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  1. Super Metroid Redesign: Axeil Edition v1.4
  2. by Drewseph
  3.  
  4. Index:
  5. i. How to play
  6. ii. Design Changes
  7. iii. Controller Input
  8. iv. Physics Changes
  9. v. Optional challenges
  10. vi. special thanks
  11. vii. version changes
  12.  
  13. ENCOUNTER ANY BUGS?
  14. PM me on the Metroid Construction forums under "Drewseph"
  15. or
  16. IRC espernet channel #metconst
  17.  
  18. ------------------------------------------------------------------
  19. i. HOW TO PLAY
  20. ------------------------------------------------------------------
  21. REQUIRED SKILLS: In a normal play through you will need to perform these skills to complete the game.
  22. - Walljump (Automatic)
  23. - Double Bombjump
  24. - Grapple Walljump
  25. - horizontal shine spark (run until samus glows and press down to crouch and charge. Press jump, then D-pad left/right)
  26.  
  27. Helpful skills to keep in mind:
  28. - X-Ray (not really required, but will be useful)
  29. - Crystal Flashing, see iii. CONTROLLER INPUT (again not required but it helps)
  30.  
  31.  
  32. What you need: "Super Metroid (JU) [!].smc" ( DO NOT USE Super Metroid (E) [!].smc )
  33. An Emulator of your choice
  34. An IPS patcher. What is included is NOT the full game.
  35. It is a patch of only the changes made to the game!
  36.  
  37.  
  38. Download an Emulator: https://www.google.com/search?q=snes+emulator&oq=snes+emulator
  39. Download the Patcher: https://www.google.com/search?q=Lunar+IPS
  40. Download the Rom: What you thought I'd link to it here? Thats on you my friend.
  41.  
  42. What you need to do: Run Lunar IPS and apply the patch in this folder to a clean un-headered rom.
  43. you can tell if a rom is headered by selecting it in the window and clicking on "properties"
  44. Size must be "3.00 MB (3,145,728 bytes)" Any more and its a headered rom.
  45.  
  46. Rom is headered?: https://www.google.com/search?q=how+to+remove+the+header+of+an+snes+rom
  47.  
  48. WHATS NEW:
  49. ------------------------------------------------------------------
  50. ii. DESIGN CHANGES
  51. ------------------------------------------------------------------
  52. Room Changes: Tourian was originally a really sloppy rush job as I had just graduated college
  53. and I was trying to finish the game before I would have less free time.
  54. I have finally implemented a design I had originally hoped for.
  55.  
  56. Room Layout: while watching the many different playthroughs over the yearsI got to
  57. see where players had the most difficulties . I did my best to optimize
  58. the level design in many areas which gave player unintentional difficulties.
  59.  
  60. Enemy Health: Many people complained about enemies taking too many shots to kill. I originally
  61. intended this to have an impact on getting more powerful beams and being able to
  62. kill easier. In other cases I meant for the player to use missiles as a weapon
  63. instead of just on doors. I lowered the health of certain enemies to take fewer
  64. shots. Certain enemies still have specific weaknesses. Be sure to use missiles!
  65.  
  66. Enemies: I have added several new enemies which serve a few functions throughout the game.
  67. Title cards for new areas.
  68.  
  69. Metroids: - Are just as fast as they were in redesign, but they are easier to detach.
  70. When a Metroid latches onto you, use bombs to shake them off.
  71. Each time a bomb hits them they will be stunned for a fraction of a second.
  72. This stun time is added together and only resets when the metroid is killed.
  73.  
  74. - Cannot dodge when stunned.
  75.  
  76. - Are pack hunters and will attack when another is in danger.
  77.  
  78. - Prefer to capture aerial prey.
  79.  
  80. - Have a telling sign when they are about to attack.
  81.  
  82. - Packs of 3 must be killed together before a single metroid has a chance to respawn.
  83.  
  84. Ridley: Will have less health in Norfair based on how many times you shot him at Ceres! (loses 50hp per shot)
  85.  
  86.  
  87. Express Elevators: I have installed a series of shortcuts throughout Zebes.
  88. You'll have to unlock doors at both ends in order to make use of them.
  89. This should add some relief when it comes to back tracking.
  90.  
