I've been coding some stuff for my own hacking purposes and as a result came up with this:
http://jathys.zophar.net/images/temp/torsuit02.wmv
If I press JUMP, the torizo jumps (forward, because I can't stand jumping backwards). If I press RUN, the torizo fires its beam. If I press SHOOT, the torizo scratches. LEFT/RIGHT turn the torizo in the correct direction. It's far from perfect, but I've just barely started it.
That said, it occurred to me late last night that it would be quite simple to have the torizo respond to Controller 2 instead of Controller 1. Then it occurred to me how very easy it would be to have 2 enemies in the room, each controlled by a seperate controller . . . The enemies would be specially coded to detect each other instead of samus. Throw in netplay and you've got a Multip Player Arena to fight in. That said:
[glow=red,2,300]Super Metroid: Arena MP[/glow]
A multi-player Super Metroid hack where players fight as different enemies. Choose what enemies to fight as, what room to fight in, then BAMM... You fight. Abilities and statistics of the enemies would be tweaked to make most fights more "fair" (for instance in case you have a torizo battling a geemer).
I expect this to be surprisingly easy to do, because I'm already able to control the torizo without many issues. Other enemies with fewer attacks would be easier to hijack. I also don't expect this to detract from my other hacking too much because:
1) If 2 enemies are coded, the game can be released... If 2 more get added, the game can be updated... This could be something that could be played before it's "done" without losing any of the fun in later versions as new enemies are ready to be used.
2) To start off with, all rooms would be 1x1 battle grounds (do to the scroll only following one point at a time... I have plans to allow bigger rooms later though, maybe). Anyone could make a different room to use in the arena, without having to commit too much time/effort. As the game wouldn't use most of the data of the game (few rooms, plms, enemies, states, etc...) overwriting wouldn't even be much of a problem and extra graphic sets should be able to be added in with minimum fuss. Some rooms could be cartoony, some could be dark, whatever.
This thread has gotten long enough already, so I'll just say a few last things and be done with it:
-Yes, I'm actually planning to do this (and am sure that I can do this).
-Will need volunteers to help test the thing so I know it works right (I can test controller 2, but not sure how it'd relate to netplay).
-Will want volunteers to create 1x1 battle rooms... Some can be filled with narrow tunnels for tiny enemies to battle in, though some should have large enough open areas that larger enemies such as a torizo could move around.
-Yes, Samus *might* be a playable character, though only one player could be samus at a time (and that player would likely have to be player 1.
-Yes, if you have no one to play against, you could play the game anyway (the computer will still have some control over the enemies when you're not pressing buttons), though this may be too easy depending on what enemies are fighting.
http://jathys.zophar.net/images/temp/torsuit02.wmv
If I press JUMP, the torizo jumps (forward, because I can't stand jumping backwards). If I press RUN, the torizo fires its beam. If I press SHOOT, the torizo scratches. LEFT/RIGHT turn the torizo in the correct direction. It's far from perfect, but I've just barely started it.
That said, it occurred to me late last night that it would be quite simple to have the torizo respond to Controller 2 instead of Controller 1. Then it occurred to me how very easy it would be to have 2 enemies in the room, each controlled by a seperate controller . . . The enemies would be specially coded to detect each other instead of samus. Throw in netplay and you've got a Multip Player Arena to fight in. That said:
[glow=red,2,300]Super Metroid: Arena MP[/glow]
A multi-player Super Metroid hack where players fight as different enemies. Choose what enemies to fight as, what room to fight in, then BAMM... You fight. Abilities and statistics of the enemies would be tweaked to make most fights more "fair" (for instance in case you have a torizo battling a geemer).
I expect this to be surprisingly easy to do, because I'm already able to control the torizo without many issues. Other enemies with fewer attacks would be easier to hijack. I also don't expect this to detract from my other hacking too much because:
1) If 2 enemies are coded, the game can be released... If 2 more get added, the game can be updated... This could be something that could be played before it's "done" without losing any of the fun in later versions as new enemies are ready to be used.
2) To start off with, all rooms would be 1x1 battle grounds (do to the scroll only following one point at a time... I have plans to allow bigger rooms later though, maybe). Anyone could make a different room to use in the arena, without having to commit too much time/effort. As the game wouldn't use most of the data of the game (few rooms, plms, enemies, states, etc...) overwriting wouldn't even be much of a problem and extra graphic sets should be able to be added in with minimum fuss. Some rooms could be cartoony, some could be dark, whatever.
This thread has gotten long enough already, so I'll just say a few last things and be done with it:
-Yes, I'm actually planning to do this (and am sure that I can do this).
-Will need volunteers to help test the thing so I know it works right (I can test controller 2, but not sure how it'd relate to netplay).
-Will want volunteers to create 1x1 battle rooms... Some can be filled with narrow tunnels for tiny enemies to battle in, though some should have large enough open areas that larger enemies such as a torizo could move around.
-Yes, Samus *might* be a playable character, though only one player could be samus at a time (and that player would likely have to be player 1.
-Yes, if you have no one to play against, you could play the game anyway (the computer will still have some control over the enemies when you're not pressing buttons), though this may be too easy depending on what enemies are fighting.
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