Welcome to Project FSMR's Blog! Here we are dedicated to remaking the popular Super NES game Super Metroid in Metroid Zero Mission style. Check weekly for updates, progress and downloads.

Tuesday, April 20, 2010

Music and More

I'll start by adressing the "music" part of the title, so here it goes.  We recently aquired a new composer named BlackSword on Kenji's Deviant-Art profile.  He agreed to help as composer for FSMR, so I asked if he would make some custom music for FSMR's upcoming tech-demo.  A week or so later he came back with 4 epic pieces for our demo (no hints on what for you yet...).  Also, at about the same time' one of our old composers returned and with Zyborggian came some of the pieces he remixed for use in FSMR.  They also were awesome and will be used throughout the remake.

Still on the topic of music, I've been working with external files and the like.  This way when one downloads FSMR the game does not take eons to load.  I made a breakthrough with external music files.  I decided to make a sound called "sndAnymusic".  Then in the create event of an object I told it to replace the new sound with my chosen .mp3 file.  Then I played the game and there it was: external music files.

On the topic of "more", I released another test area to my team members.  This contained all of the beam combinations to be used in FSMR.  More helpful advice was given by our numerous testers (which reminds me of how popular this remake has grown on metroid forums across the net) and I have proceded to make some corrections and additions, including the implimentation of map screens (yay).  Expect some screenshots in the next post!

Sunday, April 11, 2010

New Stuff

I've been doing a LOT of work on FSMR lately due to some unexpected circumstances.  Our engine programmer, AlexR, gave me his updated MZM engine.  At first I tried to combine it with my older engine but failed, so then I had to start working with that engine and change all the sprites and edit the programming.  Since it did not have the charge beam implimented yet, I had to spend a week trying to make one and failing, redoing it ,failing, and finally doing it right.  Also, we recived a new set of graphics for the beams and subscreen from a contributor on MHQ known as BPac21.  I still haven't finished putting those in the engine yet.

I've also released a test room to a couple of my cohorts on the M:FM forums.  They gave me some very good advice on things to change, plus one found a glitch (ouch).  I have fixed most of these things (if I can) and added some new things to the engine for another test in the near future.  If you are interested in beta testing, E-mail me a request at inferno343@gmail.com.