[NES] Metroid 1 hack - "Metroid - Rogue Dawn" - Version 1.21

Started by Grimlock, September 06, 2014, 01:08:05 PM

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Updated version 1.21 is now available for download

Get it here:  :)


Alternate download location:  (Metroid Construction)


Optomon's Rogue Dawn Original Soundtrack:

(Now included in the main download)


Registered's Printable Map

- Link removed -

The 1.21 download includes 2 new maps

Editroid Corner Map

This is a graphical representation of the level design, it's not highly detailed but it's interesting.  Some of the colors will differ from the in game colors due to palette swaps not represented in the preview window. 

NOTE:   All Easter eggs have been removed but the off map screens are revealed.

Click on image to show full size:


Project working title:
Metroid - Rogue Dawn

Hack development team:

Graphics & Level design:

Game engine modifications:

Game music modification:

Development play testing:
Dr. Floppy
Christopher Taber - Analogue Interactive


Storyline / Background:

Text from my post here at romhacking.net explaining the 2 story variations being considered:

(The proceeding is out of date and an earlier version of the story line, I will update it when time allows)

This is a prequel and takes place before Samus becomes a bounty hunter.  It is an attempt to fill in the missing details at the root of the series.  Why is Samus so obsessed with the Metroids?  Why does she feel responsible for their eradication?  How did the mother brain facility end up with the species on ZEBES? And why did Samus go to the planet SR388 in Metroid 2 to finish off the Metroids, how did she know to go there?

Exact details of the storyline will be released when it is finalized.  I can tell you that the similarities between Samus and this main character make complete sense as she is her sister, Dawn Aran.  Her own blood is responsible for the greatest threat ever faced by civilization.  There are two alternate story lines, the main character remaining a constant.  Was Dawn taken as a young child by Ridley when Samus and Dawns parents died?  Samus believing all had perished in the encounter, only to have her sister raised and taught in the ways of Ridley's culture of violence and hate?  Or did Dawn survive her parents death because she was only a toddler at the time on a distant planet.  Raised by  relative's, eventually following a career path with the Federation.  As an interplanetary investigator with federation law enforcement finally able to track down and investigate the death of her family discovers her sister alive and well.  Nurtures and mentors Samus in the ways of human civilization as she has been isolated and raised on the remote planet of Zebes.  Eventually Samus joins her amongst the Federation forces following a similar path.  Questions still surrounding the death of Samus and Dawns parents lead Dawn to overwhelming evidence that their parents where killed in a failed operation by a corrupt Federation government attempting to kill off their operative Ridley in an effort to wash their hands of him.  Discovering countless examples of corruption Dawn is driven to join a small separatist group on Zebes, a rogue operative.... the hate and rage trapped inside once directed to an unknown enemy responsible for her families death now turned on the Federation.  Was the Federation responsible for their parents death and an elaborate lie to cover it up?  Or is this an elaborate manipulation by Ridley to drive Dawn to do what they are incapable of doing, steal the newly discovered Metroid species from planet SR388....

Obviously the first version is much more simplistic and perhaps a better option for that reason.  The second option can be expanded and collapsed depending on where I want to go with it.  Either way the blood of Samus's family is at the root of the Metroid threat, the "Dawn" of the Metroid series.....

FYI per the official storyline Samus is in Federation law enforcement before she decides to become a bounty hunter.  The storyline of Rogue Dawn takes place before/and or during this transition.

This is still rather rough, input is welcome.  Storyline elements will be added in game and is still a work in progress.  Everything disclosed in the two story variations would entail what accorded just before the start of Rogue Dawn.  Either way you are working against the Federation, your mission being to acquire the newly discovered Species named "Metroid" by the currently scattered and nearly eradicated research teams on the surface of SR388 (same planet as in Metroid 2).


(These screens may further evolve as the project progresses)

Brinstar Area - Ship interior

Norfair Area - Planetary Surface

Kraid Area - Forest/natural environment

8 frame 256 meta tile animation with splashing drops and animated water.

Ancient Chozo/Metroid worshiper ruins

Ancient Chozo/Metroid worshiper ruins

Ridley - New Tile Set - Science Ship

The "Boneyard": - NEW AREA - Inhospitable area stripped of life by the Metroids (Route to final area)

Tourian: - ????
Sorry, you're going to have to play through the hack to see this one.

Animated Screenshots:

Additional sub-areas are complete


Currently working on:  Fine tuning ASM code, custom music creation, title screen

Brinstar    - 100%
Norfair      - 100% 
Kraid         - 100%
Ridley         - 100%
Tourian       - 100%

Game engine modifications - ASM modifications near completion.

Music Progress: - Near completion.

Target release date : 2016 - Q1

How Rogue Dawn will differ from other Metroid hacks  (Goals for this hack)


   NOW MMC3!!!

- A vast world to explore unlike any other Metroid hack.

- A world filled with secret areas and discoveries that will push and reward your urge to explore

- Missiles treated with greater value, requiring you to explore and endure interesting challenges to acquire (no more freebies, you can go strait to a boss with 5 missiles if your a lazy explorer).

- A much more Super Metroid like experience due to a new screen scrolling transition technique I'm applying to my level designs (no bubble doors on the planetary surface!).  A tremendous evolution in the way you navigate and explore in the original metroid game engine.  This method does not require ASM hacks.

