Graphic by KP9000 (TEK 1) Project Name: Metroid Alliance
Current Version: 0.00
Progress: Unknown
Description: This page is very outdated. Most of the data below is now inacurrate or obsolete. For instance, there are well over 30 ASM codes now, most of which are more complex than the 7 listed here. When I get a chance, I'll be updating this page with useful information, screenshots, and possibly some teaser patches.
The brainstorming is mostly done. I just need to implement it. As this will be a huge undertaking, the hack will be done by a team.

For the most part, I'll be concerning myself with ASM changes in the hack, as the game will require new events and features to accomplish what I'm hoping to do (details coming later).

If you'd like to join the project by helping with level design, you have 3 things to do:
1) Edit room $7D2AA
2) Send me the patch to show off your style/skill
3) Wait for me to let you know (either way, you'll hear from me, but it may take a week)

Jathys
  KP9000 (TEK 1)
    A number of unknowns

Latest News
06/01/05 - Been quiet on reporting lately, so I thought I'd briefly mention something here. I've recently coded the first part of the beam splitter code (this will be my largest code to date). It works, though the graphics and palettes need to be refreshed and I need to figure out a menu. I've done a fair amount of research lately, leading me to believe two things . . . 1) Powerbombs should affect a smaller portion of the screen -and- 2) Gravity is just begging to be reversed.

03/25/05 - Coded doorpal.asm (17 bytes) and doorpal2.asm (13 bytes), which prevent fading to black on door transitions (if the Room Index of the starting room is between 80-FF).

Coded startequip.asm (19 bytes), which allows me to choose what equipment Samus starts the game with.

Coded onebomb.asm (19 bytes), which allows only one bomb at a time to be set, if bombs are enabled, but not in your inventory . . . Some of you can guess how startequip.asm and this code will work together. Let's just say, bomb-jumping will be something you'll have to earn through a power-up.

03/16/05 - Recoded blocker.asm (went from 108 bytes down to 55 and is much more versatile than before). This script allows gates to be set that open only when certain events have occurred.

Lots of research got done this passed weekend. Two more codes planned by Saturday. After that, some of the codes will be available for beta testers.

03/08/05 - Recoded gravity.asm (went from 84 bytes down to 38). This script is used to allow gravity to be set to different values by scripts or the bts of the room (ie- gravity can be changed anywhere it needs to be).

03/07/05 - Recoded clearmem.asm (went from 25 bytes down to 20) with Kejardon's help. This script is used to set the RAM from $7FFA00-$7FFFFF to $FFFF's. This allows those addresses to start with the same default value, regardless of which emulator the player uses.