'm not going to address the personal-experience part of your post since no external verifiable sources for your information were includedhttps://www.dropbox.com/s/d9qslx9n79bm0z5/Stream.mp4?dl=0
https://www.dropbox.com/s/d9qslx9n79bm0z5/Stream.mp4?dl=0
Watch this frame by frame. 2 emulators running at the same time on Core i7 4770k 4GHZ stable frequency (intel speed step off) CPU. Emulators eats inputs from Logitech F310 at the same time (switch to the X). Recorded by obs in 60 fps with low bitrate with nvenc to prevent any unnecessary cpu usage. All possible applications and services where off. Vsync in all emulators is off. puNES is x64 last version and fceux last version builded from sourcecode. I think this is the best condition for this test that you can get in real world.
Where is mario jumping first in most times? :-\ But this is only a video. You can easily feel how bad puNES eats input if you play something like battletoads and tries to do dash jumps all over the place. And RD already pretty laggy game with a lot of precise jumps that sometimes not that easy to make because of lag. Because your character constantly changing it moving speed depends on how bad lag is. And most testers are "casual" testers. If they listen to you and start using puNES - they will deal with game lag that makes it hard to control some times + input lag again that makes it a little bit more difficult to control. And there is would be absolutely no benefit from puNES accuracy for beta test. It's better to use fceux or nestopia (they are the same in terms of input lag) to get better feeling of the game, than puNES that gives you actually nothing
edit: and why you want to use real console + everdrive? Look at the table that you post! Real console + everdrive have less accuracy than puNES :happy: You have to buy some game that uses official mmc3 board and remade it to RD
I appreciate your response but would rather we continue this discussion in PM.
I appreciate your response but would rather we continue this discussion in PM to elaborate further and so I can turn off my 'internal chat filter'. I'd rather not derail the thread any further.You can't see the difference on youtube, because there is no function on youtube to go frame advance in video. And there is only 1 or 2 frames difference in video between mario's jumps. You have to use some media player or virtual dub or something that allows you to go frame advance.I'm not downloading video from a random dropbox soplease upload it to YT or another video-sharing website as an unlisted link. Use of DropBox is something that I'd rather avoid if possible. Thanks.
You can't see the difference on youtube, because there is no function on youtube to go frame advance in video. And there is only 1 or 2 frames difference in video between mario's jumps. You have to use some media player or virtual dub or something that allows you to go frame advance.I actually saw a difference, but there are two things I wonder:
Sorry. This is my last post about this. I think i have right to answer to this
edit: I think i'm going now to the last locations. At least it looks like last location :P I can't hold myself and i want to say... After collecting some last rockets in some location i get some crazy glitch that warped me to the place close to the last location. It was pretty convenient :D Sorry for "spoiling" this :C
I actually saw a difference, but there are two things I wonder:I didn't think that focus matters :C I don't know if puNES can run in background and can eat inputs in background. Priority was by default. And don't think that with 4 core cpu with 8 threads it really matters.
1. Why is one window on focus and the other not? Can't one simply put the focus on Notepad or something else and use background inputs?
2. What is their priority? Priority affects things more than you think. Example: running the old La-Mulana on Windows 10 requires you to set Priority to Realtime or else there will be HUGE slowdowns at moments (like bosses)
The beta starts now and will end in one week (November 6th), please have all your feedback submitted on or before November 7th so we can work any issues during the week and release the following weekend! Thanks for your help everyone!
We’ll run the beta for one week, the beta ends on the 9th, please provide feedback on or before the 10th of October.
I didn't think that focus matters :C I don't know if puNES can run in background and can eat inputs in background. Priority was by default. And don't think that with 4 core cpu with 8 threads it really matters.Don't underestimate the impact priority has on a game. As in the example I told you of: La-Mulana with Aeon Genesis Translation. A game that run perfectly fine on Windows XP, but requires a minor compatibility adjustment AND Real Time priority on Windows 10, disregard of how many other processes are running in the background.
That feeling when I was invited to the beta, waited 3 days, and still nothing.
Q_Q
Is it known when game would be released to public? :C I really want to freely discus it and post some videos ::)Just an outside opinion here:
Just an outside opinion here:But as you can see i'm just random guy who appears from nowhere. Why i was even chosen for this? I didn't claim that i would be a great beta tester in all points of view. I can only try to find some bugs.
I think you are a terrible beta tester just for asking this, despite how brilliant you may be at hunting and reporting bugs.
Is it known when game would be released to public? :C I really want to freely discus it and post some videos ::)
The way the rain drops into the water and on the stairs is fantastic art! love the attention to detail
(http://i98.photobucket.com/albums/l247/grimlockarts/Rain_zpsu51pvndc.gif~original)
Last night I had a dream I was playing this. It's rare that happens. :thumbsup:
Very quiet here...whats up folks? too busy playing the beta? :D :crazy:I'm pretty sure i collected and do everything that was possible in beta. I made some optimal route trough the game by using all kind of sequence breaking glitches, but obviously there is no point to polish it. Because obviously some of glitches would be fixed in final realize or i think even some levels can be changed a little bit. So there is no point to play it now, because there is nothing to do. Even if there is left something hidden - i can't see where it could be. So i moved forward to the next game.
Very quiet here...whats up folks? too busy playing the beta? :D :crazy:
I decided to wait and give the beta testing group till the 10th since I sent out that date in error originally. I posted the corrected date but some didn't see it due to focusing on testing the game. we're now in the weekend following the 10th so I'm continuing to compile our punch list based on the reports that came in. I'll post an update once I get together with Snarfblam and Optomon and figure out an estimated amount of time to correct the issues discovered.Thank YOU and SNarfblam and Optomon for creating an awesome NES metroid adventure that have captured and evolved the metroid mood in this hack :D.
Thanks again to everyone who participated and sent back feedback! :thumbsup:
Playing it is like listening to a really awesomemetal album. You simply cant get enough!
Awesome jazz album!
