- 132
- 859 506
Soldier Rebel
เข้าร่วมเมื่อ 21 ธ.ค. 2013
Metal Slug 3 Enemy Survival Mode Trailer
Challenge yourself to the survival chaos of incoming enemy waves!
You can get the mod from my google drive folder:
drive.google.com/drive/folders/12kGcHGe3JqyUscFVhROWN-yyeUKyZ8vA
Background music used in this trailer:
th-cam.com/video/2LAh39zgCaE/w-d-xo.html&start_radio=1
MS style remix by Retrostalgia Zone.
Credits for base sprite rips used in custom spriting go to:
- The Huntress
- Division 六
- Gussprint
- Lindermann
- yossho
- Random Talking Bush
- The Mad Soldier
- Magma MK-II
- Super Blinky
- Major-11
- borderoflife
from The Spriters Resource.
#metalslug3 #romhack #enemysurvivalmode
You can get the mod from my google drive folder:
drive.google.com/drive/folders/12kGcHGe3JqyUscFVhROWN-yyeUKyZ8vA
Background music used in this trailer:
th-cam.com/video/2LAh39zgCaE/w-d-xo.html&start_radio=1
MS style remix by Retrostalgia Zone.
Credits for base sprite rips used in custom spriting go to:
- The Huntress
- Division 六
- Gussprint
- Lindermann
- yossho
- Random Talking Bush
- The Mad Soldier
- Magma MK-II
- Super Blinky
- Major-11
- borderoflife
from The Spriters Resource.
#metalslug3 #romhack #enemysurvivalmode
มุมมอง: 860
วีดีโอ
[MS4] Fixing some of minor graphical oversights
มุมมอง 44921 วันที่ผ่านมา
When a rom hacker has to clear up the mess made by the paid game developers all by himself: #metalslug #metalslug4 #romhack
[MS4] Bradley & Metal Claw in enemy version accurate style
มุมมอง 532หลายเดือนก่อน
Just a little quick tweak I came up with. No vulcan, no jump but only with their main armament to defend themselves. Quite a rough to play a slug w/o vulcan but there's still an element of satisfaction to take down enemies with a barrage of rockets. Credit for sprite rips used in the thumbnail goes to: 'The Huntress' - Bradley & Metal Claw bonus icon 'AFruitaday!' - Mission All Over screen back...
[MS5] Black Hound Battle Reimagined (WIP)
มุมมอง 7163 หลายเดือนก่อน
A little footage I recorded and uploaded on my X account about 8 months ago. The revamp itself has first started in 2022 and is still on-going, or more like is currently on hiatus. Once I get back to working on this again, its ridiculous difficulty will be toned down, to an extent that no-death will actually be doable. So consider this video I'll leave here as an early footage of the revamp in ...
[MS3] Level-9 Enemy Enhancement Idea Showcase
มุมมอง 5274 หลายเดือนก่อน
A showcase compilation of level-9 enemy enhancements & customizations that were originally meant to be applied in-game in the last 'Ostrich Route Revamp Showcase' video(th-cam.com/video/gRoEK2uJdsE/w-d-xo.htmlsi=-4qWc5TdzpUHyMQH) I uploaded a month ago. Some of them, such as simple cosmetic reskins of projectile animations, did make it to the final recording session and the public release versi...
[MS3] Ostrich Route Revamp Showcase
มุมมอง 8265 หลายเดือนก่อน
Been so long since I last uploaded something on my channel, hasn't it? Either way, have some showcase footage of MS3 ostrich route revamp I've been working on over the past few months, which also contains improvements & extensions of certain enemy's AI coding, as well as restorations of MS1 beta & unused elements that never made it to the final version. This time around, I'm willing to share my...
More Non-Disclosure Footages
มุมมอง 1.1K2 ปีที่แล้ว
Some of other clips that I still haven't discarded, containing in-depth Cheat Engine researches done with MS roms. Most of them were likely recorded for the purpose of showcasing examples to some of audiences I had in Discord, such as Division 六, sharing lots of my research results. I also added some explanations to the clip to help you understand what I was trying to do with CE. See to it that...
ReSeArCh CoMpLeTe
มุมมอง 6562 ปีที่แล้ว
You research your uncanniness to max, nothing more. #mrincrediblebecominguncanny #uncannymeme #warcraft3
Non-disclosure/unlisted/unedited footages
มุมมอง 1.3K3 ปีที่แล้ว
Here, have some raw recordings I've done in my spare time, either yet to be edited or never supposed to be disclosed like this. Another rough slump with doing something meaningful with Metal Slug series just kicked me hard recently. So say no more and see if you can wait until I get over this slump, which will not going to be easy. #MetalSlug #WhyAmIStillHere #JustToSuffer?
