Post subject: Super Metroid: Dependence (HACK)
BigBoct
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Yet another SM hack, by Bloody Excrement from GameFAQs. http://www.freewebs.com/blacktelomeres/Super_Metroid_Dependence_v187.rar (IPS patch only) I've played and beaten it, and I think he did a great job making it. It really caputres the nonlinearity that was the hallmark of the original Super Metroid. Discussion topic at GameFAQs for anyone interested: http://boards.gamefaqs.com/gfaqs/genmessage.php?board=588741&topic=33877002
EDIT on 08/07/2015
https://www.mediafire.com/?d8cz2gzax2g9816 - Link to IPS patch for v2.00, according to filename. I can't find the readme for it.
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Joined: 10/3/2007
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There's also another discussion thread about it on acmlm's board: http://board.acmlm.org/thread.php?id=210&o=0&p=20 I'm actually the creator of said hack, so if anyone has any questions, feel free to ask. As for how I found this thread so fast, let's just say I have a contact in the speed running community who found it for me. I've also got another SM hack currently in the works that should be out soon. But anyway, as far as Dependence, now that most of the bugs are out, I'd say it'd make a pretty interesting speed run actually, given the number of possible routes and the number of potential sequence breaks, skippable bosses and shortcuts that I threw in it.
P.JBoy
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Screenshots. It seems that this hack was done by Black Telomeres as well (judging by the name in the download link and the poster in acmlm. Oh and the readme file). So Bloody Excrement seems not to be the creator of this hack, the link he posted is out of date by now as well
Joined: 10/3/2007
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Actually Bloody Excrement is just my username on Gamefaqs, it predates the acmlm one by quite a few years so thats why its a different username. The link is outdated because Gamefaqs doesnt have post editting capacity sadly, although later on in the thread, I update the link.
P.JBoy
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I got simu-posted. Seems my previous post was pretty copyish/noobish now
Joined: 6/9/2006
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deleted this hack after seeing a bomb-labyrinth again , seriously whats so funny about this sh*t? ball/bomb stuff in hacks make hacks pretty boring(at least for me) i wanna play the game and not bomb arround 20% of the game time
BigBoct
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1.87 is the latest, right? I check the thread at GF regularly (you'll know me there as Boct1584) and that's the most recent one I've seen.
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Tompa
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Yeah, 1.87 is the latest. I think there are a bugs that I found that he didn't fixed, not sure. I made a huge list of them :). In case people get stuck, I can post full in game maps of all areas.
Joined: 10/3/2007
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evilchen wrote:
deleted this hack after seeing a bomb-labyrinth again ,
Wow, there are what, 3 required bomb mazes in the game? You must have an even lower tolerance for them than I do.
Joined: 11/28/2006
Posts: 16
So far, I've got 40 missiles, 20 pb's, the grapple beam, 2 extra e-tanks, a reserve, high-jump, morph and bombs, ice, charge, and spazer, the varia, and beaten Kraid (got the varia first - even with it, his flying claws HURT)... and found the resupply AFTER I beat him, when I started the fight with like 8 missiles and 150 or so health. -_- Currently just got into Norfair, and so far, I'm liking it, maybe more than Redesign. :) Now to go play more. :P eDIT: Now have 5 etanks, 15 SM's, 110 missiles, probably like 40 pb's, and killed Crocomire. Can't find the spring ball, and you know that blue gate near Crocomire? I opened it from the wrong side, and that's how I found out about the nearby entrance to/from Brinstar. :P Edit again: Movie of opening the gate from the wrong side: http://dehacked.2y.net/microstorage.php/info/1981628923/SMD.smv
Joined: 9/17/2007
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I liked this hack alot. The thing I think it did better than Redesign (since someone else mentioned it) is that it had almost none of those "oops, you fell down a shaft/went through a one-way door/etc without savestating, have fun going through half of maridia again!". It's not a hard hack, but I liked the exploration part better than redesign.
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Joined: 7/6/2004
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I just beat the game with v1.87. During the final escape, after reaching your ship, you can go back up to the map room, however, the screen stops scrolling, which makes it difficult to reach. The timer graphics gets messed up once you are in the room. Is there a way to save the ecoons in there? Or are they somewhere else? Or are they not reachable in the hack? Also, I noticed many Metroid 2 style glitches where part of the map would wrap around. However, it was only the graphics. The tiles would still act properly. I found many places where you can get stuck by standing up from the ball. Since you just get the wave beam after lowering the lava, I think I would have preferred that I could just swim down through the lava without needing to get the space jump to activate the statue. Getting over the lava is easy since the area below is all flat which allows you to build a shinespark. It was generous of you to make the screw attack easy to get without fighting anything. The gate is easy to raise without the wave beam.