:laugh: :happy: :thumbsup:
we all like different :D. but we ALL love a masterfully made metroid hack ;)
Please remember to be considerate with regards to spoilers
Not that you've ruined anything for anyone, but all the same try not to get into specifics in the public thread, please.
Any finds go for email cospefogo, it is in the rules.
Just wanted to pop in and say that this is easily the most extreme-looking hack of Metroid I've ever seen. I'll definitely be giving this one a playthrough once it's released!
I risk to say it is one of the best NES games "ever released"!I agree completelly, RD pushes NES to its limits, I thought Metal Gear, Metroid and Guardian Legend were the best games of NES, but RD is far superior, cant wait when final release comes, to read comments on specilaized magazines, they are dumbs of course and graphic whores, but I hope someone with some brain writes a great review about RD.
Silent again 'uh? Thinking the release date in Christmas day (just kidding or not). :laugh:
We're close, but I can't offer a date.
Testing is done. We got quite a lot of feedback and we're diligently working through the list of bugs and problems as free time permits.
(...)
Giovani (cospefogo)
(...)
Please post any corrections required or use the beta testing email address provided previously. Please avoid PMs (my inbox will fill too quickly).
(...)
Giovani (cospefogo)
(...)
great job.....this worked perfect on the Wii nes emulator.....I wish my name was added as I was just a plat tester. I may inject this as a channel for the Wii
Please add me as "Satoshi Matrix" to the beta testers list, no underscore.
Please note my username is all lowercase, "el_seyf", thank you very much :)
Unfortunately we're only going to have the use of uppercase characters due to tile limitations. Is EL_SEYF going to be ok, or would you like to use a different name for the credits?All uppercase is fine, I thought you could use mixed case Letters, and you misread my username with uppercase "E".
Gamerhenky to use: “Hengki Kusuma Adi” or “Hengki” (Redacted my emulator)
Ziko
Shinespark
AuroraxPhilic
Giovani (cospefogo)
Gamerhenky
Tokyobatman
Rabbitbones
" " = name requested to appear as "..." in creditsI don't understands this exactly. Can i be just Koh1fds? I made this account only to be able to download romhacks and i put complete garbage into nickname.
Koh1fds “chikadubi”
Grimlock, please remove my duplicate username (Gamerhenky) and redact my emulator are we using. :'(
I don't understands this exactly. Can i be just Koh1fds? I made this account only to be able to download romhacks and i put complete garbage into nickname.
edit: and is it legal to post video from beta version of the game after full release?
(Sorry, no lowercase available).That's not a problem! Thank You so much!
Which of the two would you like used?
EDIT: Beta Testers please review the draft credits list on page 37 for accuracy
If possible, please add me to the credits as "Satoshi Matrix" rather than "SATOSHI MATRIX".
Unfortunately we're only going to have the use of uppercase characters due to tile limitations.
UPDATE: All level design changes are complete! We took it a step further than just squashing bugs and made improvements based on all of the feedback. Certain areas people were having difficulty with have been modified and improved to help with the gaming experience! The pause map for example has been improved to show additional information not displayed in the corner map (boss locations, main power up items, and a map of the final area not displayed in the corner map). Also (in addition to other changes) an area that was designed in a maze like fashion has been modified to make it much easier to traverse. Several other changes were made but in order to avoid spoilers I can't say much more. :thumbsup:Do I smell a release soon?
out of curiosity how long have you been working on this project up to date. your first post is sept 2014 on this game but you had already done a bunch of work. Im just curious as to how much work hours time youve put into it when did you actually start the project. Did it start out as something more smaller have you gone way past your original goals and ideas. Regardless this is one hack i've been keeping my eyes on for awhile now. keep up the great work it looks great.
I started designing the graphics and levels in July 2014, that puts us at 2.5 years. I don't have a record for how many hours it took but if you combined all of my time, Snarfblams time, and Optomons I wouldn't be surprised if it exceeded 1000 hours (maybe 1000 each?). The project has constantly evolved beyond the original intent. There were several breakthroughs that pushed the limits of the project further such as slope detection and the MMC3 mapper upgrade (both happened after a considerable amount of level design had been done). I'm sure we could have cut our time in half if we knew all that we know now and knew what we were capable of doing from the beginning. Anyway it's a hobby project so there never really was a reason to adhere to a strict design document or schedule.
TRAX
MRRICHARD999
MIKH
INFINITYS_END
METROIDMST
MAYO
MARVIN WIMBUSH
MOLLY ANDERSON
JACOB MAXNER
LINK
SACRED HOOVES
ADVANCED PILLOW
JOHN ENIGMA
SEANPH
SAMPLERINFO
LAPUTAN MACHINE
JONY MARCONDES
RICKARD SIIRA
OMAR YAKOVLEV
W7N
J'P (no carat in font)
KOH1FDS
QWASER TRESA
MEGA MAN MODEL T 101
RT-55J
EL_SEYF
TAHAZZAR
HENGKI KUSUMA ADI
ZIKO
SKINESPARK1983
AURORAXPHILIC
GIOVANI-COSPEFOGO
TOKYOBATMAN
RABBITBONES
SATOSHI MATRIX
Pokemon Prism's coming on Christmas Day and I'm kinda ecstatic!
Unfortunately, Pokemon Prism got C&D. I REPEAT! Rogue Dawn will be like this too? If you don't believe me, go figure (https://drive.google.com/file/d/0B0f-_m_8on7BLVhuYnV2a2tuR3M/view).
The less you speak of it, the less they can google it. :thumbsup:
Does anyone understand the last post? :huh:
Anyway, this is a bad thing, whether Rogue Dawn will be affected or not. This is the first rom hack taken down in a long time. It shows Nintendo is still willing to go after these.
Alright, so just to be 100% sure, these are the names as they are being inserted. Please double check them because otherwise they're being pasted into the ROM from this list verbatim.