[MS3] "What if Alternate Grenades were used?" Part 1
มุมมอง 2.8K3 ปีที่แล้ว
Ever wondered where could alternate grenades have been placed if MS3 ever used one? It's just my personal thoughts on their possible locations but hope this will be enough to satisfy your curiosity about them! -Credit for sprite rips used to make thumbnail goes to: Ragey Kevin Huff The Huntress Random Talking Bush Gussprint borderoflife c2000mc The Spriters Resource : www.spriters-resource.com/...
[MS3] Testing Three-way Battle
มุมมอง 4K3 ปีที่แล้ว
Now, that's what I've always wanted to experience in MS3. #MetalSlug3 #RomHacking #ThreeWayBattle
[MS3] When Sergeant O'neil...
มุมมอง 1.6K3 ปีที่แล้ว
couldn't make it on time for Hairbuster Riberts ride: #MetalSlug3 #AllenO'neil #RomHack
[MS3] Restoring unused Gatling Rebel Spawner in mission 2
มุมมอง 9233 ปีที่แล้ว
So, one of my dear subscribers asked me in comment that which places do I think the best to put 'Fire Nomb' and 'Stone' in MS3. Was about to reply him as a comment but came up with "how about just making a short about it with a little bit of editing and maybe hear what others think of my personal choice for alternative grenade placements I've always had in mind even before I started cracking th...
[MS4] Developing new enemy type: Parachute Grenadier
มุมมอง 1.8K3 ปีที่แล้ว
A little bit of coding practice I've done during rom researching. This time tho, I managed to recode a parachute bazooka as a grenadier not perfectly but pretty much successfully, thus introducing new type of enemy into the game. See if you can notice any other differences I've made in the footage, comparing to the original. #MetalSlug4 #CheatEngine #RomHacking
[MS3] Allied Rebel Air Force
มุมมอง 3.4K3 ปีที่แล้ว
[FOLLOWING FOOTAGE ISN'T MADE FOR SHAREABLE PURPOSE] Greetings, this is SoldierRebel the rom decoder. Lots of announcements for new Metal Slug game this year, either looks promising or not, my job never changes: researching MS rom with Cheat Engine. Been uploading shorts of my research progress for awhile so as a means of coding practice and little break from rom researching, I decided to tweak...
[MS3] Rebel Rifle's Butt-stroke Knockout Testing
มุมมอง 1.4K3 ปีที่แล้ว
[MS3] Rebel Rifle's Butt-stroke Knockout Testing
[MS3] Tweaking M-15A's Stats and Palette
มุมมอง 4893 ปีที่แล้ว
[MS3] Tweaking M-15A's Stats and Palette
[MS3] Tweaking Hammer Yang's Rebel Spawning
มุมมอง 8743 ปีที่แล้ว
[MS3] Tweaking Hammer Yang's Rebel Spawning
[MS3] Object Placement Tweaking Process Showcase
มุมมอง 1.9K3 ปีที่แล้ว
[MS3] Object Placement Tweaking Process Showcase
Allied rebels when they are told to attack 65535 times
มุมมอง 2.7K4 ปีที่แล้ว
Allied rebels when they are told to attack 65535 times
[MS3] Revamping the LV Armor Factory Section
มุมมอง 2.8K4 ปีที่แล้ว
[MS3] Revamping the LV Armor Factory Section
Can you consider this the first ROM hack that significantly changes the gameplay? Yes. I've been following your modifications via Cheat Engine for a while, and I didn't expect it to advance as much as it has now. I've played this mode and it's really super fun to play, I can only imagine how much documentation you must have to document to make these changes. :]
Thank you for such kind words on this mod! I always found it unfortunate that MS rom hack has never been blessed with a conscious rom hacker who would use one's prowess and hard-earned knowledge in the correct way to achieve something meaningful rather than ending up butchering the original like a happy 8 year old with his/her sandbox tools. Nevertheless, some MS rom hackers have been damn impressive in terms of sheer modding skills, not to mention I still got much to learn and document on my part so I may as well keep a clean tongue for now haha.
@@soldierrebel6603 As it is an arcade rom, it is much more complicated to make major modifications to it. Maybe with the source code it is possible. That you were able to do this rom hack is still impressive.
약간 메탈슬러그판 뱀파이어 서바이벌 스러운 느낌? 뭔가 흥미로워지는...
Looks genuinely great. Cheers!
