Metroid II 3DS: Difference between revisions

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{{Infobox 3DS homebrew
{{Infobox 3DS Homebrews
| title = Metroid II
|title=Metroid II
| image = https://dlhb.gamebrew.org/3dshomebrew/MetroidIIfor3DS.jpg|250px
|image=Metroid23ds2.png
| type = Action
|description=Tech Demo for Metroid 2.
| version = 03/24/2016
|author=jbr373
| licence = Mixed
|lastupdated=2016/04/07
| author = jbr373
|type=Demos
| website = http://gbatemp.net/threads/metroid-2-3ds-tech-demo.418904/
|version=20160324
| download = https://dlhb.gamebrew.org/3dshomebrew/MetroidIIfor3DS.rar
|license=Mixed
| source = https://dlhb.gamebrew.org/3dshomebrew/MetroidIIfor3DS.rar
|download=https://dlhb.gamebrew.org/3dshomebrews/metroidiifor3ds.7z
|website=http://gbatemp.net/threads/metroid-2-3ds-tech-demo.418904
|source=http://gbatemp.net/threads/metroid-2-3ds-tech-demo.418904
}}
}}
<youtube>9OcdtXdoFGI</youtube>
Metroid 2 3DS is a Tech Demo to envision how a 3DS Metroid Game would look like.


[[File:https://i.imgur.com/QmGhDYO.png|class=bbCodeImage LbImage|[?IMG]]]
'''Note:''' The project has been discontinued. Source was subsequently released which includes tools (requires OS X) for creating Enemies, Objects, Items and Maps.


<span style="font-size: 22px">'''''<span style="text-decoration: underline">INFO:</span>'''''</span>
==Installation==
Extract the 3ds_metroid.zip and put the resulting folder in your /3ds/ directory on your SD Card.


I released the Sources and Tools for this Project, since I'm unable to work in this anymore due to University and other Projects. If someone wants to pick this up, download the source. I also included tools to create Enmies, Objects, Items and Maps - those tools require OS X though.
Run the Demo from your Homebrew Launcher (it will take some time to load from HB Launcher, but the game will not slow down).
The Project was build with the ctrulib 1.1.0 version and the latest sf2d and sfillib.


<span style="font-size: 22px">'''''<span style="text-decoration: underline">Original Post:</span>'''''</span>
'''Update from a previous build:'''


Hello GBATemp Community!
You will need to replace the entire folder, not just the .3dsx.


Today I'd like to show you a Tech Demo for Metroid 2.
A lot of the files are updated/replaced when a new build is released.  
This is being released in .3dsx format and has been tested on a New Nintendo 3DS on System Version 10.3.


I've added a poll as well, and I'd like you to vote if this should be continued! After all, working on this for a full release is not really worth it if nobody would play it!
Replacing the .3dsx alone will most likely result in crashed or glitches.


Also, please keep in mind that this is a Tech Demo! There are bound to be bugs, and you might find some graphics to look kind of cheap. This should show, however, how a 3DS Metroid Game could look like!
==Controls==
https://dlhb.gamebrew.org/3dshomebrews/metroid23ds11.png


'''''<span style="text-decoration: underline"><span style="font-size: 18px"><span style="color: #006600">Credits:</span></span></span>'''''
==Screenshots==
https://dlhb.gamebrew.org/3dshomebrews/metroid23ds3.png
https://dlhb.gamebrew.org/3dshomebrews/metroid23ds4.png


Tools:
https://dlhb.gamebrew.org/3dshomebrews/metroid23ds5.png
Smealum, Yellows8 and the 3DS Community for the development environment
https://dlhb.gamebrew.org/3dshomebrews/metroid23ds6.png
xerpi for sf2d and sfillib


Graphics:
https://dlhb.gamebrew.org/3dshomebrews/metroid23ds7.png
https://dlhb.gamebrew.org/3dshomebrews/metroid23ds8.png


RayJT9 for the Starship Graphics
https://dlhb.gamebrew.org/3dshomebrews/metroid23ds9.png
Semijuggalo for the Beams FX Graphics
https://dlhb.gamebrew.org/3dshomebrews/metroid23ds10.png
Infinity�s End for the Metroid 2 Enemies Spritesheet
tango_311 for the Metroid Fusion / Zero Mission Tilesets
kenji imatake for the Barrier Suit Spritesheet
Skylights for the Zero Suit Spritesheet