@J^P, the font does not have a carat.Code: [Select]TRAX
MRRICHARD999
MIKH
INFINITYS_END
METROIDMST
MAYO
MARVIN WIMBUSH
MOLLY ANDERSON
JACOB MAXNER
LINK
SACRED HOOVES
ADVANCED PILLOW
JOHN ENIGMA
SEANPH
SAMPLERINFO
LAPUTAN MACHINE
JONY MARCONDES
RICKARD SIIRA
OMAR YAKOVLEV
W7N
J'P (no carat in font)
KOH1FDS
QWASER TRESA
MEGA MAN MODEL T 101
RT-55J
EL_SEYF
TAHAZZAR
HENGKI KUSUMA ADI
ZIKO
SKINESPARK1983
AURORAXPHILIC
GIOVANI-COSPEFOGO
TOKYOBATMAN
RABBITBONES
SATOSHI MATRIX
Wow, please stop this at once. I know I got banned from Metroidconstruction for saying this on another thread, but:
There's no point in discussing this. There's a chance Nintendo takes it down. Grimlock is happy to take the risk for himself and for us, creating an amazing piece of work. No need to discuss it. This is the situation.
I suppose they thought I was only making it worse. Maybe they were right, it doesn't matter for this thread.
But I agree with Optomon: "The less you speak of it, the less they can google it."
So please, can we move on?
No, and I don't believe they can.What's this about Drakon?
Hacks and fan translations in of themselves are not illegal, and unlike some morally gray jerk hackers like Drakon, they are not for sale meaning no profits are being generated from their creation.
Only the ownership and distribution of roms runs into legal issues and Since all hacks and translations hosted here are patches without including the original rom/iso, there is nothing illegal here either.
And let's drop this subject, please?!
So please, can we move on?
On the subject of this romhack: what is the estimated length?Length of playtrough?
What's this about Drakon?He won't publically release any of his hacks, and if you want an individual copy, he demands payment. Not donations, payment. As in, he sells his hacks. This is something I fundamentally disagree with, and I'm not even sure is legal. It's one thing to pay someone for services like cart building or system modding, but rom hacks should be free.
He won't publically release any of his hacks, and if you want an individual copy, he demands payment. Not donations, payment. As in, he sells his hacks. This is something I fundamentally disagree with, and I'm not even sure is legal. It's one thing to pay someone for services like cart building or system modding, but rom hacks should be free.
Length of playtrough?So, about the average length of a typical Metroid sidescroller? (between 1 and a half hours and four hours)Spoiler:It's possible to beat beta version with ~100% item collection in ~1 hour by using clips. But first detailed playtrough can took a lot of time.
Personally, I am against using underscores in a NES game end credits. Actually, I don't remember seeing underscores in any of the game's text.
I use an underscore on this forum because spaces are not an option
knocks on woodnot even necessary, why are people superstitious? It won't be taken down, a patch on rhdn hasn't/will never be taken down by Nintendo.
that's delusional right thereWhat Satoshi_Matrix said is right.
I'm passing the release candidate to Optomon for final music integration today or tomorrow. As soon as he has an opportunity to get the music added we'll double check a few things and then release it. :)Holy mother of god o.o I don't post much on this forum but I'm like here almost everyday browsing seeing what new projects people are working on but after reading this and watching the progress of rogue dawn for a long time now I have to say I am absolutely excited. Thank you and everyone else who are involved in this project.
Holy mother of god o.o I don't post much on this forum but I'm like here almost everyday browsing seeing what new projects people are working on but after reading this and watching the progress of rogue dawn for a long time now I have to say I am absolutely excited. Thank you and everyone else who are involved in this project.
Yes, on the verge, full release this weekend or next! :thumbsup:Oh man, the anticipation is killing me!
Yes, on the verge, full release this weekend or next! :thumbsup:
Official release date set:
Saturday 1/14/2017
Official release date set:OH MY GOD!
Saturday 1/14/2017
Official release date set:3-4 days! hype!
Saturday 1/14/2017
Thanks for all the positive feedback everyone! We're working hard to get through the last few steps to achieve a zero bug high polish release! This is a very complex piece of work so you can imagine the list of items we have worked out over the last month (since beta testing) has been impressive. We're literally down to the last item, nothing game breaking, just the last item in order to achieve our target goal of perfection. :thumbsup:I think I might just instantly die, OMG OMG it's happening
Thanks for all your support, we appreciate it! :)
This is just for the level design portion, I'm sure Snarfblam and Optomon have an impressive stack of design documents (physical or digital) comparable or greater to my own.
I would love to see a short YouTube series on the creation of this game.
I would love to see a short YouTube series on the creation of this game.
Stupid time zones. In Japan it's already 1/14 :D
Um, Metroid. Metroid gets patched. As in the title, Metroid- Rogue Dawn
Preparing to upload the patch. :beer:
UPDATE: Seems the uploading process doesn't like anything from Dropbox or Photobucket?! I'm still working on it.
UPDATE 2: I'm using the "Scratchpad" to get around the upload issue.... now I have to re-do all my screenshots at 256x224... gotta say, what a PITA!
:woot!: The hack is fully submitted and awaiting moderator approval! :woot!:
Once approved it'll be up for download! I still have a few steps to get the download page set up right like adding Optomon and Snarfblam on there but it should otherwise be ready for download once it's up!
:woot!: The hack is fully submitted and awaiting moderator approval! :woot!:
Once approved it'll be up for download! I still have a few steps to get the download page set up right like adding Optomon and Snarfblam on there but it should otherwise be ready for download once it's up!
I guess there were some submission issues before. I went ahead and submitted the patch from over on the Metroid Construction site along with the description you used from over there. Everything should be good to go. :thumbsup:
Now you gotta do a news article once the submission passes! :beer:
I'm so sorry. There is a glitch that was presented in beta version and still presented in full release. I found it pretty late in beta test and for some reasons i didn't send it to you :banghead: i'm so sorrySpoiler:Some times when you use suicide command - your hp can glitch. And you can loose energy tank by doing that. I think you can restore that e-tank by dying, but that pretty annoying
:-\Spoiler:(http://i.imgur.com/jjDrSMO.png)
I can't wait to download this game!http://forum.metroidconstruction.com/index.php/topic,4221.msg57562.html#msg57562
Wow, how does anyone submit anything here!!! I even used the "Scratchpad" to upload my files. I must have wasted 2 hours trying to submit the patch... and it got dropped off the queue??? :huh:
Found a door leading nowhere (in the derelict spaceship) - if that's not intentional I can post a screenshot (I can hack myself into the credits if this turns out to be a bug) :laugh:
Also - am I supposed to find the space-jump somewhere?
