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Author Topic: ROM Hacks: An Ammo-less Beam Mod for Metroid Prime 2  (Read 1299 times)

RHDNBot

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ROM Hacks: An Ammo-less Beam Mod for Metroid Prime 2
« on: April 12, 2020, 08:55:10 pm »

Update By: z_pucK

For GC and Wii.

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==In an alternate timeline…==

Metroid Prime 2: Echoes on the Gamecube and in Metroid Prime Trilogy for the Wii was an anomaly to the Metroid series, giving Samus limited shots of her 'Light' and 'Dark' beam weapons. Since its release in 2004, many Metroid fans have wondered: What would Metroid Prime 2 have been like without beam ammo?

The fan mod Metroid Prime 2: Unlimited Beams Authorized answers just that. Compatible for all GCN regions and for the USA Trilogy, U.B.A. gives Samus her energy back, and removes beam ammo from the game entirely. Players will no longer expect to see beam ammo pickups drop from crates, enemies, or environmental debris. Samus' HUD graphics in her visor for her beams are gone as well: players will be able to choose using the patcher utility whether to keep or remove her beam ammo bars, which can be used instead to indicate how many beam ammo expansions Samus has picked up on her journey. The number display which acts as the beam ammo counter, however, is removed by default.

"U.B.A." gives gives a renewed sense of enjoyment to Metroid Prime 2: Echoes. Take in the lush environments of Torvus Bog, and focus on your health - not your ammo - while venturing into the poisonous Dark Aether world, which will continually eat your suit, sapping Samus' energy. The initial testers for the mod experienced a "relaxed feel and balanced difficulty" to the game.

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So what other impacts does Unlimited Beams Authorized have to the game? The creators behind this mod were careful to preserve as much of the original game as possible. You will be relieved to hear that Missiles, Energy, and Powerbombs all drop as normal, and from the correct enemies, as well. Most* of the bosses still drop energy and missiles after you've defeated them, while a couple fights may feel even more intense than before.

Will this affect my logbook scans, or my item completion rate if ammo is removed? No, common item pickups aren't counted as scans for the logbook in Metroid Prime 2, and Beam Ammo Expansions are still collectable pickups, and still count toward 100% item completion.

Save file compatibility will still be the same. You will be able to use your existing Metroid Prime 2: Echoes save file with Unlimited Beams Authorized, and freely switch between the original game and U.B.A. without fear of corrupting or changing anything important in your saves.

In the 1.0 release, no script changes were made. However, a language patch is planned with a future update. It will change some of the in-game text (for example, upon picking up a Beam Ammo Expansion) to talk about the items in the past-tense, for example, as if they were for someone else. The language patch will be completely optional and will be able to be selected using the patcher utility.

Let's talk about some more changes and features.

U.B.A. features additional alternate playstyles. There are two secret "hardmodes" that can be enabled using the patcher utility. When asked whether to "keep" or "remove" the ammo bars, simply press either the "h" or "s" key to activate them. Pressing "h" activates Hardmode1, while press "s" activates Hardmode2. They both make the game much harder: Since no ammo is dropped from the game, then Samus will have to search elsewhere for her ammo. But Samus will still use her beam ammo... truly a hard mode! Hardmode2 takes this a step further and removes Samus' beam ammo counter and beam ammo bars, keeping Samus in the dark on how much beam ammo she has left (beam ammo can still be refilled at ammo stations and her gunship.

In multiplayer mode, all players are now given unlimited beam ammo. Simply pickup one of Samus' beam weapon upgrades and you're good to go.

The authors of the mod hope you will enjoy Unlimited Beams Authorized, and they hope to see more Metroid Prime mods in the future.

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Notes.

* While it was mentioned that most bosses will drop energy and missiles afterward, 1.0 users should be warned that Alpha Blogg, Grapple Guardian, Dark Samus 2, and the entire final fight will not drop any items at all. A fix is planned for some of these bosses in a future update.

* As well, most swarm enemies in the game will not drop either energy or missiles, either. This includes Hydlings, Dark Chykka's chyklings, and Ing Larva Swarms, to name a few. It is best if these swarm enemies are seen as destructible hazards, instead.

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Nintendo Maniac 64

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Re: ROM Hacks: An Ammo-less Beam Mod for Metroid Prime 2
« Reply #1 on: April 14, 2020, 04:09:52 am »
Wait, so MP2:E romhacks in MPT are possible now?

So um, I'm not really asking this as a request, and this might be completely inappropriate to ask here...but I'm wondering how realistic the following is so that I know whether to try to ask around and see how much interest there is in pursuing the idea (sadly I'm a hardware type of modder - I can't code worth a darn):

Back when Trilogy launched, at least one or two people tried making a gecko code to swap the fire and jump buttons in multiplayer after I brought to attention that the "swap fire and jump" function is flat-out missing from multiplayer, but they were only able to end up with a code that made Samus both fire and jump at the same time when pressing either the A button or B button.

So yeah, is something like that even theoretically feasible with current Metroid Prime Trilogy romhacking abilities?  Or should I wait another decade to revisit the subject?