Sounds:
==Media==
ShadowOne333 for providing BGM Sounds and creating the Samus Intro Fanfare
'''Metroid 2 vs AM2R vs Samus Returns''' ([https://www.youtube.com/watch?v=9OcdtXdoFGI Haedox]) <br>
Christopher Foss for the remade �Overworld Runner� Theme
<youtube>9OcdtXdoFGI</youtube>
Replica Thirteen for the Player Sound Effects


'''''<span style="text-decoration: underline"><span style="font-size: 18px"><span style="color: #006600">Controls:</span></span>
==Compatibility==
Tested on a New Nintendo 3DS on System Version 10.3.


[[File:https://i.imgur.com/eHYd4oj.png|class=bbCodeImage LbImage|[?IMG]]] </span>'''''
==Known issues==
''(Image taken from Wikipedia)''
* Hornoads Animation/Movement is not correct.
* Water movement sound is a placeholder.
* Map follow is disabled. The Options won't enable it (the feature is fairly bugged).
* Charging Animation while looking left/right is not positioned correctly.
* The .3dsx is 5.9 MB, had to implement the Player Spritesheet as a C-Source.


'''''<span style="text-decoration: underline"><span style="font-size: 18px"><span style="color: #006600">User Suggestions which are being worked into the Game:</span></span>
==Changelog==
</span>'''''
'''2016/03/24'''
I'll update this list with all suggestions I have been or will be implementing.
'''''<span style="text-decoration: underline">
</span>'''''
<div class="ToggleTriggerAnchor bbCodeSpoilerContainer">


<span>Spoiler</span>
General:
<div class="SpoilerTarget bbCodeSpoilerText">
* Phase 1 has been completed:
** You will be able to Play most of the first Phase of the Game. However, the Metroid opening the second Phase can not be fought since the second Phase doesn’t exist yet.
**You will find a Rock wall where you’d progress normally. This Wall collapses when the first Metroid encountered is killed.
* Ledge Grabbing is now possible:
** Samus is now able to grab any ledge within reach while jumping.
** Samus will grab automatically as soon as she begins to fall from jumping.
** While hanging on a ledge, you’ll have the option to aim and shoot when holding the L Button, jumping in the oposite direction of the ledge you’re grabbing by pressing A and Left or Right.
** You can also jump straight up by simply pressing A or drop straight down by pressing Down.
** Samus will climb the Ledge by pressing Up or to the direction of the Ledge.
* Basic Missle Smoke Effect added:
** A simple smoke effect when firing Missles, for cosmetic reasons.
* Water and Water Physics have been added:
** Water has been added for the Rooms containing it in the original Metroid 2.
** Water will slow your movement speed down. You will also loose jump height if Samus is inside of water.
** Note: Game Water has no animation yet.
* The Main Menu has been implemented:
** The Main Menu is now fully accessible (it was before technically, just blocked it off).
** The Main Menu does the usual thing: Show you’re Health/Missles/Metroids remaining, allowing access to the Options Menu and giving you the ability to either load or create a new save.
* Gameplay Options have been implemented:
** An Options Menu has been added which includes some of your requests. You can now change the Movement Controls between Control and D-Pad, swap Y and B for beam fire and change the Minimap control style to either manual or auto-follow. Especially the movement and shooting change should make controlling Samus easier for players which are more used to the D-Pad and/or have an easier time using Y to fire.
** Note: Auto-Follow can be selected but it won't have any effect. This is intentional.
* Game Over and Death Animation fully implemented:
** The classic Death Animation known from other Metroid Games has now been fully implemented.
** Dying to an Enemy does now play Samus’ Suit breaking follow by a improved Game Over screen.
* New Font File:
** Not much to say about this other than the old font was hideous.
* Controls have been improved:
** The Jumping Mechanics have been changed to mimic those from Metroid: Zero Mission.
** Samus can now change her facing to left and right while falling, change the direction of her Spin Jump. The jumping height is now defined by how long you hold A as well.


- Stereoscopic 3D
Rooms:
[Will be implemented in the future]
* Phase 1 (Overworld and Cave Beginning) is now fully added.
* New BGM for Samus’ Intro and Phase 1.
* The Yumbo Enemies in Room 4 have been replaced with Tsumuri Enemies.


