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Project Base 0.7.3 release

Started by begrimed, August 31, 2009, 06:03:10 AM

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Corruptor

Quote from: MetroidMst on November 10, 2012, 01:40:55 PM
Quote from: Corruptor on November 10, 2012, 11:25:56 AM
Grime, do you know people can STILL get past the one part and get super missile's early?
He said he was staying true to the original game...
I figured he knew, and I was just wondering, if he wanted to prevent it.

E1SUNZ

hmm took a break from playing with these hacks just too curious to play with Project Base ^.^ yep ima play this tomorrow :D looks great!

Riffman81

I haven't got to sit down with an updated version of this hack in awhile. After playing through it the past few days, I feel the controls have really improved since my last run through. They feel much more refined. Really loving this hack overall! Everything from the new GFX to the new enemy palettes look great!

bot01

Dude is there any chance you release other v0.6 version with the CONTROL FREAK feature? i tried patching it myself, but then it all go wrong when i press B... I want to play it with touch controls on a mobile, thats why i need it.... would be very apreciated

E1SUNZ

Dunno if this is a glitch on Project Base can't remember if this was happening in the original before you could go down that spot underneath the sand and to the other side of the room without any fuss with morphball  :pwuh: here's a quick vid to show what im talking about:
eh..

Quietus

I've just checked it, and it looks like Grime made the blocks underneath solid.  Normally, you can roll through the bottom of the pipe to get out if you get stuck in the sand.  The shot-block just blocks where you exit.  Either Grime wants it blocked, in which case the shot-block is the error, or he unintentionally made those air blocks solid.

begrimed

Haha, yeah. That was a mistake on my part. I'll be sure to fix that for the next release. Nice catch there.

Faziri

Can somebody please point out where my mistake is? I've tried a dozen times to get the ROM to work with 3 different tools in different combinations from 2 ROMs in 2 emulators... Only got it to work once, and only up until seeing Ridley at Ceres.

I've got the regular SM ROM and an unheadered one. I've also made my own unheadered ones from the regular one with SNEStuff. I've downloaded the IPS patch from this topic and from Metroid DB (for some reason those files are also apparently different, if checksums are to be believed). I've applied the patch with Lunar IPS, Ninja v2 and SNEStuff ("as-is").

When I load any of those ROMs, I either get a green, garbled Nintendo logo followed by blackness or a grey Nintendo logo for a split second followed by blackness. It worked once, but when I ran into Ridley he just flew away. The music didn't play and the Escape Sequence didn't happen.

Or could someone perhaps mail me a working ROM please? therealfaziri [at] gmail.com
Thanks

Yuki

#208
Faziri, the one where there was no escape sequence was the right one. Grime got rid of it

Faziri

#209
D'oh :( That's one of my favorite parts

In that case, I think SNEStuff's header removal isn't working... The patch only ever works when I use a readymade headerless ROM from some website.

Edit: btw, what's the logic in that? You just saw Ridley run away with a Metroid (should kinda put you in a :!: state of mind), the station still leans over in the last room and the moment you fly away (at pretty high speed) the station blows up... So why no escape sequence? Is it a silent bomb and Samus' gut feeling of danger now?

begrimed

QuoteIt worked once, but when I ran into Ridley he just flew away. The music didn't play and the Escape Sequence didn't happen.
^ that means it worked, yeah.

The Ceres portion isn't complete. Since it doesn't alter the story, I'm going to have it where Ridley flies away, no time bomb is set, Samus leaves Ceres peacefully, and instead of blowing up, the empty station just drifts away into space. Why? 'Cause I want to. I want it to go from being chaotic to ominous.

Faziri

Quote from: Grime on May 15, 2013, 03:34:43 PM
QuoteIt worked once, but when I ran into Ridley he just flew away. The music didn't play and the Escape Sequence didn't happen.
^ that means it worked, yeah.

