[NES] Metroid 1 - Ultimate Remake - Based on Rogue Dawn engine modifications

Started by Grimlock, July 13, 2020, 12:22:56 AM

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Cris1997XX

Quote from: Grimlock on September 28, 2022, 02:06:24 AMThe goal would be to create updated remixes of the original tunes. You would be welcome to add additional if it fits the general theme of the game. You would have creative freedom. Optomon might be able to help with notes form when he did Rogue Dawn. Whatever you do with the audio it would just have to work on original hardware.
Updated tunes as if in the style of Zero Mission, or just the original game? I think it would be cool to have Metroid music taking advantage of the MMC5/VRC6/VRC7/N163

Grimlock

I think either way but remixing the originals might be easier since we're on the NES hardware

ShadowOne333

Quote from: Grimlock on September 28, 2022, 02:02:54 AMThis is Rogue Dawn reverted to the original metroid (remake) so it'll have everything Rogue Dawn has including all the new items and map features.

Metroid Rogue Dawn:

https://www.romhacking.net/hacks/3280/

Ah that's great.
I think Saving+Map Unofficial v5 has some extra stuff added in, but I am unsure what the new updates are compared to what Rogue Dawn has.
One slight suggestion I'd give is to move the minimap to the top-right of the screen, outside of that, everything else looks good!

Amilgi

Here's a draft of the main gameplay themes (see 3-6, Brinstar/Norfair/Kraid/Ridley, others are placeholders):
.0CC FamiTracker module
.nsf file

All of these are 2a03 only (no DPCM samples). I tried taking elements from the Zero Mission versions and mixing them with the NES originals alongside some miscellaneous touch ups (vibrato, single-channel echo, etc.).
A notable trick I'm using that the original doesn't is applying the delta offset. Normally the triangle is a set volume, but by offsetting the DPCM value, you can make the triangle (and noise) quieter, enabling rudimentary volume control at the cost of some clicking/popping (which can be mitigated with smart offset timing).

Feedback is appreciated, especially on whether the overall feel is right for the hack (currently I'm going for more of "enhancement" or "expansion" than "remix").
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Quote from: Grimlock on September 28, 2022, 02:00:34 AMExperimental Shading Technique:

What do you all think of this look?
I like it - makes the rocks feel more organic/3D, like it's fading into the darkness rather than just flat rocks stuck onto a black background.

Googie


Vanya

Quote from: Amilgi on September 29, 2022, 04:53:18 PMHere's a draft of the main gameplay themes (see 3-6, Brinstar/Norfair/Kraid/Ridley, others are placeholders):
.0CC FamiTracker module
.nsf file

All of these are 2a03 only (no DPCM samples). I tried taking elements from the Zero Mission versions and mixing them with the NES originals alongside some miscellaneous touch ups (vibrato, single-channel echo, etc.).
A notable trick I'm using that the original doesn't is applying the delta offset. Normally the triangle is a set volume, but by offsetting the DPCM value, you can make the triangle (and noise) quieter, enabling rudimentary volume control at the cost of some clicking/popping (which can be mitigated with smart offset timing).

Feedback is appreciated, especially on whether the overall feel is right for the hack (currently I'm going for more of "enhancement" or "expansion" than "remix").
-------I like it - makes the rocks feel more organic/3D, like it's fading into the darkness rather than just flat rocks stuck onto a black background.

Those sound great!
Norfair seems a smidge to slow to me, but that just might be me.
Love the Kraid remix.

ShadowOne333

Could someone please convert the FamiTracker tracks to MP3 for easy listening, please? :P

Amilgi

Another soundtrack update! Here's drafts for all 12 of the original themes. Not bad for one week of work :laugh:
.0CC FamiTracker Module
.nsf file

Notes on each track:
Spoiler
Intro:
- Mostly the same just cleaned up, made a bit smoother with vibrato, volume fading, etc.
Samus Jingle / Secret Area / Item Jingle:
- All very similar to the original, just smoothed out some.
- Might swap the secret area echo pulse for a string fading in and out like Super/ZM
Brinstar:
- Very similar to the original, some better string sounds (vibrato!)
- Added some timpani/crashes
Norfair:
- Added intro section and tried to mitigate the awkward/dissonant chords in the original using pulse fades instead
- Added extra sections from ZM
Kraid:
- Added arpeggiated strings/choirs based on ZM
- Added fadeout section also based on ZM, but a bit shorter
- Added single channel echo to the lead
- Added crashes/timpani based on ZM
Ridley:
- Extended this one based on ZM. The soft triangle string in the middle sounds super cool when playing the same notes as the pulse imo.
- Added single channel echo and some fade in/fade out to the pulses
- Added minor percussion in the background
Tourian:
- Used the triangle for the bass in combination with a string-like pulse. Hopefully sounds a bit darker now
- Added a third frame for a fade out that also lets the square arp loop properly
- Added single channel echo to square arp
- Used some notes in the periodic noise mode to replace the triangle beep ramps
Mother Brain:
- Added basic intro section. The ZM version is kinda uninspired tbh, I tried copying the sweeping tone in the background but imo the crazy arp in the NES version sounds better - more chaotic and alien, befitting a hectic final boss
- Square now does the wild arp (w/ single channel echo), triangle enhances the bass similar to Tourian
- Experimented with a variety of channel combinations on this one...still not fully satisfied with it but not sure where to take it
Escape:
- Added a third section from ZM (quite a bit more uplifting than the original, definitely affects the vibe). Otherwise very similar to the original
Credits/Ending:
- Cleaned up overall with smoother sounds.
- Middle section features a more bell-like pulse sound and a swapping of the pulse vs. triangle for who plays the arp vs. string section. Love me some triangle strings
- Added some crashes similar to ZM
[close]
I think I'm gonna take a stab at making boss fight music for Kraid and Ridley based on the Super/ZM versions (Ridley's Theme is an awesome track imo)
Also gonna try making a custom secret area theme for the new rooms - helps make it obvious they're unique from the original game. Tempted to base it off one of Rouge Dawn's themes as a nod to the engine this hack works off.
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Quote from: Vanya on October 05, 2022, 09:03:33 AMThose sound great!
Norfair seems a smidge to slow to me, but that just might be me.
Love the Kraid remix.
Thanks!
I thought Norfair was slow at first too, but it's the same speed as the original - right at the default 150bpm/speed 6. I think my intro with the fades and continuous triangle notes makes it sound slower.
Integral tempos (900bpm/X) are convenient (very common in early titles like this), but we could use variable speed if we wanted to bump the tempo up a hair.