  91. Auto Map Changes: I changed the gfx for the map tiles to make doors more obvious where they
  92. Connect to surrounding rooms. This makes navigation easier and less confusing.
  93. in denser areas such as Norfair.
  94.  
  95. Hint System: I replace the moonwalking feature. When this is toggled in the game settings
  96. the map screen will highlight certain areas of interest just in case you forget
  97. to return after certain upgrades.
  98.  
  99. You can also toggle on/off ny holding the Y button while on the map screen.
  100.  
  101. Faster Loading: Thanks to the decompression patch made available loading time for larger
  102. rooms moves much faster than before. I got help to speed up the fade and door
  103. transition speeds slightly.
  104.  
  105. Sounds: There are a few new sound FX. Specifically morphing, placing a bomb
  106. new bomb explosion sounds.
  107.  
  108. Statistics: The end game now has a stat count, which is displayed along with the item %
  109. Distance Travelled in kilometres (X.xxkm)
  110. Energy Lost
  111. Enemies Killed
  112. Shots fired (only counts shots from arm cannon)
  113. Doors Traversed
  114.  
  115.  
  116. ------------------------------------------------------------------
  117. iii. CONTROLLER INPUT
  118. ------------------------------------------------------------------
  119.  
  120. Manual Scrolling: Just press and hold the item cancel button
  121. followed by an aim up/down button (L/R by default)
  122. and the screen will move up or down to show you what
  123. dangers are just out of sight.
  124.  
  125. Release L/R Buttons while keeping the cancel button pressed will
  126. Lock the camera until released or when the player moves.
  127.  
  128. Auto Walljumping: Simply spin jump against a walljump surface while
  129. holding down the jump button. Press away from
  130. the wall and Samus will walljump.
  131.  
  132. Auto Morphing: Many complaints were made about the difficulty of mid-air morphing
  133. into a morphball passage. I took the liberty to allow most of the
  134. required passages automatically morph Samus under the condition that
  135. she is moving UP and pressing the d-pad in the direction of the hole.
  136.  
  137. Auto Space Jump: The original Super Metorid calculated whether you could or couldn't space jump
  138. by checking your fall speed and comparing it to a minimum and maximum velocity.
  139. Redesign removed the maximum velocity so you can never miss the window and always
  140. jump again when in the air. However due to the fall speed, if you were to press
  141. jump slightly too early you'd find yourself falling way to far while you reacted
  142. by letting go of the jump button and pressing jump a second time. This meant you
  143. fell so far that you found yourself at the bottom of where you wanted to go.
  144.  
  145. Hold Jump: Samus will automatically space jump after falling half the distance of
  146. her jump height based on the peak of her last jump.
  147.  
  148. Shine Sparking: All you need to do now is tap the jump button to initiate the
  149. wind-up animation. During this animation press ONE of the following buttons
  150.  
  151. Up on D-pad: Vertical shinespark (Super Jump)
  152. Left on D-pad: Horizontal shinespark left (only when facing left)
  153. Right on D-pad: Horizontal shinespark right (only when facing right)
  154. Aim up (R default): Diagonal shinespark in the direction player is facing.
  155.  
  156. Smashing into a wall or ceiling has also has less of a cooldown before falling.
  157. Vertical shinesparks also have "assist" windows which will now align samus
  158. so that she lines up with certain narrow openings.
  159.  
  160. Spark Charging: Boosting into a slope only requires pressing the direction Samus is
  161. moving on the d-pad. When she hits the slope 2 things can happen:
  162.  
  163. D-pad LEFT/RIGHT ONLY: Samus will run and crouch automatically
  164. recharging her charge for a new shinespark.
  165.  
  166. D-pad LEFT/RIGHT + Run Button: Samus will continue running at speedboost speeds.
  167.  
  168.  
  169. Crystal Flash: When low on energy you can recharge your energy by dropping a powerbomb.
  170. Press AND HOLD DOWN the Shoot Button while it explodes until after the flash:
  171.  
  172. Requirements:
  173. 5 Missiles
  174. 5 Super Missiles
  175. 6 Powerbombs (one needed to start the process)
  176. NOTE: You cannot perform this while in a room with active metroids due to a
  177. graphical glitch to samus' glowing palette. If you kill them, then you can CF
  178.  
