

There are 2 kinds of passwords that the game will accept, which I’ll call “regular” and “special” passwords.
#SUPER METROID RANDOMIZER BAD CHECKSUM PASSWORD#
Each password consists of 10 digits, each of which can be any number from 0 to 9. What happens when you try changing the shape of a dungeon with a randomizer? I would think that as long as the tile data values aren't changed, the randomizer may still work fine.The NES game “Mike Tyson’s Punch-Out” uses a password system to allow players to continue from certain points in the game. png files to replace most of the environment).Ĭhanging dungeons may fall somewhere in the middle between those two extremes. On the other hand, a randomizer that changes the Overworld would pose a significant problem to overcome (since the pack references a few large. For example, if the randomizer just swaps item locations, there is a good chance that the existing pack may have 100% compatibility and nothing may need to change in the hires.txt file. With all of that said, randomizer compatibility really just depends on what the randomizer is changing. I haven't counted how many exist, but there's probably hundreds (if not thousands).Īnd there's probably a number of other unforeseen glitch issues that would need to be cleaned up. Next, you would need to find every specific reference to a dungeon tile and remove them in the hires.txt file. Keep in mind doing this will also cause a large number of glitches that would need to be fixed by authoring new graphic replacement instructions. Depending on what you are looking to do, this behavior may need to change. That condition means that if a specific graphic replacement instruction is not found in the hires.txt file, Mesen should not render the graphic. The fourth line down that reads "disableOriginalTiles" would probably need to be removed before the majority of work is started. The hires.txt file that instructs Mesen with specific graphic replacement instructions would need altered. With that said, I will say that, at the very least, it would be a very large project to disable replacement functionality for one section of the game with this pack. So much so, that I have learned to avoid saying something is impossible. I have been continually impressed by how much is possible in the world of emulation. If your CPU can handle the far east section of the map using the standard pack without scratchy sound or slowdowns, you should probably be good for the rest of the game. I've noticed the most CPU intensive areas are near the Ocean on the far east side of the Map.

There's a few other things, but it's probably best to summarize everything by mentioning some areas are more demanding than others. It also doesn't help that Mesen is also a fairly demanding emulator even without HD packs.

In addition, it's constantly cycling through frame ranges to render Link's idle stance animation, ocean waves, fog effects, a waterfall animation, etc. This is how Link can walk behind structures in some areas. The pack utilizes multiple "background" layers to achieve certain effects. There's also other processes that are going on in addition to the background transitions. This pack contains almost double what Metroid had. At the time of it's release, the author of the Mesen emulator (Sour) mentioned that he was surprised the emulator didn't crash while trying to process all of the information. When Metroid: HD was released, it had about 30K lines of code. Staying idle will require more than you would probably guess.