- Making the Map smaller
Enemies:
[Done, implemented in next public Build]
* New Enemy: Tsumuri (no AI yet).
* New Enemy: Seerook.


- Allow beam shots with the Y Button
HUD:
[Implemented as an Option, selectable in next public Build]
* Minimap Size reduced by 50 %.


- Allow movement with the D-Pad
Bugfixes:
[Implemented as an Option, selectable in next public Build]
* DSP Sound Bug fixed.
** Bug: The Wave Buffer was overwritten and not cleared correctly.
* Player Running with Aiming Animation now stays set until movement stops.
** Bug: A flag was set wrong which caused an overwrite of the current animation.
* Charge Beam does now disappear when releasing B on Room Change.
** Bug: Releasing B while changing Rooms was not handled at all.
* Shooting and Charging Beams does now only show the charging animation.
** Bug: The Spritesheet frame was reset to 0 instead of the first charging animation frame.
* Game Physics have been improved.
** Bug: Some calculations were implemented wrong.
* Stars are now drawn behind the Metroid Logo on the Menu Screen.
** Bug Cause: Wrong drawing order.
* Collision files have been improved.
** Bug: Collision to narrow in some places.
* Player Hitbox while jumping has been fixed.
** Bug: The Hitbox was not overwritten and used the Standing/Running Hitbox.
* Object and Item Collision Hitboxes have been fixed.
** Bug: Wrong calculation of Player X and Width.
* Beam and Missle spawn coordinates have been improved.
** Bug: Wrong Values were used.
* The Sprin Jump Animation does now show the correct animation when facing right.
** Bug: Checked for last frame instead of facing.
* The Minimap does not stay discovered after selecting “Continue” from the Game Over Screen.
** Bug: Incorrect reloading of the save file.
* Item Sprite rendering has been fixed.
** Bug: The requested Item Sprite Frame was not reset.
* Pressing L while taking damage no longer softlocks the player.
** Bug: Aiming did not check for the damage animation
* Taking damage while jumping no longer softlocks the player in the air.
** Bug: A physics flag was not being reset when taking damage.
* Having only the Power Beam displayed the selection field on the Ice Beam Slot.
** Bug: The UI did not check if any Beams had been collected.
* Killing Enemies without AI attached to them no longer crashes the game.
** Bug: Tried to access an AI Pointer without check when an enemy died.


- Have the Minimap follow your movement
'''2016/03/14'''
[Implemented as an Option, selectable in next public Build]
* Initial release.


</div>
==Credits==
Tools:
* Smealum, Yellows8 and the 3DS Community for the development environment.
* xerpi for sf2d and sfillib.


</div>
Graphics:
* RayJT9 for the Starship Graphics.
* Semijuggalo for the Beams FX Graphics.
* Infinity's End for the Metroid 2 Enemies Spritesheet.
* tango_311 for the Metroid Fusion/Zero Mission Tilesets.
* kenji imatake for the Barrier Suit Spritesheet.
* Skylights for the Zero Suit Spritesheet.


'''''<span style="text-decoration: underline"><span style="font-size: 18px"><span style="color: #006600">Original 3DS/2DS Users:</span></span></span>'''''
Sounds:
 
* ShadowOne333 for providing BGM Sounds and creating the Samus Intro Fanfare.
I don't have a Original 3DS to test performance, so please tell me how the Game runs on your Devices! I'd greatly appreciate it!
* Christopher Foss for the remade "Overworld Runner" Theme.
 
* Replica Thirteen for the Player Sound Effects.
'''''<span style="text-decoration: underline"><span style="font-size: 18px"><span style="color: #006600">Screenshots:</span></span>
</span>'''''
 
<div class="ToggleTriggerAnchor bbCodeSpoilerContainer">
 
<span>Spoiler</span>
<div class="SpoilerTarget bbCodeSpoilerText">
 
'''''<span style="text-decoration: underline">
[[File:https://i.imgur.com/BA9RIag.png|class=bbCodeImage LbImage|[?IMG]]] </span>'''''
- Jumping
'''''<span style="text-decoration: underline">
[[File:https://i.imgur.com/NE0OUyp.png|class=bbCodeImage LbImage|[?IMG]]] </span>'''''
- Starting Area
'''''<span style="text-decoration: underline">
[[File:https://i.imgur.com/g9x61cG.png|class=bbCodeImage LbImage|[?IMG]]] </span>'''''
- Charge Beam
'''''<span style="text-decoration: underline">
[[File:https://i.imgur.com/uIR9LDY.png|class=bbCodeImage LbImage|[?IMG]]]</span>'''''
- Enemy
 