/dACE
Wow, how does anyone submit anything here!!! I even used the "Scratchpad" to upload my files. I must have wasted 2 hours trying to submit the patch... and it got dropped off the queue??? :huh:
If I´m supposed to be able to jump up here, then there is a bug in lining up the vertical scroll in the 1.0 version:
(http://oi64.tinypic.com/2ypmbeg.jpg)
I´m using the emulator Nestopia by the way.
/dACE
If I´m supposed to be able to jump up here, then there is a bug in lining up the vertical scroll in the 1.0 version:
(http://oi64.tinypic.com/2ypmbeg.jpg)
I´m using the emulator Nestopia by the way.
/dACE
EDIT: chikadubi beat me too it ;)
Spoiler:Hmm - finally went the correct path and the scroll lined up.
I'm not sure I'm a fan of this quirky kind of puzzle, since I spend an hour or so looking for a non existing SpaceJump power-up...
That said, gfx and music is top notch - great work!
/dACE
There's a lot of games with different versions like 1.0, 1.1, (U) vs [E] vs [J], etc. No need to be smarmy. It's a perfectly legit question.Apply to Metroid (U) or Metroid (USA), that is all you need to know. Pretty much the info on the release page.
To answer said question, I'd imagine it's going to be (U). I could only find one version of that, and since the [J] version is for the Famicom Disk System I doubt that'd be the one.
I'm stuck after getting the Metroid container from the area with the astronaut guys. I only have the High Jump Boots, Morph Ball Bombs, & the Suit. It'd be nice if someone could point me in the right direction and also provide locations of the remaining powerups.
Spoiler:What an odd leg... (left leg)(http://i.imgur.com/ikz8zUB.png)
Why does the readme say "completion date: 1/17/2017"? Will a bug free version get released in 3 days? LOL :laugh:
So i can patch over version 1.0 to 1.10? Or do I need a clean rom again? Keep in mind I haven't started playing yet
I'm pretty sure that's why i keep getting 98% :-[ Because i loose e-tank every walktrough after using suicide commandSpoiler:4. There may be one item E-Tank item that is not tracked properly once you save (you lose it and it becomes available to acquire again). This one is redundant and hidden so you can still get the main 6 E-Tanks no problem. This may however lower your final item collection to 98% if you collected it and then beat the game instead of getting 100%. This is reported but not confirmed, it could be an issue with the PowerPak, we're checking it out.
This looks amazing---however, I see there are a few kinks being worked out still, so I'm gonna wait for a more final patch
Still, very much looking forward to playing the daylights out of this!
Yeah - you don't want to risk encounter a bug and have to contribute by reporting it.was that needed?
Better wait until others have done everything for you...
/dACE
Yes! Finally! Same route as before, but without select + A + BSpoiler:(http://i.imgur.com/SBH12DQ.png)
Do you think it's possible to fix the zoomers from getting stuck? It happens when they're crawling and hit a 90 degree angle or when scrolling sometimes. I imagine when it gets stuck you could just do a simple check to see if the enemy is stuck moving in opposite directions rapidly then erase the entity. I know it's not really that important, but it would at least look a little nicer and wouldn't involve you trying to fix the game physics. Lol I know it's lame that my first post is a complaint, but I love your hack so far. I'm enjoying this a billion times more than the original metroid. I was more of a fan of metroid II so it was hard to go back and play the first game for me. :laugh:
I made a complete run once again and I'm quite satisfied with the results. I didn't find any game-breaking bug. I like what you did with the Polyps. I managed to do 83% completion in about 3.5 hours. I went into the last zone with all power-ups, 6 energy tanks, but "only" 220 missiles...
Seeing that there are people here asking for help, I suggest we split this thread into two distinct threads: this one for bug reports, and a new one for help and hints on the game. What do you think?
Spoiler:the ship's crew ask you to leave the E-tank behind. Even though it doesn't seem like it affects the ending or anything, it really made me think hard about whether I should take it or not. Eventually I decided to leave it for them.
By the way, my very favourite part of this game was actually the room whereSpoiler:the ship's crew ask you to leave the E-tank behind. Even though it doesn't seem like it affects the ending or anything, it really made me think hard about whether I should take it or not. Eventually I decided to leave it for them.
That would be a good idea, where would we place a help thread at? There is an issue though, this thread is linked to from multiple places on the internet, most people may miss the secondary thread.
Will there be an .nsf with the music released? I would like a copy of the SMB easter egg area music.
Yesterday i watched live stream. Streamer was having really low hp and he gets like 10 missiles in a row from metroids. So that's rng for you :DD
Just wanted to say - I am really impressed by the work done on this hack. It's a game changer. Thank you for the amazing work.
I am so surprised to see people have already completed it. It has taken me hours just to get the first 2 power ups (though I have found loads of missiles).
As a Metroid veteran, I would personally like to see better signposting for what to do next. I am in the forest area at the moment and the warping level design completely baffles me.
Thanks!
As a Metroid veteran, I would personally like to see better signposting for what to do next. I am in the forest area at the moment and the warping level design completely baffles me.
Wow Seph you already beat the game,holy crap you are a hardcore player,GOTTA around to playing it XD also how's Cadence of Agony coming along?
(http://i.imgur.com/Wnp6Y2X.png)http://www.thecoverproject.net/forums/index.php?topic=21799.0
Spoiler:I'm considering further modifying the warping area to decrease it's difficulty. ... Maybe I'll just do away with the whole thing.