Darkotaku85

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Re: ROM Hacks: An Ammo-less Beam Mod for Metroid Prime 2
« Reply #2 on: April 14, 2020, 03:48:54 pm »
Just needs a 16:9 widescreen hud mod like Metroid Prime 1 for GameCube. :thumbsup:
https://github.com/MetroidPrimeModding/prime-patchfiles

z_pucK

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Re: ROM Hacks: An Ammo-less Beam Mod for Metroid Prime 2
« Reply #3 on: April 14, 2020, 06:40:44 pm »
Back when Trilogy launched, at least one or two people tried making a gecko code to swap the fire and jump buttons in multiplayer after I brought to attention that the "swap fire and jump" function is flat-out missing from multiplayer, but they were only able to end up with a code that made Samus both fire and jump at the same time when pressing either the A button or B button.

So yeah, is something like that even theoretically feasible with current Metroid Prime Trilogy romhacking abilities?
It's probably feasible.

April 15, 2020, 06:52:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Just needs a 16:9 widescreen hud mod like Metroid Prime 1 for GameCube. :thumbsup:
https://github.com/MetroidPrimeModding/prime-patchfiles
Yeah. I want to add a few things to this.

1. A widescreen code exists, but it's not perfect, for Dolphin.



Make sure "Cheats" are set to "on" in Dolphin. Right click on Metroid Prime 2 and go to AR codes check "Make sure this code is on" and add and check the following widescreen code below.

https://wiki.dolphin-emu.org/index.php?title=Metroid_Prime_2:_Echoes_(GC)#16:9_Aspect_Ratio_Fix

In Dolphin, go to Graphics and under Aspect Ratio select "Force Analog 16:9."

2. For Metroid Prime Trilogy, Dolphin supports mouse input for Wii remote emulation, but it's a bit unsatisfactory under default settings, if you try it I think you'll see what I mean. I wonder if there's a way to tweak it to be a bit better, but I haven't really tried messing around with it. I'm sure there are ways to play Trilogy with mouse+keyboard controls if you want to do so.

3. The Prime 1 widescreen mod is a little hacky, but to have it be done for Prime 1 is nice.
« Last Edit: April 15, 2020, 06:52:56 pm by z_pucK »

Nintendo Maniac 64

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Re: ROM Hacks: An Ammo-less Beam Mod for Metroid Prime 2
« Reply #4 on: April 17, 2020, 01:57:30 am »
2. For Metroid Prime Trilogy, Dolphin supports mouse input for Wii remote emulation, but it's a bit unsatisfactory under default settings, if you try it I think you'll see what I mean. I wonder if there's a way to tweak it to be a bit better, but I haven't really tried messing around with it. I'm sure there are ways to play Trilogy with mouse+keyboard controls if you want to do so.

Behold, PrimeHack - a custom build of Dolphin that implements traditional PC-style mouse+keyboard for Metroid Prime Trilogy:
https://github.com/shiiion/dolphin

ecto

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Re: ROM Hacks: An Ammo-less Beam Mod for Metroid Prime 2
« Reply #5 on: April 21, 2020, 10:48:50 am »
Hi!

I can't get the U.B.A. hack of Metroid Prime Trilogy to work on my real Wii (Wii hangs with black screen, Wiimote turns off). I converted the patched ISO (MD5 checksum is OK) to a WBFS file using Wii Backup Manager. This file won't even run on Dolphin.
I then converted the ISO to WBFS using WIT. This at least works on Dolphin, but still not on my Wii :(

Does anyone have an idea what I maybe did wrong? My unaltered dump of MP:T works fine as WBFS, so it's not a problem of the loader or its settings (USB Loader GX).(?)

Thanks!   


Here are some tips for anyone who wants to use this hack on a real Wii:
As I had problems booting the game with USBLoader GX after I converted it with Wii Backup Manager, I found a workaround. Just extract the game with Wimms wit tool (wit extract MPT.iso temp) and repack it (wit copy temp MPT_repack.iso). The ISO can then be converted by Wii Backup Manager and be used on a real Wii.

Cheers!
« Last Edit: April 22, 2020, 01:57:25 am by ecto »

z_pucK

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Re: ROM Hacks: An Ammo-less Beam Mod for Metroid Prime 2
« Reply #6 on: April 22, 2020, 08:33:27 pm »
Hi!

I can't get the U.B.A. hack of Metroid Prime Trilogy to work on my real Wii (Wii hangs with black screen, Wiimote turns off). I converted the patched ISO (MD5 checksum is OK) to a WBFS file using Wii Backup Manager. This file won't even run on Dolphin.
I then converted the ISO to WBFS using WIT. This at least works on Dolphin, but still not on my Wii :(

Does anyone have an idea what I maybe did wrong? My unaltered dump of MP:T works fine as WBFS, so it's not a problem of the loader or its settings (USB Loader GX).(?)

Thanks!   


Here are some tips for anyone who wants to use this hack on a real Wii:
As I had problems booting the game with USBLoader GX after I converted it with Wii Backup Manager, I found a workaround. Just extract the game with Wimms wit tool (wit extract MPT.iso temp) and repack it (wit copy temp MPT_repack.iso). The ISO can then be converted by Wii Backup Manager and be used on a real Wii.

Cheers!
We had not tested our mod with WBFS. Thanks for posting, glad you had figured out a workaround.