It's finally on rhe forum, and soon the main site! I'll rework the info and stuff a little later.
FEATURES:- General movement is less inhibited, with many new tricks made possible
- Modified enemies and bosses, including AI and graphical touch-ups
- Faster elevators, doors, room transitions and item-collection sequences
- Optional new color palette for the entire game
- Bug fixes and polish applied whenever possible
- New rooms added, others expanded and/or merged
- Alternate versions that offer even more ways to enjoy Super Metroid!
SPECIAL MOVES:- RESPIN -- press jump at any time during a normal fall to resume spinning
- BACK FLIP -- while crouched, hold run, then press and hold jump + back
- BOMB SKIP -- hold down to avoid bomb jumping
- QUICK MORPH #1 -- hold item cancel + press down to instantly morph
- QUICK MORPH #2 -- hold L + press down, only works in the air
- DEMORPH JUMP -- until Spring Ball is equipped, holding run allows spin-jumping straight out of ball form
- SPEED BALL -- with Spring Ball equipped, Samus gains the ability to run at full speed as a ball
- UP SPIN -- while standing still, hold run to easily spin-jump straight up
- SPIN FALL -- hold jump as you fall from a ledge to flip automatically
ENHANCED EQUIPMENT:- Beam travelling and firing speeds adjusted, auto-fire speed increased
- Charge beam draws energy and ammo drops from enemies toward you, also charges slightly faster
- Speed Booster has become a major power-up with several huge limitations removed
- Horizontal shinesparks can be exited into a full-speed run when Samus touches a slope
- Space Jump no longer stops working after you've fallen too far
- Missiles and super missiles can be fired faster
- Super missiles can be fired straight down while in the air to propel Samus upward
- X-Ray Scope speed increased
- Bomb timer shortened
- Underwater wall jumping and bomb jumping enabled
- Running speed no longer resets after jumping or falling
[color=00ff00]NEW CHANGES IN 0.8 / 0.8.1:[/color]
PROJECT BASE
Here is some of what's new since 0.7.3:
- Ability to use respin during a shinespark (!!!)
- Updated graphics + aesthetics for several areas
- Small changes to the terrain in several areas
- Ability to shinespark in morph ball form
- X-ray item gives Samus's beams the ability to reveal block types
- Bombs affect a larger area of blocks
- Beam charging no longer stops continuous walljumping
- 5-bomb spread has adjusted physics that factor in charge time & momentum
- 5-bomb spread can be started while morphed by holding shoot (or shoot+down)
- Frozen enemies can be destroyed with speed booster
- Shinespark steering moves faster if dash button is held
- Damage boosts only rise if dash button is held (no dash = default behavior)
- Samus's arm cannon colors vary depending on equipped beams
- Samus's equipment screen visor flashes while unpausing the game
- Mockball / speedball can now be done after Samus has turned around in the air
Project Base 0.8.1 [UH] /
readmeProject Base homepageALTERNATE VERSIONS:Project Base 0.7.2 (vanilla palettes)Project Base 0.7.2 (vanilla gameplay)Project Base 0.7.2 (gameplay only)Project Base 0.7.2 (Justin Bailey by Auximines)CONFIGURATION PATCHES:Heavier PhysicsFloatier PhysicsBackflip DisableClassic BoosterDeath animation re-censor (0.7.2)-----
level_entries_pb.txt(level entries is only needed if you plan to hack this hack)
SCREENSHOTS:
CHANGES SINCE VERSION 0.7.2:
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Version 0.7.3 doesn't have any significant level design changes, although there are some smaller edits. It's mostly a feature update that also undoes certain changes that people didn't seem to generally like. Honestly, it's a hold-over version that I recently made from a fresh copy of 0.7.2, because the next major update has already taken me way too long deliver on, and it's still going to be awhile yet. Despite that, I'm still really happy with this release! It addresses a lot of small nags, and feels more polished. Hopefully it puts PB closer to an ideal balance between vanilla and custom. The readme file has nearly all of the new changes listed.
If you're disappointed with getting a smaller update, it might help to know that a LOT of new PB content was made over the last couple of years that hasn't been used yet, but someday will be.
Thanks for being patient, it'll be worth the wait.