This is amazing! I wonder if the allies/units that appear are from the other Metal Slug games or from Metal Slug Defense/Attack
It's a rom hack I made by using the original Metal Slug 3 as a base so everything is from Metal Slug 3. As for allied soldiers, they are slightly recoded friendly rebels from the final mission that will act a bit smarter with stronger damage outputs than friendly rebel's.
You know… I can't think of a more appropriate _Metal Slug_ game for this to have been based on. _Metal Slug 3_ was always my favorite of the original trilogy, and this hack seems like it could be a ton of fun. A little more variety with the backgrounds probably wouldn't hurt, but otherwise, this is very nice! Thank you! 🫡
can you fix trevor and marco zombie death sound?
Of course, that should be a piece of cake to fix.
0:13 oh my god
This is the result of some amazing research! It looks so authentic, like a new mini-game that SNK has implemented for home consoles! I also like the newly created pixel art because it has a texture just like the original Metal Slug!
Thank you, I'm really happy to hear that this mode feels as close as what official SNK would do with home console mini-games haha.
eri germi
good work man! kohachi studio should hire you as well
This, is EPIC 🔥🔥
Would this work in netplay or just offline?
Hmm, I haven't really tested it myself but it shouldn't work in netplay, considering the mode can only be accessed thru debug menu and I honestly don't think it's possible for 2 users to enter the survival mode at the same time to be synchronized 🤔 or I dunno, you could try it yourself and I'd surely appreciate it if you let me know how it went.
@@soldierrebel6603 I think we might try parsec or something similar.also is it me or the bgm is off throughout the mode?
Looks interesting!
Yoo! This is awesome! And Final Fantasy Mystic Quest music!
So uhh problems, sorry for dumping trouble shooting here but i've installed the game correctly, can even come into the survival gamemode, but can't shoot jump or anything. Tried reconfiguring keys, even clicking literally every single button. I CAN select options outside the game with the fire key and even fire on the base game but can't in the survival mode. Any idea?
Oh I used to run into the very same issue before with Kawaks too. Apparently it has something to do with converting from arcade mode to console mode somehow messing up Kawaks' key mapping. There are 2 methods to fix it; one is to redefine key configs at the in-game option of console mode main menu. The other is simply resetting the game by selecting 'Exit' at the console mode main menu, tho it's been awhile for me that I can't assure if that's how I fixed the key mapping issue long ago. Still, try these methods and lemme know if you got it fixed.
@@soldierrebel6603 I had tried reconfiguring, didn't work but i will try again. Gonna try the exit option too from the console.
@@soldierrebel6603 Also i closed the Kawaks to do some stuff, wow i had to do all the steps with Cheat Engine all over huh. Welp lmao
@@soldierrebel6603 Ahh finally it works. What i had to do was pick Option in the menu BEFORE character select screen stuff after initially pressing player 1 button, then change the 1p config and setting them all from ALL A to Gun/Vulcan A Jump B Grenade Cannon C and Metal Slug ATK to Whatever. So not in the Console debug menu where the language is japanese and where you choose to play Survival mode itself, but before that. Exiting does not work as far as i tested, so you might wanna add this to the GDrive to inform ppl.
Ugh, great. I should've known that the key mapping issue with console mode would turn out troublesome with others too. Anyway, cheers for letting me know how to fix it 👌
I need Mame? Havent used it in years if so
You'll need Kawaks 1.65 for this. Instruction Manual.pdf I left on my google drive folder should fill you up.
Holy shied balls, new MS game just dropped. Nice usage of the knowledge you've gotten from testing and romhacking thus far. I remember your creativity obituary from your community post 2 years ago about how SNK's neglect of the series leads to your burnout for metal slug, and yet look at this project now haha. Gonna be trying this out in my spare time inbetween my college schedule, so thanks for working on this release!
I'd like to see a rebel play based on Metal Slug 1
Wow amazing
Details that are not a big deal but you can feel the love in them, excellent arrangements.
I think you could fix the background on the stage 2, where allen is on the bridge and there's palm trees on the bottom, but once you fall there's nothing
:ilvie:
Great fixes on the animations. Metal slug is one of my favorite games. The pallet thing I don't see any difference, I'm colorblind :(
Palette system feels unnecessary, but i think this is just how old games works, i hate to work with palette's in ra2yr. Nice work tho.
There are still more bugs to fix.
Hey good job I'm almost sure Nadia haves all the necessary animations to use her taser in every situation, but in-game she will only use it for one single slash and then default to the axe and tonfa
Black Hound > Slug Gunner
진짜 잘 만드셨어요! 특히 메탈 클로의 전면 가시 장갑이 단순히 장식이 아니라는 점이 매우 맘에 드네요👍
Slug Iron Iso What could go wrong?