Spoiler:I made an ending video (https://youtu.be/6ZxO7d7GzBA)
Spoiler:
2. Limit warping in jungle area to Chozo ruins and redesign hive (done).
3. Open up a few locations where players were having difficulty jumping (about 4 locations fixed).
4. Make drop shafts in Metroid hive less brutal (in progress, you won't fall all the way to the bottom anymore :thumbsup:).
5. Seal off a few passagways that may be causing people to go in circles (such as in the under water area).
6. Reduce the loop back in a couple spots in the ruins.
7. Change a few enemies from indestructible to destructible in tight areas.
9. Reduce scope of the secret area and eliminate the warping/scrolling that loops you back.
12. See if I can change the 10 missile doors to 5
13. Remove block in underwater area
Very impressive Hack!
I am not sure if this question has been asked before but would it be possible to mark the already explored areas in a different color on the Mini Map?
Love the work you guys did! Having so much fun!
Looks like someone already made a box for this. I discovered the hack here yesterday myself.
http://www.thecoverproject.net/forums/index.php?topic=21799.0
I'm kind of surprised the release of this was stumped down to a bullet point among other rom hacks on the front page and yet a translation of some D-grade Famicom game gets its own article. Thought this was something highly anticipated :huh:Rogue Dawn did have a news article. http://www.romhacking.net/forum/index.php/topic,23418.html :)
Anyway, I need to try this out sometime. Looks impressive.
Hi, i am new here but i wanted to know if anyone has this problem with Metroid Rogue Dawn.
There are a few rooms, that when i fall down, i keep falling 2 or 3 screens and end up, a lot of rooms above the initial room.
For instance, the room where you get the boots, if i drop 2 screens, i fall, and end up very far above that room.
The same for the room in the plant level, at the far most left, you can bomb through the floor, when i do that, i fall down 3 screens, and end up in a room next through the room i felt through.
I'm thinking it might be the emulator on the NES mini that is not really understanding the rom, but i want to know if more peopl have this problem.
(...) I didn't want to make the player have to back track all the way through the entire area, so I made shortcuts. It can be disorienting at first (...)
I have made maps too. Did you need it?I appreciate that Grimlock kept it small and trimmed to avoid being too much of a spoiler but I'd love to see the complete map at full size too.
Snarfblam was able to pull off some really impressive ASM work on this hack but it's still based on the original M1 engine. There's other limitations that would probably prevent that as well.Confirm from my own hacking adventures that marking the map is basically a no-go. That's a lot of volatile data for any NES game. It's actually little things like "keep track of a bunch map meta data" that can demonstrate the subtler impacts of 8-bit vs 16-bit.
I got an idea, if it hasn't been mentioned already.
I recall seeing a patch where an item switch on and off screen was created. Has this been considered? :thumbsup:
There's warping in the level design. I'm just about done with an update that actually removes some of the warping that was causing a lot of confusion. For example one particular warping puzzle was designed in a way to make it very simple but when I saw a few play throughs I noticed a common trend of the players attempting to reenter from the exit side. There was no way for them to realize that was the exit part of the puzzle without a large amount of frustrating trial and error. Other warps are there for convenience, if you go deep into an area and locate an item or beat a boss I didn't want to make the player have to back track all the way through the entire area, so I made shortcuts. It can be disorienting at first but most people seem to appreciate that addition to the design once they figue out what's going on.
...the health station it wouldn't heal me. ...check it again and it worked fine.That happened to me as well (in 1.1 with that particular health station). The energy sparkles are sometimes orange instead of purple as well, not sure why this is.
Anyway, I'm loving the game thus far. Best Metroid hack ever.I'd say best romhack ever, really. :)
Hey Grimlock, is there any sort of estimate on when v1.20 would be released? Would we expect it before January is out, or maybe closer to mid- or end-February? Thanks again for all you guys' continued hard work. :thumbsup:
All I can say is very soon. All of the listed level design changes have already been accomplished. Snarfblam is working on the listed ASM change as well as changing the starting (after dying) health from 30 to 99. There's a few other items he's looking at as well.Thanks so much, Grimlock. :) No rush! You all take your time.
While he's working on his ASM improvements I'm going to continue to add a few more goodies to the game. :thumbsup:
Time wise I'd say very soon, definitely in January. We're just fine tuning everything, nothing that should require extensive amounts of time. I'll post an update soon. :thumbsup:
I now remember what I miss.. That beeping sound when you're down to critical health! I know u removed it coz it's anoying but it really intensifies the feeling of being almost dead :p.
Just my 5 cents :)
Maybe we should just have it beep like four times, once the player reaches less than 20 health as a reminder they are getting low.4 beeps? naah..keep it beeping ;) :D it can be pretty nerve wrecking if youre in a tough spot! :D
jumping is a bit sloppy, there is no rhyme or reason as to why she spins or doesn't spin. sometimes you hold in one direction and she spins (making the next platform more difficult to time) and sometimes she just jumps normally. in a platformer where platforming is a great deal of the gameplay, it would be nice to see jumping made a little tighter.If you hold forward before you press jump - she spins. If you jump and then press d-pad - she jumps normally. Classic metroid mechanic. In RD it works exactly the same as in original metroid.
If you hold forward before you press jump - she spins. If you jump and then press d-pad - she jumps normally. Classic metroid mechanic. In RD it works exactly the same as in original metroid.
I was impressed by some of the exploits I saw in some of the YouTube videos I watched so I accommodated them in a few spots. It's possible to break the sequence of item acquisition. I'm interested to see who can figure out how to do it first. :)Since this is built using the Metroid engine, there's still the block and door clipping glitches:
Update 1.20 is getting close. I've been actively reworking the trouble spots in the level design. I've been listening carefully to all the feedback and weighing my original intentions against the experiences of actual players to see if the intended result was achieved.Glad to here some of the level design is getting reworked (particularly the mazes). I couldn't figure out how to get to the first two bosses, and ended up skipping them altogether.