- New unique story line that will be part of the in game play, not just a thread post explaining it, you'll discover it by playing the game.

- Game engine modifications by Snarfblam that will change the way you experience Metroid, Level designs created to get the most out the new features and modifications.

      · Save game feature
      · Wavy Ice beam
      · In game map system
      · Wall jump - New Item
      · Heal blocks (health charging capability)
      · Hurt blocks (damaging elements can now be included in the level design)
      · Spring ball (jump while morphed) - New Item
      · Morph while in air
      · Bomb enhancements
      · And more

- New music!

Gideon Zhi

This is pretty impressive. Does it require any of the FCEUX lua functionality that other Metroid hacks require?


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.


Looks stunning. Don't let anyone hold you back. Keep going :)


Thanks, believe it or not I just started this hack towards the end of July, 7/27/2014 to be exact.  This is my second Metroid hack, my first hack was released in May 2014 (Metroid Incursion).  I credit my experience with the first hack as to how fast this one is coming together.  Also I really enjoy graphics editing and level design (2D and 3D).  My first Metroid hack was really a learning experience, this second hack should really excel beyond it in every way.


Looking pretty darn good there!

I've been wanting to do something similar with an idea for a Metroid hack but been focusing back on some Castlevania 3 projects that I had to restart recently.

I'll be keeping an eye on this one.  Keep up the awesome work there!
ROM Hacker, Reviewer and Critic.

Don't Know What Else To Say So... <3 You!

Gideon Zhi

Quote from: Grimlock on September 06, 2014, 01:31:35 PM
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.

Doubly impressive, then. Best of luck with it!


Metroidvania at its best! :P It looks amazing so far. Keep up the goodies. :thumbsup:
"I swear my victory to this feather!"

Zero Dozer

Now that's interesting. A game hacked into a prequel. I'm eager to see where this is going.


Looks like that will be a very fun hack to play indeed. I love Metroid myself, and it'd be interesting to see what a prequel to the entire series looks like. Best of luck to its development :)


Thanks for the encouragement everyone, I'm really enjoying creating this hack.  Hopefully everyone will get as much enjoyment out of playing it when it's complete.  At it's current rate of development I should be done with the level design and graphics some time in October.

Gideon Zhi

One thing I'm seeing in the level design is slopes. That's not something the original engine supports iirc; how difficult was that to implement?


The slopes are entirely graphical in nature, unfortunately "Samus" won't track up and down the slopes as in Super Metroid, you have to jump up them.  It seems to work fine in game and certainly gives a more natural look to the level design.  I'm sure editing the game code to allow the tracking up and down slopes while walking would be a pretty significant undertaking (for limited gains).

EDIT: standing on the slopes looks very natural as well due to blending "air" tiles with "solid" tiles in structure creation.

September 09, 2014, 01:00:18 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

M-Tee was asking me about my intentions with the player sprite and by asking made me realize that I hadn't really specified in my original post what my plans were.  I intend to use the player sprite as shown in the Brinstar area or "out-of-suit" sprite, there won't be an "in-suit" sprite in this hack.  It's a modified version of the out of suit sprite found in DemickXII's Roid'z hack (his hack features the original game layout with beautifully enhanced graphics, if your a Metroid fan check it out).

I'm still debating with myself as to what the second player sprite will be (the one you play as after you beat the game and start again).  Interestingly you can change the enemy sprites as part of the new set loaded after you beat the game.  I might just do something fun or goofy with the sprites like add enemies from other games, maybe make the player into someone else.  I'll think of something, it's pretty low on the list right now with everything else left to accomplish.  Very few people play through the second time.


Some new screenshots added to the first post.  Since my original post I've been working with Snarfblam's metroid tuner music editing app so I'm going to have custom music in this hack.  Right now I'm working on the final area, the graphics for it are done, I just need to finish building it.

Dr. Floppy

I have a PowerPak if you want to see how well it functions on actual hardware.

Also, can there be jumping Morphball functionality, plz?   :woot!:



Quote from: Dr. Floppy on October 17, 2014, 11:58:54 AM
Also, can there be jumping Morphball functionality, plz?   :woot!:

That would be a pretty cool addition to a Metroid hack.  Unfortunately this hack is too far into development and adding morphball jumping would break a lot of the puzzles and one way routing. 

The layout is pretty much finalized.  I'm constructing the final area but it too is already drawn out on paper, I'm just assembling it, deviating a bit here and there.  I would guess by next weekend I should have it finished.  Then I'll be working on sprites and animations.  I usually revisit all of my graphics before I consider them final so I'll be doing that too.  As far as new music I'm holding out to see if Optomon would like to take control of the music development.  I have the metroid music editor figured out fairly well but Optomon is such a talent musically his skill far exceeds my own.  He is as passionate about what he does as I am about what I do.

M-Tee has confirmed that he will be developing a custom title screen for this hack.  I'm excited to officially add him to the development team for Rogue Dawn.  His previous works are very impressive!


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:

(Still a work in progress)


This looks amazing!!  Very unique Metroid game which I will look forward to playing.   :thumbsup:


Those rigid edges must have taken some time to get them to line up nice and right like that!