News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Grimlock

Pages: [1] 2 3 4 5 6 ... 18
Thanks for the replies everyone, I appreciate the feedback.  I'm merging the organic look of Rogue Dawn with the original NEStroid.  It's going to have all of the Rogue Dawn modifications since this it literally a modification of Rogue Dawn from the original RD source files.  I have two motivations behind this project; to provide a companion patch for the Rogue Dawn development tools so they can be released for others to use, and secondly for the fun of creating a more organic version of NEStroid.

For those that don't particularly care for the block look of the slopes maybe they'll grow on you after playing this version of M1.  One of my goals is to keep it close to the original graphical style.  Currently it is vanilla tiles for the most part but I may further enhance the tiles after the level design is complete (or others may do with it as they please, the tools will be included).  Although I do want this to be high quality I do want to complete it in a reasonable time as I feel my efforts with my M1 silhouette project will be better spent and I'd like to get back on it soon.

NEStroid (Metroid 1) Silhouette Project:

EDIT:  T101, thanks for your help with RD, email sent

ROM Hacking Discussion / Re: List of Co-op / Multiplayer hacks
« on: July 16, 2020, 11:17:39 am »
Great list, I'm always looking for more multiplayer versions of games.  :thumbsup:

Personal Projects / Re: Super Mario All-Stars Redrawn
« on: July 14, 2020, 10:13:56 pm »
I just wanted to chime in and congratulate you on the progress you've made.  The images in post #1 are impressive.  I'll be putting this on my flash cart for sure once you're all wrapped up.  Awesome work so far, looks fantastic.  :thumbsup:

Any way you could integrate the two player hack made by CorpseGrinder?  That would be a pretty epic upgrade.

Here's the hack:

(This post will be updated on occasion to reflect project progess)

Metroid 1 - Complete Reconstruction - A Hack of Rogue Dawn

This is a complete reconstruction of Metroid 1 using the game engine modifications of the rom hack Rogue Dawn.  I have reverted the custom Rogue Dawn graphics back to the original classic graphic.  In addition to the classic graphics I have added several new tiles to accommodate the slope mechanics that were integrated into Rogue Dawn as well as others to add an additional layer of detail.  All of the new upgrades, bug fixes, mapper expansion, slope detection, and all the other fancy what’s it’s of Rogue Dawn will be included in this modification.  Consider this a Rogue Dawnized recreation of Metroid 1.

The game rooms will resemble the originals but will receive RDs organic level design style.

Link to Rogue Dawn at RHDN:

Foundation for future projects:

This ROM hack will be released with the source files (precompiled build) and the tools used to create it.  In addition to essentially resetting the graphics back to the classic tiles the innards of the ROM have been highly organized to create a platform for others to use as a foundation for building their own original Metroid ROM hack.  After the version 1.0 release I intend to work on tutorial files that will be included in revised releases. 
Providing a foundation for others is a large part of the purpose behind this project.  Releasing the RD source files and the tools wouldn’t have been a good way to go.  RD is incredibly complex, layers and layers have been added to the level design.  Essentially to anyone who wasn’t actively developing it, it looks like a mess internally (Palette swaps, tile swaps, warping, screen loading code for text, complicated combo and structure usage) so it would be a fairly difficult foundation to start with.

Extra goodies:

In addition to reconstructing the original layout there will be several new secrets and conveniences built into the level design.  The flow of the original game will be there but additional secret passageways and secret item rooms are being added.  RD had more missile pickups than the original.  The new power ups from RD will be integrated into the level design so new item rooms may be added.


(Project started in summer of 2019)

Brinstar - 100% Reconstruction - Enemy Placement required
Norfair  - 100% Reconstruction - Enemy Placement required
Tourian  - 100% Reconstruction - Enemy Placement required
Ridley   - 100% Reconstruction - Enemy Placement required
Kraid    - 15% Reconstruction - Current work in progress

Title Screen         - 0%
Game Over Screen     - 0%
Game ending graphics - 0%
Game ending text     - 0%

Adding new item rooms and secrets - 25%

Project Images:

Old Vs New

Other Images

Personal Projects / Re: Chrono trigger plus
« on: October 12, 2019, 04:05:10 am »
Can I continue with my saved game if I apply this updated patch to the existing (already patched) ROM?  I'm already to Zeal.

Personal Projects / Re: Chrono trigger plus
« on: September 21, 2019, 11:12:51 am »
I've been having an issue at times where pressing X or Y to open a menu just results in a black screen.  So far it's happened seemingly mostly in the over world but I also had it happen when I was in the coliseum in the future.  I recall it happening in another area too, a cave I think.  Apologies for the lack of details on that one.  I also experienced a perm-stuck when I first returned through the first portal and walked on the warp pad at the festival.  I just got stuck on it.

Personal Projects / Re: Chrono trigger plus
« on: September 16, 2019, 10:33:41 pm »
Walk by default with speed shoes.

This can be applied to an existing CT+ ROM, and can safely be included with main distribution as an option.

Fantastic!  :thumbsup:  Thanks Mauron!  This would be great to add to the main download.  I'm sure there's others who would prefer to retain the original run controls for various reasons.

