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Proto talk:Metroid Prime

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Metroid NES title screen

NES title screen


A code seems to work on the final version, is also the case for the demo version?

Play NES Metroid
0A7A55A4 00000440
0001CA64 00000041
0A7A55A4 00000840
0001CA64 00000040

     I don't believe that code would work with the demo, since the disc it's on is a Multi-Game Demo disk and not a standalone build. Kuroyuki4 (talk) 06:12, 9 July 2016 (EDT)

Disabling the 10 minute time limit

Does anyone know of a way to disable this? It makes it difficult to test the game with this on. Kuroyuki4 (talk) 06:12, 9 July 2016 (EDT)

It is possible to find the value for the timer and freeze it, but it changes position in memory each time you restart the game unless you use a save state. Use Dolphin Memory Engine, set your search to hex, and search for an unknown initial value 4 byte word. After the first search, keep searching for decreased values. You can then search for an increased value to help narrow results down if you do any action in the game, such as shooting, which resets the timer. Eventually you should find a value that begins with 4 when it's been reset by doing anything in game. Add it to the code list on the bottom and freeze it. --Woofmute (talk) 18:26, 21 September 2018 (EDT)

Escaping the Demo Frigate and Tallon Overworld Magmoor

So by editing samus' position, it's possible to awkwardly escape from the frigate without using the elevator that usually ends the demo. Going back to the hangar after skipping the elevator section will activate the lens flare object on samus' ship, as is normally seen in the final's escape cutscene, but no actual cutscene starts. Like in the final version, there is a trigger under the unused elevator in the first room with the dead parasite queen that causes an explosion, blocking off the path back into the frigate. There is an unused room connector here, at least in the final, and combined with the fact that there is no side door in the airlock room in this demo, it seems to imply this was originally the escape route. The demo ends on the lift because there are no rooms leading to the hangar from its current location. Link to a small twitter thread I did on this last year Here.

According to Aruki, the world map exists in this demo. Magmoor caverns doesn't have its own area on that map, and some of the room names in magmoor caverns actually refer to the overworld. It seems highly likely magmoor caverns was originally part of Tallon Overworld before the Frigate was redesigned and incorporated as the Crashed Frigate in the overworld.

This needs more investigation, more images or footage, and a better writeup. Doing any of this from my phone is a pain, and i'm curious to know the extent of the leftovers from the frigate and overworld redesign that haven't been uncovered yet. Apologies, and thanks. --Woofmute (talk) 21:14, 16 July 2017 (EDT)

X-Ray Visor in Dolphin Emulator (Ver. 5.0-6429)

After going back to mess around with the prototype (Specifically the one in "Interactive Multi Game Demo Disc Vol. 9"), I discovered something that may be useful to people here. Upon using the X-Ray visor in a random room, I noticed that the game did NOT crash.

I changed various graphics settings to see if that was the reason that I was not crashing, however, it was only after going back to an older version of Dolphin (Ver. 4.0-5234) that activating X-Ray visor crashed the game.

After testing, I have determined that it is possible to go through every room with the X-Ray visor enabled (whilst using this version of Dolphin)

(If someone determines this information to be useless, feel free to remove this section from the discussion page.) Metroid Prime speedrunning enthusiast (talk) 17:39, 24 October 2018 (EDT)

Regarding the Lens Flare object on Samus' ship

This object appears after scanning and activating the Air Lock.

(If someone determines this information to also be useless, feel free to remove this section from the discussion page.) Metroid Prime speedrunning enthusiast (talk) 17:39, 24 October 2018 (EDT)

Regarding dashing

Unlike in the final game, you are able to dash freely by holding L and jumping to the side. (Normally, you would have to be locked on to something like an enemy or a scan)

(If someone determines this information to also also be useless, feel free to remove this section from the discussion page.) Metroid Prime speedrunning enthusiast (talk) 17:39, 24 October 2018 (EDT)

Build Date

https://abload.de/img/gm8e01-17xdyd.png

--Gilgamesh (talk) 04:34, 8 December 2018 (EST)

was this taken from what i posted on a metroid hacking discord last month? or did you discover a way to get the build date visible without modifying the game's tweak files? i plan on writing up this stuff, because you can even access the prototype title menus this way. --Woofmute (talk) 09:07, 9 December 2018 (EST)

Debug Map Teleport

Upon randomly looking into information on this game again, I came across a video which shows a debug map teleport feature which can be enabled by "editing the demo's game tweaks in the tweaks.pak file"

Woofmute has uploaded a video of this feature in action. My apologies if links are not supposed to be in discussion pages. :/

I'm not too sure if this information is relevant, but if it isn't, once again, feel free to remove this section from the discussion page. :)

--Metroid Prime speedrunning enthusiast (talk) 07:56, 10 November 2019 (EST)

Prototype Title Menus

Another video by Woofmute shows an early menu that (I assume) was likely to be a placeholder.

It can be accessed by, once again, "modifying the demo's game tweaks in the tweaks.pak file".

Rinse and repeat, if this is useless information, feel free to remove this section from the discussion page...

--Metroid Prime speedrunning enthusiast (talk) 08:02, 10 November 2019 (EST)