Hey guys! I already released this but not publicly, I made a switch port of the really cool pc port of Super Metroid, its still on an early state but its fully playable, compared to my old zelda 3 port, this comes with some cool features like support of native recording and in the future im gonna try to add even more stuff!
Requirements
You require a rom of Super Metroid ( It needs to be called sm.smc )
I'm using the pre-compiled binary posted by zerofalcon (thanks to him too), and as I had some time, I was able to play it nearly 'til the end. Nearly, because it crashes every time I'm fighting Mother Brain (second battle)
So I tried to compile directly from the sources, in order to use the best updated build. It compiles, with a lot of warnings, it runs...but it crashes if I use a door.
If I launch a new game, I can complete the space colony (no crash, no glitch, no graphical issues), but on Zebes, I have graphical garbage (no HUD, duplicate ship), the counter (top left) appears and stays at 299, and the first door I cross makes it crash
If I launch a save (Samus's ship), I have graphical garbage (no HUD, duplicate ship), the counter (top left) appears and stays at 299, and the first door I cross in Zebes makes it crash
Is there any chance you can provide a pre-compiled binary from the latest sources ? Or tell me if there is some top secret command-line to compile it correctly ?
I'm on Windows 11, devkitpro, all libraries updated (see spoiler below), I succesfully compile Atmosphere every time a new version is coming. I compile a lot of Switch stuff without a problem. SM is the only one I'm not able to compile correctly
E:\devkitPro\homebrews\switch\sm\src\platform\switch>pacman -Syu
:: Synchronizing package databases...
mingw32 is up to date
mingw64 is up to date
ucrt64 is up to date
clang64 is up to date
msys is up to date
dkp-libs is up to date
dkp-windows is up to date
:: Starting core system upgrade...
there is nothing to do
:: Starting full system upgrade...
there is nothing to do
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I just found out that the EU version is better in literally every way, better sound quality, better lighting, and there's even a patch someone made to make the text look nicer
Do I restart now using what i've learned on the EU version since it's a better overall experience? or do I continue with the US version since that is what ive been using, and if someone decides to play my hack, it would most likely be that version?
@TwoSpikedHands, I'll preface this with the fact that I know nothing about the game, but, I think it depends on what your goals are. Are you trying to make a definitive version of the game? You may want to refocus your efforts on the EU version then. Or, are you trying to make a better US version? In which case, the only way to make a better US version is to keep on plugging away at that one
I'm not familiar with the technicalities of the differences between the two versions, but I'm wondering if at least some of those differences are things that you could port over to the US version in your patch without having to include copyrighted assets from the EU version
@Sicklyboy I am wanting to fully change the game and bend it to my will lol. I would like to eventually have the ability to add more characters, enemies, even have a completely different story if i wanted. I already have the ability to change the tilemaps in the US version, so I can basically make my own map and warp to it in game - so I'm pretty far into it!
I really would like to make a hack that I would enjoy playing, and maybe other people would too. swapping to the EU version would also mean my US friends could not legally play it
I am definitely considering porting over some of the EU features without using the actual ROM itself, tbh that would probably be the best way to go about it... but i'm sad that the voice acting is so.... not good on the US version. May not be a way around that though