  179. X-Ray Scope: Instead of holding the run button you now have to hold the Shoot button.
  180. The scope will not work if holding the Run Button, or when moving.
  181. Simply stand still and shoot while X-ray is selected.
  182.  
  183. ------------------------------------------------------------------
  184. iv. PHYSICS CHANGES
  185. ------------------------------------------------------------------
  186.  
  187. Grapple Swinging: Samus gets a horizontal boost on releasing the grapple based based on how
  188. fast she is swinging. She also gets a vertical boost upward.
  189. In the original Redesign Samus fell like a rock when releasing grapple.
  190.  
  191. Speeds: Samus now moves faster horizontally in air, covering more distance
  192. at lower speeds. I also increased run speed in water w/o gravity suit.
  193.  
  194. Jump Height: In the Super Metorid when you ran with the speed booster equipped
  195. the game had a different way of calculating samus' jump speed.
  196. This could result in the player actually having a lower maximum
  197. jump height if tha player jumped too soon. I rewrote the routine
  198. to add vertical speeds with a fraction of her horizontal speed
  199. to give a more accurate boost to her jump height.
  200. In short the player now always has a fixed minimum jump height
  201.  
  202. Floaty Fall: Samus has a gradual increase in falling speed instead of hitting
  203. terminal velocity immediately like in the original Redesign.
  204. Morphball still falls like a rock.
  205.  
  206. D-Pad Release: Releasing the d-pad while moving through the air
  207. will cause Samus to slowly decelerate instead of stopping
  208. instantly.
  209.  
  210. Morphing Ball: Morphball now rolls only when moving, and has momentum to its roll.
  211. Be careful when you start gaining real speed that you stop in time.
  212. Bouncing from a fall no longer removes your speed.
  213.  
  214. Morph/Demorph: Morphing and demorphing now have a sexy glow and sound effect!
  215. I also made the morphball use a totally different palette which uses more colors
  216. rather than the original 4.
  217.  
  218. Bomb Jumping: Bombs are now easier to time for bomb-jumping multiple times.
  219. Horizontal bomb-jumps are also easier. I modified the movement
  220. so Samus is no longer unable to move side to side
  221. while moving upward from a bomb jump.
  222.  
  223. Quicksand: This was especially bad in Redesign because of the increased gravity.
  224. The only real way to escape it was to spam the jump button and L/R.
  225. I fixed the quicksand so it can be escaped with and without gravitysuit
  226. with a few jumps.
  227.  
  228. Sandfalls: If you are in water, than you are unaffected, save for the slight push downward
  229. If you are out of the water and in a sandfall, you can only spacejump one time.
  230. You have to land before you can space jump again.
  231.  
  232. Spark Charge: Shine sparking horizontal into a slope no longer requires holding down the run button.
  233. Samus will begin walking at a slower speed for a few steps before losing booster
  234. use this time to press down to initiate the charge again.
  235.  
  236. Liquid Behavior:
  237.  
  238. Liquid Enter: Added liquid resistance. Samus loses most of her speed on hitting
  239. a liquid without gravity suit. She also has a much lower terminal velocity
  240. depending on the liquid she is in, and will fall slower.
  241.  
  242. Liquid Exit: Jumping out of water in Redesign was impossible due to the gravity
  243. difference in water and air. Samus now gets a boost based on her
  244. vertical speed on reaching the surface.
  245.  
  246. Lava Damage: Damage from being in lava is now based on your depth in the liquid.
  247. When near the surface you take a much slower drain than if you were
  248. 30 tiles under the surface.
  249.  
  250. Acid Damage: Acid is super corrosive and will weaken suit integrity very fast!
  251. STAY OUT OF ACID. Samus needs to stay out of acid for a few seconds before re-entry.
  252.  
  253.  
  254. ------------------------------------------------------------------
  255. v. NEW (OPTIONAL) CHALLENGES
  256. ------------------------------------------------------------------
  257.  
  258. Hell's Run: This was once required to beat Redesign, but thanks to my wife (her major
  259. was in game design), we worked out a design which utilizes Hell's run as a
  260. benefit to speedrunners. Now players have a choice:
  261.  
  262. Option 1) Go kill Kraid and get varia in an unlocked room.
  263. But they have to trek through underwater puzzles and a maze.
  264.  