[[File:https://i.imgur.com/mvmxJGu.png|class=bbCodeImage LbImage|[?IMG]]]
- Ledge Grabbing
 
[[File:https://i.imgur.com/z5pbvo9.png|class=bbCodeImage LbImage|[?IMG]]]
- Player Death Animation
 
[[File:https://i.imgur.com/WGkSb0h.png|class=bbCodeImage LbImage|[?IMG]]]
- Options Screen
 
[[File:https://i.imgur.com/kW8tL55.png|class=bbCodeImage LbImage|[?IMG]]]
- Save Menu
 
[[File:https://i.imgur.com/aeSN1o5.png|class=bbCodeImage LbImage|[?IMG]]]
- Boot Warning
 
</div>
 
</div>
 
'''''<span style="text-decoration: underline"><span style="font-size: 18px"><span style="color: #006600">Download:</span></span>
 
Game Folder for your SD Card:
</span>'''''
https://mega.nz/#!C85iia5J!6aGD6dYRwW4WjMGphc4iwIB2xZ-lLnK9Wb6diz9XU-I
'''''<span style="text-decoration: underline">
About the current Build:</span>'''''
- Hornoads Animation / Movement is not correct.
- Water movement sound is a placeholder.
- Map follow is disabled. The Options won't enable it (The feature is terribly bugged).
- Charging Animation while looking left/right is not positioned correctly.
- The .3dsx is 5.9 MB - I had to implement the Player Spritesheet as a C-Source.
It will take some time to load from HB Launcher, but the game will not slow down.
 
 
<div class="ToggleTriggerAnchor bbCodeSpoilerContainer">
 
<span>Spoiler: <span class="SpoilerTitle">Old Builds</span></span>
<div class="SpoilerTarget bbCodeSpoilerText">
 
Initial Release (03/14/16):
https://mega.nz/#!7053FD4D!PyGrxogolb2vaWBR0LgQ_CMvsJOZkUpYhGngiKaNLeM
 
</div>
 
</div>
'''''<span style="text-decoration: underline">
<span style="font-size: 18px"><span style="color: #006600">Installation:</span></span>
</span>'''''
Extract the downloaded 3ds_metroid.zip and put the resulting folder in your &quot;3ds&quot; directory on your SD Card, after that you're able to try this Demo from your Homebrew Launcher!
 
'''''<span style="text-decoration: underline">Updating from a previous Build:</span>'''''
You will need to replace the whole folder, not just the .3dsx! A lot of the files will be updated or replaced when a new build is released. Replacing the .3dsx alone will most likely result in crashed or glitches!
 
 
<div class="ToggleTriggerAnchor bbCodeSpoilerContainer">
 
<span>Spoiler: <span class="SpoilerTitle">[B][U]Changelog 03/24/2016[/U][/B]</span></span>
<div class="SpoilerTarget bbCodeSpoilerText">
 
'''<span style="text-decoration: underline">Sample Build 03/24/2016:</span>'''
 
<span style="text-decoration: underline">General:</span>
 
- Phase 1 has been completed:
You will be able to Play most of the first Phase of the Game.
However, the Metroid opening the second Phase can not be fought since the second Phase doesn�t
exist yet.
You will find a Rock wall where you�d progress normally. This Wall collapses when the first Metroid
encountered is killed.
 
- Ledge Grabbing is now possible:
Samus is now able to grab any ledge within reach while jumping.
Samus will grab automatically as soon as she begins to fall from jumping.
While hanging on a ledge, you�ll have the option to aim and shoot when holding the L Button,
jumping in the oposite direction of the ledge you�re grabbing by pressing A and Left or Right.
You can also jump straight up by simply pressing A or drop straight down by pressing Down.
Samus will climb the Ledge by pressing Up or to the direction of the Ledge.
 
- Basic Missle Smoke Effect added:
A simple smoke effect when firing Missles, for cosmetic reasons.
 
