Metroid II: Evolution (formerly Diortem)

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DJ_O
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Post by DJ_O »

You could use my sprites plus my engine code, however you might have trouble understanding some code which is reall really really advanced :?
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merthsoft
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Post by merthsoft »

I had trouble with the demo when you released that, but I still learned something from it.
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dysfunction
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Post by dysfunction »

Yeah, I got the weapon in this release, but I can't seem to manage to make the jump back up the cliff. I even watched how you did it in the screenshot, and i still can't make it. One thing I'd like to know is, why does it take so long to re-render every time you move off screen? What else is it doing besides rendering the map with xLib?
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DJ_O
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Post by DJ_O »

1)Asm(prgmCODEX delete prgmZTEMP if it exists
2)Game load next map data from flash gordon
3)Asm(prgmZDEL to delete prgm0B
4)Game check which enemy is in a area
5)Asm(prgmZCOPY to copy the enemy prgm in prgmZTEMP (the reason why I need to delete ZTEMP before is because ZCOPY wont do it automatically so it would crash)
6)Display the map...

basically all that process takes a while so thats why it take long to load

EDIT: if anyone ever play this game very soon (I know dys is trying to do so), I fotgot to mention in the readme that you can perform diagonal jumps by walking then immediately pressing the up arrow afterward and continue moving in the direction you want. This might help getting out of the hole where you find the weapon :)
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tokijnct
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Post by tokijnct »

Oh yes that part...I frustrated for 15minutes before I found out how to get out :P
Also, I liked the Kraid dying part, but it seemed like he was rather easy (got shot twice by the chest spike thingies)


CURSE THE DIORTEMS MONSTERS! THEY ARE EXTREMELY ANNOYING PERSISTENT...
They seemed to like draining my HP :)
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DJ_O
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Post by DJ_O »

tokijnct wrote: CURSE THE DIORTEMS MONSTERS! [...] They seemed to like draining my HP :)
That's what Metroids were for ;)

Should I make the Kraid boss longer to beat and give less time to escape?
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tokijnct
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Post by tokijnct »

Maybe you could get rid of the saving/heal point right before that :twisted:
(the one right in front of the final door)
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DJ_O
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Post by DJ_O »

Yeah so far I noticed I forgot to turn axis off at the beginning of the game and Kraid is still easy. I might try to release a new version which is much harder to increase the game lifetime :twisted:
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dysfunction
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Post by dysfunction »

I STILL can't make it up that jump... :x
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DJ_O
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Post by DJ_O »

But yesterday I told you on AIM how to do it and it seemed to work fine afteward. :x

Just move in front of the left wall, then move one step right then immediately press the UP arrow to jump, if succesful you will perform a diagonal jump, then press the right arrow as fast as you can until you get on the block on the cliff. Then once you jumped do the same thing. Just look in this screenshot:
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I can do it easily at 4 fps on my 83+SE and I can do it easily at 0.3 fps in flash debugger so :wink:
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dysfunction
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Post by dysfunction »

Finally got it! I'm now into the lava room. 8) It's wicked hard.
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DJ_O
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Post by DJ_O »

You mean the lava room before the Kraid boss or the one above your ship? Be careful to the one above the ship because it was never completed so you might get an err:undefined if you continue too far

As for now on my calc I reduced the escape time from 200 to 100 and Kraid do a lot more damage than before and it takes longer to beat :twisted:
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tokijnct
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Post by tokijnct »

lol 100? I foresee multiple tries for some people...
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DJ_O
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Post by DJ_O »

Maybe 150, for those who dont know that the blocks in the vertical area during the escape are alligned so they just have to keep pressing the UP arrow to climb :mrgreen:

It took me 88 to escape :twisted:
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dysfunction
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Post by dysfunction »

What happened to your avatar? *Eyes on fire*
Anyways, yeah I'm on the lava room down the elevator. It seems like none of the maps in the area just after the elevator are complete (gave me an error several times). Can't you implement some code to catch that? Also I calculated that you could fit up to 12 extra maps in RAM, which would be much better than having a long load time when you move to the next screen.
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