  265. Option 2) Survive Hell's run and get ice beam, and enter through the
  266. back door of the varia chamber and unlock a short-cut
  267. bypassing the water rooms.
  268.  
  269. The challenges listed below should only be done after
  270. you are familiar with the changes in Axeil Edition since
  271. they really change the difficulty of the game.
  272.  
  273.  
  274. Skip Walljump: If Samus manages to avoid "detection" after claiming missiles and morphball
  275. then a passage in the landing site will let your return to your ship.
  276. You can then head over to get bombs.
  277.  
  278. Early Powerbombs: There is a powerbomb expansion directly behind the first missile pack.
  279. If you manage to pass through the proper security trigger then you can
  280. return and collect this expansion. However, if you are "detected"
  281. you cannot ever get this powerbomb until you have powerbombs.
  282. The gatekeeper will IMMEDIATLEY grant access to Tourian if you collect this expansion!
  283. The Challenge:
  284. Bombs and Walljump boots are inaccessible during this challenge.
  285. Use hard saves at designated stations, since there is a possibility you
  286. will get permanently stuck. Use caution when entering morphball passages.
  287.  
  288. This Challenge will require advanced techniques
  289. No Tool Assistance is required. Hint system is disabled.
  290.  
  291.  
  292. ------------------------------------------------------------------
  293. vi. SECIAL THANKS
  294. ------------------------------------------------------------------
  295.  
  296. A few of the big changes in redesign could not have been done without the feedback and guidance
  297. of those more experienced with ASM. Axeil edition also uses a few patches which should be credited.
  298.  
  299. Axeil: Without you and your suffering I would not have been motivated to complete this version. Thank you!
  300.  
  301. Black_Falcon: Flash for morphing/demorphing. Patch for morphball animations.
  302.  
  303. Cardweaver: Helping with HTML for the site.
  304.  
  305. DSO: Sound optimization patch and helped redirect room for new sounds.
  306. ASM help. Bug fixes & testing.
  307.  
  308. GF_Kennon: Provided a space for the website, as well as an incredible form of dedicated modders!
  309.  
  310. Grime: Adjusted enemy speeds for Pirates and Skree's. Fixes for Luquid surface colors
  311.  
  312. JAM: Adding Walljump Boots and game time/item collection % to the Inventory screen.
  313.  
  314. Kejardon: Adjusted Gate PLM speeds, and making short gates for Morphball passages. ASM lessons.
  315. Decompression speeds patch.
  316.  
  317. MathOnNapkins: Provided feedback for Ending Talley code. Fixed shine sparking in lava.
  318. Thanks for the disassembler, it saved me many times!
  319.  
  320. PJBoy: Altered Minimap calculations, helped with learning ASM as well as taking
  321. advantage of existing SM routines.
  322.  
  323. Scyzer: Provided the Zebetite patch, Ammo station Patch, Spark charge when not holding run.
  324. Acid damage timer, and damage boost changes.
  325.  
  326. Testers: Grime, Quctis, TheAnonymousUser, Zeran, Elminster, Hitaka
  327.  
  328. Everyone who has played: you've helped provide wonderful feedback both positive and horribly negative.
  329. but I want to listen to that negativity and see what I can do to improve on it!
  330.  
  331. ------------------------------------------------------------------
  332. vii. VERSION CHANGES
  333. ------------------------------------------------------------------
  334. 1.4
  335. - Metorid AI fixes all around
  336. - Metroids outside feeding pit no longer dodge
  337. - Fixed an issue where rolling into a bomb didn't register. now it does resulting in easier detach of Metroids.
  338. - Metroids detatch when you fall into acid.
  339. - Increased the time delay for a re-spawning metorid when outside the feeding pit
  340. This gives you extra time to kill 3 metroids in the room
  341. - Fixed a bug where the screen shakes when landing.
  342.  
  343.  
  344. 1.3
  345. - Updated read me to explain Metroid Strategies
  346. - Fixed a room in maridia which was air, when it should have had water
  347. - Increased speed of Guardians
  348. - Made a Guardians or path to guardians more visible
  349. - Acid now kills samus within 5 seconds. (before was 3 seconds, with 14 full tanks)
  350. now it takes 5 seconds to die when submerged in acid regardless of number of tanks.