- Water and Water Physics have been added:
Water has been added for the Rooms containing it in the original Metroid 2.
Water will slow your movement speed down. You will also loose jump height if Samus
is inside of water.
NOTE: Game Water has no animation yet!
 
- The Main Menu has been implemented:
The Main Menu is now fully accessible (it was before technically, I just blocked it off [[File:styles/default/xenforo/clear.png|class=mceSmilieSprite mceSmilie48|:)]] )
The Main Menu does the usual thing: Show you�re Health / Missles / Metroids remaining,
allowing access to the Options Menu and giving you the ability to either load or create a new save.
 
- Gameplay Options have been implemented:
An Options Menu has been added which includes some of you�re requests! You can now change
the Movement Controls between Control and D-Pad, swap Y and B for beam fire and change the
Minimap control style to either manual or auto-follow. Especially the movement and shooting change
should make controlling Samus easier for players which are more used to the D-Pad and/or have an
easier time using Y to fire.
NOTE: Auto-Follow can be selected but it won't have any effect. This is intentional.
 
- Game Over and Death Animation fully implemented:
The classic Death Animation known from other Metroid Games has now been fully implemented.
Dying to an Enemy does now play Samus� Suit breaking follow by a improved Game Over screen.
 
- New Font File:
Not much to say about this other than the old font was hideous!
 
- Controls have been improved:
The Jumping Mechanics have been changed to mimic those from Metroid: Zero Mission!
Samus can now change her facing to left and right while falling, change the direction of her
Spin Jump. The jumping height is now defined by how long you hold A as well.
 
<span style="text-decoration: underline">Rooms:</span>
 
- Phase 1 (Overworld and Cave Beginning) is now fully added.
- New BGM for Samus� Intro and Phase 1.
- The Yumbo Enemies in Room 4 have been replaced with Tsumuri Enemies.
 
<span style="text-decoration: underline">Enemies:</span>
 
- New Enemy: Tsumuri (No AI yet!).
- New Enemy: Seerook.
 
<span style="text-decoration: underline">HUD:</span>
 
- Minimap Size reduced by 50 %.
 
<span style="text-decoration: underline">Bugfixes:</span>
 
- DSP Sound Bug fixed.
Bug: The Wave Buffer was overwritten and not cleared correctly.
 
- Player Running with Aiming Animation now stays set until movement stops.
Bug: A flag was set wrong which caused an overwrite of the current animation.
 
- Charge Beam does now disappear when releasing B on Room Change.
Bug: Releasing B while changing Rooms was not handled at all.
 
- Shooting and Charging Beams does now only show the charging animation.
Bug: The Spritesheet frame was reset to 0 instead of the first charging animation frame.
 
- Game Physics have been improved.
Bug: Some calculations were implemented wrong.
 
- Stars are now drawn behind the Metroid Logo on the Menu Screen.
Bug Cause: Wrong drawing order.
 
- Collision files have been improved.
Bug: Collision to narrow in some places.
 
- Player Hitbox while jumping has been fixed.
Bug: The Hitbox was not overwritten and used the Standing/Running Hitbox.
 
- Object and Item Collision Hitboxes have been fixed.
Bug: Wrong calculation of Player X and Width.
 
- Beam and Missle spawn coordinates have been improved.
Bug: Wrong Values were used.
 
- The Sprin Jump Animation does now show the correct animation when facing right.
Bug: Checked for last frame instead of facing.
 
- The Minimap does not stay discovered after selecting �Continue� from the Game Over Screen.
Bug: Incorrect reloading of the save file.
 
- Item Sprite rendering has been fixed.
Bug: The requested Item Sprite Frame was not reset.
 
- Pressing L while taking damage no longer softlocks the player.
Bug: Aiming did not check for the damage animation
 
- Taking damage while jumping no longer softlocks the player in the air.
Bug: A physics flag was not being reset when taking damage.
 
- Having only the Power Beam displayed the selection field on the Ice Beam Slot.
Bug: The UI did not check if any Beams had been collected.
 
- Killing Enemies without AI attached to them no longer crashes the game.
Bug: Tried to access an AI Pointer without check when an enemy died.
 
</div>
 
</div>
 
<span style="font-size: 15px"><span style="color: #006600">'''''<span style="text-decoration: underline">F.A.Q:</span>'''''
</span></span>
<span style="color: #000000"><span style="font-size: 12px">Q: &quot;Will you be implementing [feature]?&quot;</span></span>
A: That depends if it's useful. And if you're telling me about it of course!
 