Some needlessly difficult spots have been toned down a bit including eliminating the long fall drop shafts in the final area.I like those shafts. It was so nervwrecking to go across them. And if you experienced player you can climb them up. So the last area now is just simple walk to the boss?
Typo to report:Spoiler:(http://i.imgur.com/mtWTwLL.jpg)
No apostrophe in "its"
Edit: And another, this one from one of the Easter eggs:Spoiler:(http://i.imgur.com/rPhGzxv.jpg)
Need to use a wee bit more memory and add an apostrophe so that it's Grimlock's
Thanks for the continued feedback, it really helps generate ideas for improvements. Since we're hoping to make 1.20 our final major update we're really throwing everything we can at it. All of my previously highlighted items for this update have been completed. The list has expanded to include additional hidden passageways, routes to items for early access (provided the right skills and or exploits are utilized), and even a few additional Easter Egg screens (since I guess the other ones have pretty much been widely discovered).
Additional news for update 1.20:
I've teamed up with the creator of Hyper Metroid (a very well know Super Metroid hack), ReadRed to create a new second mission sprite set which will include the power suit (play as Samus) after you beat the game. After you beat the game all of the sprites will cycle to a new second set. The sprites are already in a first draft so it shouldn't take much more time to get them refined.
Snarfblam has corrected the game ending freeze bug as well as made some other code improvements. He's looking at a few additional areas of the code at the moment to ensure everything looks good. Once he's wrapped up and the 2nd mission sprites are in place Optomon will insert the music again and we'll launch the final 1.20 update. Updates after that will most likely be limited to bug repairs (if any). It could be as early as this weekend or as late as the following week. I don't see it going out any further than that.
1.20 is going to have a lot of neat additions, you're definitely going to want to pick it up when it's released! :thumbsup:
Thanks for the continued feedback, it really helps generate ideas for improvements. Since we're hoping to make 1.20 our final major update we're really throwing everything we can at it. All of my previously highlighted items for this update have been completed. The list has expanded to include additional hidden passageways, routes to items for early access (provided the right skills and or exploits are utilized), and even a few additional Easter Egg screens (since I guess the other ones have pretty much been widely discovered).
Additional news for update 1.20:
I've teamed up with the creator of Hyper Metroid (a very well know Super Metroid hack), ReadRed to create a new second mission sprite set which will include the power suit (play as Samus) after you beat the game. After you beat the game all of the sprites will cycle to a new second set. The sprites are already in a first draft so it shouldn't take much more time to get them refined.
Snarfblam has corrected the game ending freeze bug as well as made some other code improvements. He's looking at a few additional areas of the code at the moment to ensure everything looks good. Once he's wrapped up and the 2nd mission sprites are in place Optomon will insert the music again and we'll launch the final 1.20 update. Updates after that will most likely be limited to bug repairs (if any). It could be as early as this weekend or as late as the following week. I don't see it going out any further than that.
1.20 is going to have a lot of neat additions, you're definitely going to want to pick it up when it's released! :thumbsup:
Oh, I think we can overlook those two truly insignificant problems.
About the second mission addition with Samus, will it work even if I started a second playthrough as Dawn because I last saved back at the ship after going through the SMB easter egg area and I have all my upgrades from the first playthrough?It would most likely require completing the game with version 1.20.
Didn't encounter that bug. @Snarf; Is this emulator specific? Or am I just lucky?It's an uncommon bug caused by uninitialized RAM. Likelihood of it occurring depends on emulator, but doesn't seem to be an issue on most. Possible for it to happen on actual hardware depending on the initial state of memory.
It seems very likely to be an issue with the PowerPak itself.
We also don't know if he patched correct rom or not. So it also can be just his rom issue
Lower Norfair.
:thumbsup:
Spoiler:V1.10
:D
edit: can you also port Rogue Dawn features to original metroid?Spoiler:Please. Can't play original metroid after RD ::)It would be so nice to have 3 missiles on screen at the same time, shooting by taping and not holding, wall jump, better bombs, spring ball, wavy ice beam (wave beam use ice beam palette). Not necessary to find those upgrades. Like you just start with wall jump and after collecting maru ball you have spring ball. That would be so cool! :P
Nice time! There's definitely some competition in getting it as low as possible!I'm really sorry. I say it's impossible for humans get this time. This done with tools for route demonstration for tasvideos. It insanely hard to skip hi jump boots. So for humans the fastest perfect time would be same + time that they loose for getting hi jump boots.
I'm considering adding a player sprite change on the surface and water area to an environmental suit:That's awesome. Always wondering how she breath underwater :)
Nice time! There's definitely some competition in getting it as low as possible!
New Graphics for 1.20!
I'm considering adding a player sprite change on the surface and water area to an environmental suit:
(http://i98.photobucket.com/albums/l247/grimlockarts/Dawn_Surface_Suit_zps6nnpuift.png~original)
Hey Grimlock, I have a bug to report. I found a streamer who was routing Rogue Dawn for a speedrun, and he's on a real NES via a PowerPak I believe? He says the ending crashes for him, and the save screen is all screwed up.
https://www.twitch.tv/megaultrajman This is his Twitch if you wanna contact him. He's been up for 9 hours and said himself he may not remember to send in a report. He says he's gonna make a highlight of his stream as well, of the bugs he's found. I'm gonna post a screencap of his messed up save screen once I can see it again.
Edit -
(http://i.imgur.com/BSgIcWQ.png)
Also, the game froze right when I beat it....
Wanna say it again. Please, port some of features to original metroid. At least having 3 missiles on screen at the same time. Original metroid really annoying. Snarfblam, please. :'(
0_0 Uh you guys came up on my facebook trends today
:-[ This is very strange and kind of uncomfortable...RHDN is facebook news as of now?
Yeah, the media coverage might be a problem here:
Honestly, I'm kind of surprised ROM Hacking.net's version has only been downloaded 15,000 times so far. Where the hell are all these other site visitors getting the game?
