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Kk, ty. Sorry for noob q's, like I said this is my first day on it :p
this is pretty kewl
haha it's fine. i can't promise i'll ever finish this, but i am working on it very slowly.
Would it be quicker to make one where expansions and abilities are left separate?  So all expansions are randomized separately and all abilities randomized separately?

Of course randomizing everything would be more fun :P
both of those would be much easier to do, but neither sounds very fun.

i wrote the outline of the randomizer program, but a lot needs to be filled in and more digging into the game needs to be done. i at least wrote the part that randomizes the items (swaps numbers around), and it makes sure that items like speed booster, gravity suit, and hi-jump are accessible.
Sweet, hopefully you'll be able to finish because I'm seriously looking forward to this :D
successfully made a randomizer that ONLY swaps tanks. not very exciting, but at least it's some progress. the chozo ghost fight seems to automatically give you the unknown items, even if you didn't collect one. also, you're trapped in the imago room if you don't get a super missile tank. these are fixes that can be made later.

next step is to make tiles that can give you an ability and sprites that can give you what a tank does. i briefly tried swapping the subroutines for missiles and long beam, but they either didn't work or froze the game. i can probably figure it out eventually, but if someone with asm/disassembly knowledge wants to help, that would be cool.
For the requirement of unknown items, it might be best just to leave the unknown items as is maybe? Unless there's a way to make the chozo ghost fight not give the unknown items :S
that should be possible. my main concern now is swapping abilities and tanks. once (or if) we have a semi-working randomizer, it can be tweaked if some things are too broken.
Is it possible to restrict the amount of bombs you can drop to only 3, like in metroid prime?  I tried playing through a menu hack version and turned off all power ups right after getting them (except morph, missiles, bombs) and it proved to be very challenging.  Two spots before Tourian were not possible (had to skip the heated areas in Norfair as well).  The entrance to the fall leading to Ridley early required a frame perfect morph at the top of two wall jumps, well the bomb block was broken.  Took me a solid half hour to finally get it.

I think it's possible to complete the escape this way, but I haven't been able to make the final jump to avoid the speed blocks at the very end.  Counting the tiles it should be possible but you have to stand on the hill and jump, bomb, jump, double bomb at an angle and either unmorph wall jump, or move to the right.  Either way it's extremely tight. 

Should be able to add a very interesting dynamic to a randomizer run.
doesn't bomb jumping only use three bombs at a time? i don't see how it would make any difference. but yes, it should be possible to change it.

of course, the actual randomizer needs to be made first.
4's the max allow on screen, there is no limit other then that.  Something like a time delay of 3 seconds after every third bomb, if 3 seconds passes between bombs then it resets.  Or at least that's what I was thinking.  Could always leave it as a self imposed challenge too I suppose. 

I made a computer program that would create a random list of items, then played through on a menu hack version only toggling items on if I had them both in game, as well as on my list.  I then limited my bombs (freedom given only if height did not exceed a double bomb jump to allow for HBJ).  One very tricky HBJ was required to make it to Ridley early without power grip or ice beam.  All in all very challenging and fun.  Though a true randomizer would be much better.  Couldn't get past Tourian, as ice beam ended up being last on my list...
http://forum.metroidconstruction.com/index.php/topic,2765.0.html

There is a Door Randomizer by CanOfWorms. Not sure about Item Randomizer though.