Metal Claw just being an Enemy Chaser vehicle is so satisfying to use. Also Trevor non stop loading all the missiles into Metal Claw.
i feel that this is what they wanted the vehicles to be like in concept when they came up with the idea of using enemy vehicles, but since metal slug 4 is the way it is i feel they were more focused in other stuff that they just gave up in trying to properly implement them so they just reused the usual metal slug code and placed them in the vehicles
Would it be possible to give these slugs Invincibility-frames like all other slugs?
Yes, provided that there're some _spare spaces_ inside of either Bradley or Metal Claw's coding I can afford to squeeze new stuffs in or extend the original, it should be a breeze to do.
Now that'll be a fun idea, to see in the game - you have the The ability to hijack all enemy Vehicles.
Noice. Though it is at the end of the day just novelty and the Vulcan is more flexible and an iconic mainstay, plus the Bomb counter seems redundant.
Nice, but how is this possible? is a hackrom or a fan game?
Just to be clear, it's a rom hack for Kawaks I made with Cheat Engine.
Morden should hire better tank instructors
Wake up, Rebel Soldier just uploaded onto youtube!
Welcome back, i miss you.
More this
These enemy enhancements are without a doubt the best the Metal Slug community (uh...) has to offer and I thoroughly enjoyed watching the rebels act as if they have braincells instead of just running at the player and dying. Keep up the great work! Also, I was wondering if maybe a good change for the minigun soldiers would be to make their shots only hit the ground at the player's position like General Morden's helicopter. I'd say that would distinguish them from long range units like the riflemen and bazooka soldiers, but it might present a problem if the player gets on a higher platform and would be useless if the player is using an airborne slug, and I haven't yet thought of a way to prevent this. What do you think of this idea?
Thanks, glad that you enjoyed the video too! That's a neat idea for the minigun rebel indeed and is actually something I was planning to try implementing in the future as well. If I were you, I'd probably go in RNG-based way with the suggested ground-hit atk working as more of an alternative atk pattern than replacing the original projectile atk as a whole. However, it ain't always a good idea to let RNG affect the difficulty too much so perhaps limiting the ground-hit atk only to a special variant of minigun rebel whose appearance(such as his uniform color) is different enough for players to distinguish him from his normal counterpart might work the best. As for the issue of players at the different platform level or airborne status, I think we can assign _valid acquisition range_ to the ground-hit atk and use it as a prerequisite for the soldier to execute the atk, letting him decide whether to do it or not himself. In any case, thanks for the suggestion!
Cool you are actually back to reuploading!
Oh I assume you're _@KaidenKonsensus_ from X? Good to see you here!
@@soldierrebel6603 Yes, its me. Hi!
Hoooly that's so good. The entire level not just the Black Hound, the crazy action-packed pacing paired with all the Ptolemaic Army gunning you down, way more exciting than the tedious original Cult stuff that only have magic pistols and that's it. Especially with the originally underused Ptolemaic Commander just shouting commands to the Ptolemaic Aircraft Pilots in a freaking tunnel while within few feets of your own deadly handgun, REALLY nails the desperation atmosphere as you are closing in their heart of operation. Wondering if you want and could change the final boss to be more fitting to the military theme too, would be swell. Regarding the difficulty, yeah it's ridiculous, BUT, you can throw in the elevation trick like in the final mission of Metal Slug 2 so that the player can have more room to dodge while not watering down the frantic bullet hell too much. Throw in one column of platform and pattern them to disconnect predictably like this --- --- ---, and it works oh so beautifully since the projectiles like the rolling bombs from Spec Ops soldiers or the Aircraft rockets are linear and now the player have the means to dodge. And i think if you do add platforms, you should reduce the detection range for horizontal and diagonal attacks so the player does not feel cheated by ridiculous angles and reducing overall projectile clutters too. Overall good job on this! Best of luck with whatever you're doing!
Unfortunately, this revamp is only planned to tweak the section of _the subway & its entrance_ stages so overhauling the final boss ain't gonna happen this time around. tho I'd surely love to try my hand at it one day haha. Ah, sounds like a good idea to provide some environmental covers for players to work around against enemy projectile barrages more confidently, rather than having to reduce the number of on-screen enemies AFAP. I think _indestructible/non-path-blocking but can still be jumped onto_ containers(used at the stranded cargo ship stage in MS3 mission 1) could do the job as 'platform', however, placing them in an artificial pattern like you suggested might make the layout look a bit blatant and awkward imo. I'll first have to see how much more reasonable the difficulty becomes from simply slowing down the speed of enemy projectiles but will certainly keep in mind to put some containers players can take advantage of during Black Hound battle. Anyway, thanks for the feedback!