Joined: 10/3/2007
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The ectoons aren't reachable in the hack, yes. I'll take a look at some of the other issues you've brought up in the post and incorporate the fixes into the next patch. Plus I still need to make another update of this game and sort of apply the little tricks I've learned in my second hack to fix up some things in this one. Btw, what do you mean by "Metroid 2 style glitches"? Can you give me an example? And yeah I know the gate to the screw attack can be brute forced. Not everyone will try though =)
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I found that the version of ZSNES I'm using segfaults if you try to take a picture, so I ended up using printscreen on a window. http://lingcog.iit.edu/~scubed/m3dep_flyingjunk.png I tried for a while to get where the ground was flying, but didn't have much luck. Instead, here is a bit of the background flying 1 screen above where it should be. It goes away if you scroll there and back. The glitch is purely graphical. Even if solid ground tiles are copied, they do not make the sky solid. This happens in all big rooms, notably the starting room. http://lingcog.iit.edu/~scubed/m3dep_whysolid.png Also, I found that tile curious. Why is it solid, but nothing's there? (Note that the pictures will only be there temporarily.)
Joined: 11/28/2004
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Found a small bug after getting the grappling beam. Possible to glitch trough a wall and get the ice beam quite early. Clicky Recorden using snes9x 1.51 and the 1.87 ips patch on the Super Metroid (JU) [!] rom Don't know yet if you get stuck afterwards by doing this.
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Joined: 7/2/2007
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BE's come out with a new hack - Golden Dawn. It's more linear than Dependence while simultaneously involving a lot more wandering about wondering where in blazes you're supposed to go next. At least, it does if you're me. Patch location GameFAQs thread Edit: fixing broken URL
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http://lingcog.iit.edu/~scubed/m3dep_flyingjunk.png
I assume this is part of the scrolling sky glitch. There is one instance of it in Dependence and it takes place near here. I tried to cover it up as much as possible. However, if you exit the door to the left in the ship room and spacejump in the right way you'll still be able to see stuff like that until you scroll the screen up/down.
Also, I found that tile curious. Why is it solid, but nothing's there?
That's just a tiling error. I'll also have to fix that in the next version.
Found a small bug after getting the grappling beam. Possible to glitch trough a wall and get the ice beam quite early. Clicky Recorden using snes9x 1.51 and the 1.87 ips patch on the Super Metroid (JU) [!] rom Don't know yet if you get stuck afterwards by doing this.
That's an interesting bug. It isn't really an early ice beam though, because you can go down through another passage that's also open before the Grapple and pick up the ice beam before the grapple beam if you want, although its less likely since the passage is harder to find. That also means you aren't stuck by doing this, although you may be able to get stuck somehow depending on what you do while you're in the wall before you fall down to the door.
Joined: 2/12/2006
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ive just started golden dawn, and i like it so far, except that i cant find the missile pack or bombs. where is the one im supposed to get first? edit: nevermind, i found it. now im stuck looking for a way out. edit: found that too.
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Golden Dawn is pretty nice, a bit random on the secrets though imo... I'm trying to find Varia, and it's driving me crazy ^^ edit: Found it, thanks
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If you want a hint for that, here's one: There's two bridges in successive rooms in the upper portion of Dark Gardens. One of them looks very much like you can get past a blockade near it and you can; it just requires some very thorough searching (and bombing)
BigBoct
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As I mentioned in the core Super Metroid thread, my eventual goal is to do a 100% run of this hack (although I believe BlackTelomeres mentioned in the readme that there are only 98 items.) I also thought I remembered that he did a v2.00 of the hack, but damned if I can find it online. I'll check my emulators folder sometime over the weekend and see if I can find it. My plan for the moment is to record a semi-blind playthrough and optimize it as best I can to get my feet wet with Super Metroid TASing and using Bizhawk, then share it on my userspace for critiques. (I say "semi-blind" because although I have played through Dependence a few times, I remember very little of it, and I don't plan to refer to a world map unless I get completely lost.)
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I think you should at least learn where every item is and make a very rough plan on how to get all of them without much backtracking. That way you'll have at least a semblance of route reference that you will compare against in your actual attempt. It's generally a good idea not to enter the same rooms/areas more than twice (except for mainstreets/intersections).
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Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
BigBoct
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I decided I may as well look at a map if I'm going to "ruin" Dependence for myself by TASing it (and therefore becoming sufficiently familiar with it that my Asperger's-addled brain can never forget it again) I should take a look at a map. http://www.metroid-database.com/sm/hacks/dependence_map.png The problem with this map is that there's no indication in any given room of what you need to actually traverse that room, which is why I was thinking I should play it through again my old way (optimizing with just savestate abuse and Rewind) to refamiliarize myself with it. Here's what I think I can say about route planning.
  • I need at least 3 energy tanks. Mother Brain's rainbow beam was not buffed.
  • Ice Beam will be necessary for both New Tourian and Prototourian (New Tourian definitely has Metroids, I think Prototourian does too)
  • Wave Beam for blue gate hacking and for X-Factor SBAs to accelerate bosses will most likely be useful
  • If I can get the Plasma Beam and the other two without taking too much time, that's ideal for bosses (other than maybe Ridley since I believe his vulnerability to Supers is still there.)
  • If memory serves, the Space Jump is now mandatory, as you MUST make use of the Picky Chozo™ (the one who you'd go by in vanilla SM if you were taking the standard route to the Golden Torizo and Screw Attack, who won't work if you don't have Space Jump.)
Nothing else comes to mind for now.
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