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** THANK YOU QUOTE58 FOR MOST OF THE PATCHES BELOW, AND FOR ALL OF THE WORK YOU'VE DONE THAT'S YET TO BE SHOWN ***
-patch: non-diagonal shinesparks can be steered left/right or up/down
-patch: hold down to make bombs explode instantly with no jump (only works on the ground)
-patch: charge beam attracts energy/ammo drops from enemies much faster and smoother than before
-patch: Samus's bombs will match the color of currently equipped beam
-patch: each main beam has its own unique 'spark' animation while charging
-patch: intro text can be sped up by holding a button
-patch: Samus's suit palette in the ending will match the suit that was equipped when the game was beaten
-hex edit: undid landing sound effect change
-hex edit: undid slower travel speed of uncharged power beam, ice beam and wave beam shots
-hex edit: undid changes to how fast Samus turns left/right
-hex edit: undid change to knockback timer when taking damage
-hex edit: undid slower animation when Samus lands from a jump or fall
-hex edit: adjusted the energy and ammo drop rates for most enemies to be less stingy
-hex edit: bomb torizo and golden torizo have been slowed down a bit
-hex edit: golden torizo no longer dodges super missiles
-hex edit: shortened the delay until Norfair Ridley appears
-hex edit: Spore Spawn, Kraid and Phantoon have less energy
-hex edit: Spore Spawn's spores can now drop super missiles
-hex edit: draygon's cannons now only take 1 missile to destroy instead of 5
-hex edit: ceres escape sequence and explosion restored
-hex edit: restored invulnerability flicker after taking damage
-graphics: reverted to mostly vanilla color palettes
-graphics: undid changes to bomb graphics and sound
-graphics: undid change to death animation
-graphics: changed some beam graphics
-graphics: added "METCONST" intro graphic
-graphics: undid changes to missile, super missile and power bomb expansion graphics
-level edit: removed meaningless booster blocks in room 79C35
-level edit: removed ugly CRE and meaningless cluttery blocks along the ceiling in room 79879
-level edit: removed a few blocks along the ceiling in room 79F64
-level edit: removed gray door blocking plasma and changed the level design to 'require' space jump + spring ball
-level edit: removed power bomb door cap to ridley backdoor and changed the level design to 'require' space jump/screw attack
-level edit: removed yapping maws from room 7A37C
-level edit: removed wrecked ship ghost from the hallway room before phantoon
-level edit: removed green chozo room
-level edit: removed gate in room 7A130
-level edit: added gap in front of hidden hidden morph ball path in room 7D0B9
-level edit: added red door cap to door 00 in room 7D08A
-level edit: reskinned room 7A5ED to look more consistent with the area it's in
-level edit: replaced gray door in morph ball room with power bomb door
-level edit: added opposing yellow cap to door 02 in room 7948C
-level edit: added opposing yellow cap to door 01 in room 79552
-level edit: added opposing green cap to door 00 in room 79E52
-level edit: added opposing yellow cap to door 04 in room 7A815
-level edit: added red cap to door 01 in room 7D913
-level edit: yellow caps added to both paths to X-ray
-level edit: removed red cap in room 7A293
-level edit: placed morph ball item onto a standing chozo statue
-level edit: made it easier to edit the kraid lair pit entrance
-level edit: changed green cap to yellow for door 01 in room 79F64
-level edit: added yellow door cap to door 05 in room 7A253
-level edit: made Maridia harder to access via room 7D898 (was too easy to wander and die by pirate)
-level edit: added yellow cap to door 00 in room 7D898, and to its opposing door 01 in room 7D3B6
-level edit: moved the rippers in room 792FD a few tiles to the right
-level edit: added smooth slopes to nofair spark ceiling
-level edit: merged PLM/enemy pointers of both states for room 79E9F (needed free PLMs to make new door caps with lol)
-level edit: removed spikes from the ceiling along the long spiked hallway behind space jump
-level edit: added green cap to door 03 in room 794CC, and to door 01 in room 7D57A
-level edit: removed the respawning puffer in room 7D72A because of the save station
-level edit: removed the gray doors in room 7CA52 (wrecked ship attic)
-level edit: removed the gray door in room 7A37C
-level edit: moved a space pirate in room 7DEA7 a bit to the left so its projectile doesn't hit Samus after shinesparking
-level edit: added morph tunnel escape next to the broken chozo statue in room 79F64 (for the benefit of item randomizers)
-level edit: added morph tunnel escape below missile expansion in room 799BD (for the benefit of item randmoizers)
-level edit: replaced eye doors that guard boss rooms with red door caps, due to gadora crash
-level edit: reworked some backgrounds and darkened most of them
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Thanks for playing!
Feedback, criticism and bug reports are always needed to improve future versions.