This was basically a Tech Demo.
You can control Samus into the first 6 or so rooms of the game with some enemy coding made.
Sprites, tiles and other assets are there already.
The latest build actually contained the whole first phase (Overworld and the areas for the first Metroid).
Also, I'd like to share some info. Like I said, the included tools are OS X executables for Terminal. If you want to create Room Collision (.col), simply create an Image with the Room Collision - Pixels with RGBA(0,0,0,0) will indicate no collision, everything else will be interpreted as collision. You can create quite different collisions for Rooms (Slopes with different angles and length is an example). Collision is not tied to the Tileset.
There is also quite a strange Memory Issue with loading Images / Sound. Whats wierd about it is the fact that it only happens when loading Gameplay after selecting New / Continue from the Menu. After that everything loads fine. Maybe it's a decompression bomb type of issue, libpng does throw "Out of Memory" Errors.
This Source uses assets from the latest released 3DS Game Folder, you can simply reuse these. Also, Tilesets need to be 1024x1024 and each Tile has a size of 128x128.
The Enemy AI can be added by creating a new .cpp file and adding a struct which inherits from the EnemyAI Class. It's all handled by giving the new AI an ID and adding said ID to the .m2e file (Those files contain enemy infos).
Also, Physics and collision code is implemented quite stupidly. There are a lot of comments in the code to help show what I did, however.
Also, you can enable and Minimap auto-follow with simple code changes. 3D has the issue that I moved the images wrong. Auto-follow for the Minimap calculated coordinates for the bottom screen the wrong way.
I really hope that some (or all) of the code will prove useful for people creating their games for the 3DS, and thanks again for all the support for this project!