Q: &quot;Will you finish this?&quot;
A: That depends on the time I'll have to work on this. I planned this release as an example for a 3DS Metroid Game. This is also a way to improve my C/C++ coding ability. All I can say for now is that I'll continue to work on it until I tell you otherwise.
 
Q: &quot;Can you release the Source Code?&quot;
A: The source will stay private for now. I will definitly release the source if I'm not able to finish this for whatever reason.
 
Q: &quot;Is there any relation to AM2R?&quot;
A: No relation at all, except for it trying to be Metroid 2.
 
Q: &quot;Is the design of the graphics final?&quot;
A: Mostly. Reusing old sprites of Super Metroid without any editing is not what I have in mind.
 
Q: &quot;Can I help in some other way than giving feedback?&quot;
A: I will post in case I need help with something like graphic or sound assets.
 
'''''<span style="text-decoration: underline">Please enjoy this release, and don't hold back on suggestions!</span>'''''
<div class="messageTextEndMarker">
 


</div></blockquote>
==External links==
* GBAtemp - https://gbatemp.net/threads/metroid-2-3ds-tech-demo.418904

Latest revision as of 05:41, 6 May 2024

Metroid II
Metroid23ds2.png
General
Authorjbr373
TypeDemos
Version20160324
LicenseMixed
Last Updated2016/04/07
Links
Download
Website
Source

Metroid 2 3DS is a Tech Demo to envision how a 3DS Metroid Game would look like.

Note: The project has been discontinued. Source was subsequently released which includes tools (requires OS X) for creating Enemies, Objects, Items and Maps.

Installation

Extract the 3ds_metroid.zip and put the resulting folder in your /3ds/ directory on your SD Card.

Run the Demo from your Homebrew Launcher (it will take some time to load from HB Launcher, but the game will not slow down).

Update from a previous build:

You will need to replace the entire folder, not just the .3dsx.

A lot of the files are updated/replaced when a new build is released.

Replacing the .3dsx alone will most likely result in crashed or glitches.

Controls

metroid23ds11.png

Screenshots

metroid23ds3.pngmetroid23ds4.png

metroid23ds5.pngmetroid23ds6.png

metroid23ds7.pngmetroid23ds8.png

metroid23ds9.pngmetroid23ds10.png

Media

Metroid 2 vs AM2R vs Samus Returns (Haedox)

Compatibility

Tested on a New Nintendo 3DS on System Version 10.3.

Known issues

  • Hornoads Animation/Movement is not correct.
  • Water movement sound is a placeholder.
  • Map follow is disabled. The Options won't enable it (the feature is fairly bugged).
  • Charging Animation while looking left/right is not positioned correctly.
  • The .3dsx is 5.9 MB, had to implement the Player Spritesheet as a C-Source.

Changelog

2016/03/24

General:

  • Phase 1 has been completed:
    • You will be able to Play most of the first Phase of the Game. However, the Metroid opening the second Phase can not be fought since the second Phase doesn’t exist yet.
    • You will find a Rock wall where you’d progress normally. This Wall collapses when the first Metroid encountered is killed.
  • Ledge Grabbing is now possible:
    • Samus is now able to grab any ledge within reach while jumping.
    • Samus will grab automatically as soon as she begins to fall from jumping.
    • While hanging on a ledge, you’ll have the option to aim and shoot when holding the L Button, jumping in the oposite direction of the ledge you’re grabbing by pressing A and Left or Right.
    • You can also jump straight up by simply pressing A or drop straight down by pressing Down.
    • Samus will climb the Ledge by pressing Up or to the direction of the Ledge.
  • Basic Missle Smoke Effect added:
    • A simple smoke effect when firing Missles, for cosmetic reasons.
  • Water and Water Physics have been added:
    • Water has been added for the Rooms containing it in the original Metroid 2.
    • Water will slow your movement speed down. You will also loose jump height if Samus is inside of water.
    • Note: Game Water has no animation yet.
  • The Main Menu has been implemented:
    • The Main Menu is now fully accessible (it was before technically, just blocked it off).
    • The Main Menu does the usual thing: Show you’re Health/Missles/Metroids remaining, allowing access to the Options Menu and giving you the ability to either load or create a new save.
  • Gameplay Options have been implemented:
    • An Options Menu has been added which includes some of your requests. You can now change the Movement Controls between Control and D-Pad, swap Y and B for beam fire and change the Minimap control style to either manual or auto-follow. Especially the movement and shooting change should make controlling Samus easier for players which are more used to the D-Pad and/or have an easier time using Y to fire.
    • Note: Auto-Follow can be selected but it won't have any effect. This is intentional.
  • Game Over and Death Animation fully implemented:
    • The classic Death Animation known from other Metroid Games has now been fully implemented.
    • Dying to an Enemy does now play Samus’ Suit breaking follow by a improved Game Over screen.
  • New Font File:
    • Not much to say about this other than the old font was hideous.
  • Controls have been improved:
    • The Jumping Mechanics have been changed to mimic those from Metroid: Zero Mission.
    • Samus can now change her facing to left and right while falling, change the direction of her Spin Jump. The jumping height is now defined by how long you hold A as well.