Personal Projects / Re: Chrono trigger plus
« on: September 16, 2019, 11:20:00 am »
Great work on this project, I'm only a couple hours in and so far I'm enjoying the changes. There is one thing though, regarding the "always run".  Is there a way to toggle that? I actually kind of like the default run setup that requires you to hold the B button. Is there a button combination to toggle it? If not, is there a hex value I can edit to change it to default? If you can, in the future it would be a nice feature to edit the run behavior so that a press of B toggles run/walk rather than always run, hold B to walk. I just find that in many instances the walking speed is too high, such as trying to walk up to a box or person.  I find holding to walk a bit odd and it just doesn't feel right.  Any solutions you can offer?

Metroid Silhouette

Project Team:

Graphics & Level Design:   Grimlock
ASM Programing:   Makes use of existing Rogue Dawn ASM - Credit to Snarfblam
Music:   None


A new Metroid hack project that is currently in the early design phase.
I wanted to go ahead and start this thread to start sharing content and get some ideas and feedback from you all.
This project uses the Metroid Rogue Dawn hack as a foundation (ASM modifications only).  No music, level design, or story line elements will be used from that project.
There is currently no back story for this hack; none is planned at this time.

(This post will be updated from time to time to reflect any progress)

Area Themes Being Considered:  (Contributions accepted and appreciated)
Industrial Area/city
Alien Forest - Dark
Alien Forest - Fog
Inside living organism/cave like
Lava cave/cliffs
Starry night rocky plains
Evil - Haunted like area
Military base
Space port/landing area

Test Screens and Concept Art:

Agree, the fat letter "X" always looked ugly in the HUD. I did a quick and dirty fix on my own hack some time ago by simply drawing yet another letter "X".

Looks better thinner but if you made the "X" a little smaller too it would make for a less crowded look.


Wow man, I gotta say, that ship looks fantastic!  I replicated the Metroid 2 ship in NEStroid which was kind of neat (not used in a released hack) but man this blows it away!  I'm seriously impressed!

News Submissions / Re: ROM Hacks: Castlevania: The Holy Relics... Released!
« on: December 08, 2017, 12:07:56 am »
Fantastic  :thumbsup:, I just started playing it on my tablet to give it a try, can't wait to get it on my Everdrive and play it on the AVS.  Congratulations on the release!  Great work everyone!  :beer:

Personal Projects / Re: Metroidvania (Castlevania Nes Hack)
« on: June 05, 2017, 01:40:02 am »
Hey, I have to say this does look pretty cool!   :thumbsup:

This does sound interesting, I like hacks that modify games in a way that introduces a whole new play style.  I read most of the posts but it wasn't clear to me if this project had already been released. 

A speedrun question for grimlock

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?

There's no intentional skipping designed into version 1.21.  If there is a way discovered I'm sure it would surface eventually.

Regarding the second bomb location(I forgot to mention):

Since you start with wave beam on the second play through you can acquire the early bomb pick up by shooting the breakable block in the sick bay, this is by design.  No cheatyness required.  This was the original intent for this item location.

Pretty neat Vivify93, thanks!  :thumbsup:

April 14, 2017, 06:42:35 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

SpiderWaffle asked me to respond to his spring ball predicament via PM:

There is indeed multiple item pick-ups for certain items.  These were added to increase replay-ability for those who enjoyed the game enough to want to continue playing it, or revisit it at a later time with the interest of playing it from a different angle.  The multiple shortcuts and alternate routes were added with the same purpose.  Wall clipping and door exploits should be considered cheating BUT I did think about that play style and accommodated it in a few locations.

I would recommend beating the game at least once before attempting to use "cheaty" exploits in order to fully experience it as it was intended.

Regarding multiple pickups:

Bombs x 2 - (Requires cheatyness)
Wave Beam x 2 - (Normal game play to acquire or cheatyness for early)
Spring Ball X 2 - (Normal game play to acquire)  This really shouldn't be an achievement since it's in an almost random location

I'm not going to say exactly where these items are but I will give the general area for those interested:


Bombs - Pirate Ship
Wave Beam - Pirate Ship
Spring Ball - Planet Surface (upper half of area, requires bombs to reveal)

Shortcut stuff:


The shortcut to the bombs (normal non-cheaty way) requires you to roll off of a platform and bounce off of a lower platform to a hole on the right side of the chasm.  The location is short distance below the right pirate ship elevator on the planet surface.  Springball and/or bombs are not required, you can get the bombs as a first item pick-up.  You have to time the bounce right so you don't hit the re-spawning enemy that comes out of the snake like rock formation.

The wave beam early access requires the same technique to acquire. (some cheatyness required)

The alternate path from the wall jump can be used in reverse to acquire the wall jump as a first item pick up. (no cheatyness required)

There's a lot of shortcuts/alt routes added so I'll have to put some more thought into what's there vs what you listed.

Thanks everyone, I appreciate your positive feedback!  Getting to 1.21 was a bit of a challenge due to other obligations at the moment but I'm glad we made it happen! 

Special thanks to Optomon and Snarfblam for hanging in there and making this update possible!  :thumbsup:

Version 1.21 is now available for download. 

Get it here:

Alternate download location:   Metroid Construction:
(Download link located at the bottom of the first post),4221.msg57562.html#msg57562

Changes include:

Modified projectile graphic.
Corrected a major bug.
Added alternative patches (each patch is identified in the credits room).
In addition to the long list of 1.20 changes.

Version 1.21 now includes alternate patches:

1. No Corner Map
2. Zero Suit Only

These alternate patches are included due to multiple requests

EDIT: If no major bugs are discovered this should be considered the final version.  It is possible that I may add additional "alternate" patches in the future but I don't have any plans to at the moment

Pages: [1] 2 3 4 5 6 ... 18