  351. Got 2 tanks? 5 tanks? 14 tanks? 5 seconds to get out.
  352. - Fixed Death beam Sound.
  353. - Changed many Uber doors in Tourian to 5 missile doors. Doors leading to an important room will remain Uber.
  354. - Increased morphball roll speed without Hi Jump slightly. (1/4) any faster and the animation doesn't match roll speed well.
  355. - Adjusted acceleration of fall speed when not morphed
  356. - Removed bomb spread due to a glitch as a result from bomb timer and limiter code.
  357. - Made Metroids detach with a minimum of one second stun.
  358. - Fixed Crystal flash refill bug.
  359. - Lowered required fall speed for space jump while in air. Speeds remain the same in sand falls while out of water.
  360. - Fixed a tile bug causing the player to get stuck in a wall.
  361.  
  362. 1.21
  363. - Fix a bug in Tourian where a room was, in error, setting enemies to clear to 30 instead of 4
  364. resulting in an almost endless wave of metroids.
  365.  
  366. 1.2
  367. - Removed time penalty for wrong Screw attack puzzle input. Instead if you enter the wrong combo a Buzzing occurs
  368. and deactivates the switches.
  369. - Fixed glitch with lights not appearing when switch is triggered in the SA puzzle.
  370. - Added hints for guardians once you beat Ridley
  371. - Adjusted Morphball maze in norfair near crocomire, above the two dynamo's.
  372. - Removed need to spark charge for the east norfair guardian.
  373. - Removed platforms in guardians room because of an exploit which was confusing players for being the solution.
  374. - Removed metroids response to powerbombs when playing a normal game and NOT the EPB challenge. Powerbombs reset stun time and were confusing
  375. players making them think they were supposed to powerbomb metroids to get them off. bombs were always the weakness and stun the metroids
  376. for a few frames for each bomb hitting a latched metroid. This stun time stacks until the metroid is dead or powerbombed, when it is reset.
  377. EPB changes it so PB's stun the metroid for max stun time.
  378. - Fixed jumping in sand falls without gravity, was over wrtiting codes with codes.
  379. - Fixed vertical door detection in Tourian.
  380. - misc. tile fixes
  381.  
  382. 1.1
  383. - Changed camera scroll to hopefully prevent or minimize OOB deaths by accident. might have cause other camera related wonky-ness, let me know if you notice any
  384. - Swapped position of 4 energy tanks with the place of certain super missile packs in order for more access to energy tanks
  385. (Included item index values so 100% unaffected, however you might find items spawned in places you already collected from)
  386. - Added save stations before Botwoon and Tourian
  387. - Ridley HP and damage adjusted, before Ceres shots adjusted vulnerabilities, now it reduces his HP by $32 for every hit you landed.
  388. - Removed the lock in before Ridley and GT in case the player is under equipped and can no longer get trapped. Added ammo station before GT.
  389. - Metroids outside the feeding pit freeze for longer and have a higher stun cap.
  390. - Changed several diapers.
  391. - Fixed Speedbooster blue suit glitch from crouching and holding R. or so I think. let me know if this continues
  392. - Adjusted air spike invincibility timer to last longer underwater without gravity. and reduced the damage dealt. result is easier getting out of spike pits under water.
  393. - Removed spike pits in west crateria.
  394. - Fixed dying off screen to not cause death on reloading.
  395. - Fed baby
  396. - Narrowed hold in Maridia sandfalls leading to draygon to prevent frequent falls to the water below
  397. resulting in backtracking.
  398. - Adjusted Lost Caverns clue
  399. - Tweaked Auto Space jump.
  400. - Adjusted Morphball maze in east Crateria
  401. - Fixed permastuck for EPBC in west norfair
  402. - Adjusted Powerbomb maze near crocomire
  403. - Fixed phantoons defeated location on map
  404. - Lowered grapple swing speed boost when letting go.
  405. - Fixed some hint system icons that never went away.
  406. might be more, PM me screens when encountered.
  407. - Misc Tile changes.
  408. - Crystal flash now restores 799 energy. changed input requirement to only holding shoot
  409. - Adjusted Hi Jump hint location
  410. - slightly lowered time to charge a beam.
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