Rooms:

  • Phase 1 (Overworld and Cave Beginning) is now fully added.
  • New BGM for Samus’ Intro and Phase 1.
  • The Yumbo Enemies in Room 4 have been replaced with Tsumuri Enemies.

Enemies:

  • New Enemy: Tsumuri (no AI yet).
  • New Enemy: Seerook.

HUD:

  • Minimap Size reduced by 50 %.

Bugfixes:

  • DSP Sound Bug fixed.
    • Bug: The Wave Buffer was overwritten and not cleared correctly.
  • Player Running with Aiming Animation now stays set until movement stops.
    • Bug: A flag was set wrong which caused an overwrite of the current animation.
  • Charge Beam does now disappear when releasing B on Room Change.
    • Bug: Releasing B while changing Rooms was not handled at all.
  • Shooting and Charging Beams does now only show the charging animation.
    • Bug: The Spritesheet frame was reset to 0 instead of the first charging animation frame.
  • Game Physics have been improved.
    • Bug: Some calculations were implemented wrong.
  • Stars are now drawn behind the Metroid Logo on the Menu Screen.
    • Bug Cause: Wrong drawing order.
  • Collision files have been improved.
    • Bug: Collision to narrow in some places.
  • Player Hitbox while jumping has been fixed.
    • Bug: The Hitbox was not overwritten and used the Standing/Running Hitbox.
  • Object and Item Collision Hitboxes have been fixed.
    • Bug: Wrong calculation of Player X and Width.
  • Beam and Missle spawn coordinates have been improved.
    • Bug: Wrong Values were used.
  • The Sprin Jump Animation does now show the correct animation when facing right.
    • Bug: Checked for last frame instead of facing.
  • The Minimap does not stay discovered after selecting “Continue” from the Game Over Screen.
    • Bug: Incorrect reloading of the save file.
  • Item Sprite rendering has been fixed.
    • Bug: The requested Item Sprite Frame was not reset.
  • Pressing L while taking damage no longer softlocks the player.
    • Bug: Aiming did not check for the damage animation
  • Taking damage while jumping no longer softlocks the player in the air.
    • Bug: A physics flag was not being reset when taking damage.
  • Having only the Power Beam displayed the selection field on the Ice Beam Slot.
    • Bug: The UI did not check if any Beams had been collected.
  • Killing Enemies without AI attached to them no longer crashes the game.
    • Bug: Tried to access an AI Pointer without check when an enemy died.

2016/03/14

  • Initial release.

Credits

Tools:

  • Smealum, Yellows8 and the 3DS Community for the development environment.
  • xerpi for sf2d and sfillib.

Graphics:

  • RayJT9 for the Starship Graphics.
  • Semijuggalo for the Beams FX Graphics.
  • Infinity's End for the Metroid 2 Enemies Spritesheet.
  • tango_311 for the Metroid Fusion/Zero Mission Tilesets.
  • kenji imatake for the Barrier Suit Spritesheet.
  • Skylights for the Zero Suit Spritesheet.

Sounds:

  • ShadowOne333 for providing BGM Sounds and creating the Samus Intro Fanfare.
  • Christopher Foss for the remade "Overworld Runner" Theme.
  • Replica Thirteen for the Player Sound Effects.

External links

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