Quote from: ShadowOne333 on October 05, 2022, 10:21:25 AMCould someone please convert the FamiTracker tracks to MP3 for easy listening, please? :P
You should be able to drop that .nsf file into most modern NES emulators for playback. VLC also supports .nsf out of the box iirc.
Listening that way helps identify any potential playback/compatibility issues.

ShadowOne333

Ah I didn't know NES emulators nor VLC could play NSF files, thanks for the tip.
I just listened to it, and it sounds quite great :D
Really looking forward to this project!

Vanya


Cris1997XX

Quote from: Vanya on October 07, 2022, 12:48:45 PMMy dream hack right now is Ultimate Remake + Super Mochtroid.
Heck yeah, VRC6 remixes of Super Metroid's soundtrack!!

ShadowOne333

Quote from: Vanya on October 07, 2022, 12:48:45 PMMy dream hack right now is Ultimate Remake + Super Mochtroid.

First time hearing about Super Mochtroid.
The better animation frames for Samus would be a nice addition, though the sprite is too big for the aesthetics of the game, probably a smaller redesign of the sprite would be good, and the revamped Ridley for sure deserves a spotlight, it'd be amazing.

eeHeeY

I agree- and I also think the crouching feature from Super Mochtroid would be a great touch as well.

Amilgi

aaaand here's boss theme drafts for Kraid and Ridley + a potential secret area theme for new areas.
.0CC FamiTracker module
.nsf file
Used a lot of arps for the boss themes to give em a more intense feel.
The new secret area is the same format as the original but with a melody from Rouge Dawn's Chozo Ruins theme.
Also did various touch ups to other songs.

Quote from: Cris1997XX on October 07, 2022, 04:35:33 PMHeck yeah, VRC6 remixes of Super Metroid's soundtrack!!
Loeder has actually covered the whole SM soundtrack with 2a03+VRC6 already:
https://www.youtube.com/watch?v=59fGGW7iSa0

Vanya

Quote from: ShadowOne333 on October 07, 2022, 04:55:50 PMFirst time hearing about Super Mochtroid.
The better animation frames for Samus would be a nice addition, though the sprite is too big for the aesthetics of the game, probably a smaller redesign of the sprite would be good, and the revamped Ridley for sure deserves a spotlight, it'd be amazing.

I've been playing it, and I have to say that the bigger sprite makes a massive difference in the way the game feels.
It really feels a lot more like Super Metroid to me. Give the original trilogy more cohesion, too.
Plus it really boosts the feeling claustrophobia. You have to be quite a bit more careful to avoid collision damage from enemies.

Cris1997XX

Quote from: ShadowOne333 on October 07, 2022, 04:55:50 PMFirst time hearing about Super Mochtroid.
The better animation frames for Samus would be a nice addition, though the sprite is too big for the aesthetics of the game, probably a smaller redesign of the sprite would be good, and the revamped Ridley for sure deserves a spotlight, it'd be amazing.
Wouldn't the bigger sprite be too much for the NES, anyway?

Vanya

Quote from: Cris1997XX on October 08, 2022, 07:55:58 AMWouldn't the bigger sprite be too much for the NES, anyway?

I haven't noticed any more slowdown than normal.
It is a bit harder to dodge enemies in particularly cramped areas.

ShadowOne333

Quote from: Vanya on October 08, 2022, 04:24:36 AMI've been playing it, and I have to say that the bigger sprite makes a massive difference in the way the game feels.
It really feels a lot more like Super Metroid to me. Give the original trilogy more cohesion, too.
Plus it really boosts the feeling claustrophobia. You have to be quite a bit more careful to avoid collision damage from enemies.

It kinda breaks immersion a bit when Samus is the same size as Kraid and Ridley tho :P

Cris1997XX

Quote from: ShadowOne333 on October 10, 2022, 10:48:04 AMIt kinda breaks immersion a bit when Samus is the same size as Kraid and Ridley tho :P
Yeah, I agree. You'd have to make Kraid and Ridley bigger too lol

Satoshi_Matrix

The issue is that although Metroid is indeed a pretty sizable MMC1 game, the NES has very little sprite graphics space to devote to one-time bosses like Kraid and Ridley. They could be made larger, but that would both risk sprite flickering and consume more CHR space that could be more wisely used elsewhere. It's give and take when it comes to the NES unless you're talking about changing even the mapper to something like MMC5.