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Fx3
01-19-2005, 01:56 AM
Hi folks... <img src=smilies/cwm11.gif>

I don't know if someone else plans a more complete Metroid 1 editor around...? Anyways, is possible to define which doors are RED, BLUE or ORANGE? <img src=smilies/banghead.gif>

Any help would be appreciated.<img src=smilies/thumb.gif>

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king killa
01-19-2005, 02:08 AM
nt

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Parasyte
01-20-2005, 09:47 PM
> Hi folks...
>
> I don't know if someone else plans a more complete Metroid 1
> editor around...? Anyways, is possible to define which doors
> are RED, BLUE or ORANGE?


Hmm, I can't say my editor will be for "Metroid" per se. I will be making an editor for my Metroid hack, however. The problem between the hack and original game will be incompatibility between room and map formats and such. (Don't ask... My hack needs a major engine overhaul.) But I suppose once the editor gets worked on, it could be modified for the original game, as well.

As for your question, it is certainly possible to define which doors are how strong. I will look into it, since I do not know off the top of my head.

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Parasyte
01-21-2005, 12:46 AM
I found the notes I had on this game. It seems doors are defined with the following format:
0x02 <type>

Where <type> defines the position and color/strength of the door.

The lower nybble of <type> defines the color/strength:
0 = Red
1 = Blue
2 = Gold

The upper nybble of <type> defines the position:
A = Left side of the room
B = Right side of the room

There's probably more to this information, such as what the bit settings in the position actually mean. But this should be enough to find and document the doors by hand.


As an example, the doors from Brinstar's "Room 0" (the room with the thin hallway and two doors) are:

0x02 0xA1
0x02 0xB1

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Fx3
01-23-2005, 06:23 PM
<img src=smilies/puke.gif>
Well, since you did a major rework on Metroid engine... so it's better to wait for your editor/hack, else it's pointless to me for hacking a fully disassembled game. <img src=smilies/cwm11.gif>

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