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Talk:Metroid Zero Mission

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Two things I want to note:

The item switch function as unlocked by the code is the way it was seemingly intended to be used. The hack is just that, a hack. It was never as complex as Super's item screen.

Also- Crocomire is NOT "nearly complete", he's a buggy useless mess. The hack is just that, a hack.--Afti 17:25, 10 October 2010 (EDT)

Afti, I don't know if I want to hug you or punch you in the face. Time to fix the article... --Don't try pressing it, now. Techokami (talk) 09:27, 11 October 2010 (EDT)

More unused music?

The gsf rip has four tracks labeled unused, including the one already on the wiki. Are they actually unused? Mammal Sauce 23:35, 18 November 2011 (EST)

It's been a while since I played, so I can't tell, but gsf and vgm rippers have the weird tendency to call used stuff "unused". Still, it's worth taking a look. {EspyoT} 07:47, 19 November 2011 (EST)
Metriod Zero Mission is a game I've played so many times now. I think I would have a reasonable shot of telling you what music was used and unused. Too bad I suck with using winamp to listen to the files. Feel free to post them here in the discussion section. Cuber456 20:35, 19 November 2011 (EST)
What GSF rip has more than one unused track? For the record I am working with the rip that is on Zophar's Domain and GSF Central, which is labeled as being complete. The only track in there marked as Unused is "Unused 1", which is currently on the page. --Don't try pressing it, now. Techokami (talk) 20:51, 19 November 2011 (EST)
Okay, it seems that the one on GSF Central is out of date. The three tracks are The Elevator to Hell, Mecha Ridley Arrives and Returning Home in the ZD rip. -Mammal Sauce 03:55, 20 November 2011 (EST)
Got winamp working right. Ya, all three of those are used. You probably knew that by now but I'm just trying to clarify :P. -Cuber456 04:50, 20 November 2011 (EST)
Yeah, all three of those are used in those manga-styled cutscenes. The rip you've got must be an older one, or one done by a person that has not played the game. --Don't try pressing it, now. Techokami (talk) 07:50, 20 November 2011 (EST)

Debugging menu

It may be worth covering the debug menu in the article (if it is accessible in the retail release; if not, stick it on a prototype page) since it seems to be based off, but much more expansive than, Fusion's (pressing Select in the menu opens a whole new menu that allows you to fiddle with the game's events at will, like Fusion's EVENT number but being able to toggle each individually, the seemingly useless-but-pops-arrows-up SEVENT:TANK on it (research?) and probably some stuff too, I haven't looked too closely at it). Samario (talk) 15:38, 29 May 2016 (EDT)

Is is worth it? Sure. Some of that stuff isn't really new info; all of it is just undocumented on TCRF. If you care enough to, just create a proto page for it to go on. As far as I am aware, the leaked protos of MZM contain the same gameplay and level layouts as the retail but with the debugging functions still in tact. Granted, I've only played through them once like 3 years ago. I haven't created a page for it because I don't care enough to unlike MF which did contain more than just debugging functions. But if you are up for it then feel free to do so. --Cuber456 (talk) 17:14, 29 May 2016 (EDT)
There are differing features in the main debug menu of the ZM prototype compared to Fusion's (the transparency thing is gone, replaced with an ending picture / Fusion link status modifier, opening the hXX gXXX pops up a reference map so you can see where you're actually putting yourself, other), too; I'll probably do the thing soontm Samario (talk) 05:08, 30 May 2016 (EDT)