@soldierrebel6603 I don't quite understand what awkwardness or blatantness is there in patterned platforms but all i know is that gameplay triumphs immersion if that's what you mean and i specifically call for pattern to have consistency in player behaviour rather than having them scramble for higher ledges/pitfalls. But if you can make those environmental covers work and for them to not be useless in the sense that projectile hits you just as easily or overpowered that they don't hit you at all, then you can totally go for it. Also didn't get to say these cause i was too fixated on formulating my feedback but i LOVE the Black Hound speeding off screen as both an attack and a phase indicator, looks SO slick. And really love the way the Ptolemaic Truck works too. Different compared to the Rebels', and the perspective trick that works when hiding an alive soldier even after destroyed. :Sadge: that you ain't touching anything else but pleasantly surprised that you are working things for this, was honestly expecting this to be just a relic from the past lol.
Yep, not only in gameplay immersion wise like you said, but I tend to value the naturalness of the obj layout especially with environmental decorations. Still, you got a point with prioritizing consistency thru a set pattern so I'll see if I can come up with a compromise plan.👌 As for environmental covers, I'm thinking of how those elevating platforms on flatbed train carts in MS1 Hairbuster Riberts battle worked, providing cover from Riberts' scattered bomb attack and platform to jump onto to avoid missiles in horizontal movement. Provided that indestructible containers will perform the same role here, players should be able to dodge high-angle attacks such as grenades and mortar rounds by staying under containers, and point-blank attacks such as firearm projectiles and Hover Unit rockets by standing above containers. ...tho, perhaps containers neutralizing high-angle projectiles might indeed be too OP I suppose? Good to hear that you found some of ideas showcased in the video interesting! It always is a thrilling experience for me as well to try something new the official series hadn't, and to see my long-sought imaginations finally coming to life by my own hand haha.
Crazy Black Hound haha
The ricochet from player HMG actually might make it worst for themselves since Black Hound's projectile is almost similar. Haha! Nevermind that, I love the progressive stage movement during the fight in the Subway.
kinda wish you can drive the Black Hound
A little footage I recorded and uploaded on my X account about 8 months ago. The revamp itself has first started in 2022 and is still on-going, or more like is currently on hiatus. Once I get back to working on this again, its ridiculous difficulty will be toned down, to an extent that *no-death will actually be doable* So consider this video I'll leave here as an early footage of the revamp in alpha/beta state.
Wow, nice rom hack.
Wait... I think I saw a Morden soldier running while throwing grenades...🤔
x.com/TheSoldierRebel/status/1773489559004987572?t=Z5cSPb4HPtIKeZ1GjLOESg&s=19
Tem como faze isso e como
Interesting, also wasnt the "running while launching grenade" animation used in the Metal Slug Prototype? Also, what about the vines jumping soldier?
Yes, the animation is believed to be used by rescued regular soldiers in MS1 prototype. MS3 and any other series except MS5 always had the unused animation sprite tiles included as dummy data so all I had to do was making a good use of it here in MS3, by combining the original _Regular soldier throwing stick grenade while moving_ sprite tiles with _Rebel soldier throwing pineapple grenade while standing_ sprite tiles to come up with brand-new attack animation for rebel soldier. I won't really go any deeper about explaining the whole process of _combining 2 different animation sprite tiles_ for how tedious and painful it was but yeah, it's something you can pull off even with simple rom hacking. Vine jumping soldiers already exist and are used in MS3, at the junk boat slug route in mission 1.
@@soldierrebel6603 yeah i can see how tedious is that, considering the fact you can't add new sprites (I think you can but is a large process). Also, by curiosity, is Metal Slug Coded in C+ or Any other program type?
Yeah, gotta need some 3rd party Neogeo hack tool such as NGFX to add completely new sprite tiles to the rom, which I'm yet to try out myself but plans to in the future. I dunno, haven't really tried to identify which programming language MS series rom was using as I've been hacking the rom with Cheat Engine by just straight up understanding machine languages and reverse-engineering' em w/o having to assembly/disassembly. The pattern of machine languages I read out of MS rom seemed somewhat similar to C in general but knowing the series was first developed under Neogeo MVS system, it should mostly be 68k Assembly afaik, maybe accompanied by some C too.
Glad to see you're still making videos. And it's really cool to see how MS enemies can be modified on a custom difficulty.