Spelling errors are spelling errors. If the team is continuing to work on the hack to polish it and make it as professional as possible, why on earth would they "overlook" them?
Because it's a game - not a lecturing tool?
By the way - Balls is not spelled with a 'z'.
Makes me think you're not a professional speller at all...
...just saying...
/dACE
Rabble rabble rabble
Thanks for pointing out the mistake. No need to argue, we'll take it from here.
There was a deal that came up on my Facebook saying 'Metroid' and got giddy with excitement as I thought it was a new Metroid game announcement. When I clicked on it, tons of stuff came up about Rogue Dawn. Pages upon pages of nothing but Rogue Dawn. Tons of positive stuff though.
My guess is that people take the IPS, insert it into a ROM and upload it in full someplace that has stuff listed and from there spreads like wildfire from their download section. Sadly its only just a matter of time in seeing someone sell a cartridge of it either on ebay or elsewhere without consent...
If you still have the SRAM from the bugged menu that would help sort out what's going on there. It's likely a similar issue.
I can send you the SRAM file from my PowerPak in this state, if you still need it.It would definitely help. Thanks!
It would definitely help. Thanks!
Makes me think you're not a professional game enthusiast... ;)
There was a deal that came up on my Facebook saying 'Metroid' and got giddy with excitement as I thought it was a new Metroid game announcement. When I clicked on it, tons of stuff came up about Rogue Dawn. Pages upon pages of nothing but Rogue Dawn. Tons of positive stuff though I saw a few 'Nentehndo'h blah blah blah in 3, 2..." stuff as well.
My guess is that people take the IPS, insert it into a ROM and upload it in full someplace that has stuff listed and from there spreads like wildfire from their download section. Sadly its only just a matter of time in seeing someone sell a cartridge of it either on ebay or elsewhere without consent...
https://www.dropbox.com/s/m9zfefctgh718ma/Metroid%20-%20Rogue%20Dawn%201.10.sav
Nah - I like NES games. You know the ones with lines like:
'A winner is you' or 'Congraturation'
Don't let your kid play those games - or he will surely become as illiterate as I am.
/dACE
Some quick stuff:
1) I'm not the best at the NES Metroid and my #1 complaint is that you start with 30 health every time. As a result I am unable to get very far in this hack without dying. I'd love to see the rest of the game (and the default answer to this is probably 'git gud') but starting with 30 health every time and having to farm just to get to 99 (let alone once I have some E tanks) and explore a few hallways down is pretty demoralizing. (Maybe I'm just in the wrong area but it doesn't seem like it? I'm not using a guide or anything). I tried to look for a "start with full health" patch that I could (hopefully) just patch over the finished game but I found no such thing with some Googling. Is there really no way to hack the game to do this? If it's possible I'd love to see it done so I could actually enjoy the game.
2) I'm playing on a softmodded Wii running FCEUGX, the last revision I know of. The title screen does not work, it's just black or blinking, but so far the rest of the game appears to run fine. Don't know if there's a solution for this.
Hej there!
1) Please wait for the next revision/version (it will be the final and definitive one). Energy will start on 99 by default and several minor bugs are being corrected. Also, some twisted twisting twister labyrinth paths were removed, leaving the game, let's say, "more fair play". They are almost there... just few days, maybe a week more (I guess)!
2) I do play on NES.EMU on OUYA and everything is pretty perfect. Sold my Wii after buying the OUYA.
Also if there gonna release ROM then people start crying about it because someone uploaded to a website or FB or made cart an sold it really?
If you downloaded it and found nothing wrong, please try again. I noticed that was a sav file that had no problem. I just replaced it.
Too fucking right, "really"! If I write a book, give it away for free online, and you decide to print up some copies, sell it, and make a profit? Yeah, you bet your pasty little ass I'm going to be pissed.
Except "you" didn't write a book.
"You" re-edited a book that didn't belong to "you" in the first place.
So until rom hacking is unequivocally legal, let he who is without sin cast the first cyber-stone.
So until rom hacking is unequivocally legal, let he who is without sin cast the first cyber-stone.
As for the media coverage...
I think time may be of the essence now if the take down of AM2R is any indication of Nintendo's legal department's temperament of late.
Again, Nintendo can not do that for projects like this. Grimlock, Snarfblam and crew can[and very likely will] safely ignore any C&D Nintendo may send them. With AMR2, the whole project was a completely new work that included Nintendo owned IP. Projects like this are different in the regards that these folks are modding, rearranging and inserting content into an existing work[which has been ruled the world over as lawful].
But I digress, we're getting off topic a bit..
Update 1.20 is now moving into the initial testing phase, if all goes well with the new ASM modifications and various other updates we'll be moving into music integration followed by our final release. Version 1.20 will be the final version of the game. Future updates (if any) will be limited to major bug fixes (though we don't anticipate any). Usually once we reach this stage we're a day or two from passing the ROM for music integration and about a week from completion (additional testing required after music integration).
I've seen this conversation go on for about 20 years and to date, I can think of only one time a rom hack was allegedly shut down by a Nintendo C&D, and that was for Pokemon Prism. And in that case I'm not 100% convinced it was legit, as the rom hack was "leaked" anyways with no repercussions.
Update 1.20 is now moving into the initial testing phase, if all goes well with the new ASM modifications and various other updates we'll be moving into music integration followed by our final release. Version 1.20 will be the final version of the game. Future updates (if any) will be limited to major bug fixes (though we don't anticipate any). Usually once we reach this stage we're a day or two from passing the ROM for music integration and about a week from completion (additional testing required after music integration).
@Grimlock
Any info you can share on how v1.20 is coming along? Looking forward to another playthrough but waiting to see new version
Thanks again to the team and do take all the time you need.
-Cheers!
I had a pretty busy week so we're just now wrapping up some last minute additions and changes. I need to do one final test run (tomorrow) before we can add the music in one last time.
This update is going to be pretty substantial! Every area has been worked on and further refined. New passageways both common and secret have been added. Additional Easter eggs, shortcuts, sequence breaks designed into the game, missile recharging, puzzle modifications, graphics touch ups, a whole new second mission sprite set, a new "environmental suit" sprite in hazardous areas. A reworked map that eliminates some of the confusion experienced by some in a few areas. Bug corrections, and more! :thumbsup:
This update will add a lot of replay value to the game. There's essentially a whole new layer of hidden/secret passageways built into the game now. New ways to get items, through both legitimate means and utilizing known game engine exploits. 8)
If all goes well we should see a release pretty soon, I think I'm done adding content to the level design. I just need to test one last time to verify a few changes.
So you're saying it's going to be even more epic?
@Grimlock,Snarfblam
Will the 2nd play through be harder in any way? Like more map blank spots, or harder/different puzzles? (I don't know if this is even a possibility.). Be a cool way to increase enjoyment for both new and adept metroid players, having an easier and harder player through. And of course increases replay value.
-Cheers!
^That's true.
We don't even know when the next version will come out.
Been looking forward to v1.20 before trying this. As someone who made a large scale hack I know the amount of revision needed after an initial 1.0 release. ;)
As many already know, I've been following project for years it seems and I want to do a blind speedrun (first time playing and trying to beat it ASAP) on live stream. I've done this for MetroidX and Metroid Captive so far and really enjoy it.
I'd like to do it as soon as, or soon after, 1.20 is released, and want to make sure Grimlock, Snarfblam, Otpoman and any others that want to watch have an opportunity to do so. Also, it's a lot more fun with more people, particularly with fans of Metroid, rom hacks and NEStroid apt people hanging out in chat. It sounds like 1.20 will be released any day now and schedule wise that's great for me, this week/weekend/March, love it!
I'll stream on my twitch, https://www.twitch.tv/spiderwaffle (and maybe my much more popular youtube channel simultaneously) and upload the VOD to youtube.
I heard less than 10 hours for sure, MetroidX took me 3 hours, Captive took 10 hours, and that was with 2 save states allotted per elevator area. It sounds like the nature of Rogue Dawn with recharge stations and convenient password saving would play well without save states.
I was thinking of starting around 6-7PM PST, or maybe sooner on a Saturday or Sunday. Let me know if you want to watch, I'll schedule for you.
So what's the status of this last patch now? I know RHDN went down and most of us couldn't do anything about it.
Version 1.20 available on Metroid Construction.
Wanna to say. New suite proportion feels a little bit odd when you morph. When you in ball form it feels a little too big in comparison to suit form. Maybe it's possible to change ball form graphics to make it a little bit smaller?
I know that ball graphics wasn't change. So old ball looks to big for the new suit. I mean it feels like in the suit you are smaller than in ball form. I think new suit also requires new ball graphics.
Also new "cheat" route feels pretty buggy :CSpoiler:Also when you go trough secret route in bone yard trough hidden metroid art - it feels so awkward, that you can't go back in metroid art room. I mean there are no wall graphics - nothing. Just invisible bs that stops you :C
First time playing this "total conversion" mod (v120). A few questions?Spoiler:1. Is there a way to turn off the auto-map? Combo like Pause - Select? After I memorized the area, I'd like to see more of the gorgeous screens instead.
2. (Not sure if my save got nerfed or I accidentally activated a special debug feature)
Defeated ship boss. Got story item and left. Saved game. Restarted. Went back to Captain. Got same story item again (?). Spend time looking around ship for hidden treasures - mainly that vault teaser. Eventually I notice that Morph ball has this strange glow. And it auto-kills all monsters. Plus always takes what they drop behind.
I could not figure out how to deactivate this kill tool. Made the game really pathetically easy afterward. Eventually got the Wall Jump and special vault weapon. Made it back to the main ship and stopped playing because of this.
Does anyone know what I did "wrong" to get this "cheat" upgrade? It does not show up on the main menu as an upgrade. But survives emulator shutdowns and in-game reloads. Speedrunners would love this weapon though.
3. Wall Jump upgrade has in-game text but not the other upgrades so far. Just wondering if there's a specific reason. Or is it not to confuse with High Jump?
4. Morph ball into tunnel. Go left and collect missile upgrade. Hold d-pad right while sfx chimes. Player continues rolling left anyway. If I instead let go of the d-pad first after sfx done, then push right - movement is correct. Not sure if original Metroid bug or the engine upgrade.
Big thanks for sharing your work of love. Writing my review down as I play in the moment.
Samus' Weird Left Leg glitch persists in 1.21, in both Nestopia and Fceux. To replicate: Start a new game, wait until Samus fully spawns, look at her legs. One of the legs still uses the Metroid 1 tile.Can't replicate. Are sure that you patched correct rom? :-\
Original metroid game engine was developed with simple (squarish) design of walls and floor in mind. This engine can't handle such complex terrain of Rogue Dawn. I think it's impossible to fix ALL permastuck / clip places
AS a side note to that, I'm pretty sure snarfblam and grimlock reduced like 99.9 % of possible permastuck situations since beta testing. So it could be a lot worse. It's surprising that there are a few left in there.
Just want to let you know that GameDragon made Retro Achievements for Metroid Roque Dawn :woot!:
http://retroachievements.org/Game/9597 (http://retroachievements.org/Game/9597)
Haha, I came here to post just that. I didn't think anyone would beat me to it. :thumbsup:
all instances of them would disappear once you have them anyways.
Has anyone tried this on whatever emulators are available on PSP? I'm traveling tomorrow and I've just now decided that this is the one game I think I'm going to stick on a portable to bring with me, but my 3DS and Vita aren't modded.
A speedrun question for grimlockSpoiler:Using the early items and some door/ceiling glitchyness, its pretty easy to grab the bombs, springball, and ice beam and skip straight to the sentinel robot. it's also not too complicated to skip through the metroid lair and skip the final boss. I just cant seem to find a way to skip the sentinel robot! Is there a method that you know of in v1.21, or would an ultimate speedrun just involve grabbing 30 missiles and taking him out perfectly?