The Ceres portion isn't complete. Since it doesn't alter the story, I'm going to have it where Ridley flies away, no time bomb is set, Samus leaves Ceres peacefully, and instead of blowing up, the empty station just drifts away into space. Why? 'Cause I want to. I want it to go from being chaotic to ominous.
Ah, ok, that explains it...

It's not really my style of game then, but personal preference aside, so far it's a really neat piece of work! Physics and controls feel very smooth and the graphics are colored pretty well :)

Quietus

Quote from: Grime on May 15, 2013, 03:34:43 PMI want it to go from being chaotic to ominous.
So, there's not much chance of you applying Scyzer's [noembed]lol.ips[/noembed]? :^_^:

Scyzer

God damn it Quietus. How do you even have that still?

Quietus


jovialJava

#215
http://postimg.org/image/s2jzno1ch/ http://postimg.org/image/qfjzex7ql/ http://postimg.org/image/p2t1mhsjn/ http://postimg.org/image/9pulw9xcz/
I'm having a little bit of trouble getting the game to work. The rom I'm using is the headerless one supplied at begrimed.com, the IPS program I used was LunarIPS (LIPS), and the emulator I'm using is the newest version of Snes9x. LIPS claims the patching to be successful, but when I start the game up the intro text is a garbled green mess. For some reason the options and data select screen still work fine, but after starting the game up Samus is unable to move. I can make her turn, aim diagonally, and shoot, but nothing else. Might be able to crouch too, I really can't tell. Does anyone know what I've done wrong?

Quietus

I've just tested with that very ROM and the patch in the OP, and it works fine.  My first suggestion would be to try a different emulator, or a different version of snes9x.

jovialJava

Turns out I actually had multiple super metroid roms saved, and the one I initially tried to patch was from somewhere else. Did everything again with the proper rom and it works fine now.

PsiElite

Hey first time poster and long time fan of all you guys. Played alot of hacks and I've been speedrunning abit for fun a while back. Just had to try this, so now im back again :D

I just had to make an account and post my thoughts,
it's therapeutic xP


anyway, here is my thoughts...mostly on the aesthetics

The Good
-love the new color pallet, for the most part, the titlescreen and menus, nice and moody, the bakgrounds are great. Crateria looks awesome. In general I liked the new colors on enemies and bosses.
-I liked the high contrast colors on the Gemmers just after the climb with the space pirates in the beginning.
-Chrocomires Eyes! and his color, very nice.


The Bad
-The beginning of Brinstar and Brinstar in general was just to gray for me.
-The green doors appearing yellowish at certain areas, not consistent door colors
-Changing some of the iconic colors on both Samus and the Metroids. even Motherbrain.
-The pale main colors on the start suit and, Varia. Redish stomach on the both of them, pretty bording, (loved the greenish stomach on the Gravity suit though, really awesome, abit to pale the main purple color)
-and the big one, why does the hyper beam look like kinda just like the original charge shot, I thought it was a bug but I dont know. thought it just looked weird, very rectangular.


Bug report
-got some weird bakground with random sprites when I took the elevator down to upper norfair one time, when I when into one of the doors the game went black and froze.
-Same thing happened when I did a normal kill on Kraid. The bakground change to some random sprites and leaving the door froze the game.
-Sound effect loop in the statue room when having killed all bosses except Ridley. Leaving the room froze the game like the above.


Whats with the new Samus colors? I have version 0.6. I saw some of your post about a dark version of the originals?


sorry if the post was sloppy, 04:21 AM over here xP

begrimed

Hey, sorry for taking so long to reply to this, PsiElite. Anyhow:

- The grayness of Brinstar has been a pretty universal complaint, so that will be fixed up in the next version. Suggestions on alternate color schemes?

- The inconsistent door colors were done on purpose to better immerse the player in whatever area they're in (it's also why the HUD colors change slightly). I was careful not to make two types of doors resemble each other too much. In Norfair, slight bits of orange/yellow are added to all of the door colors, in Maridia it's blue, etc. I won't be undoing this unless everyone decides at once that they hate it, though I might possibly tweak them to be a little more subtle, but I personally like where they are right now.

- Samus' suits have been a pretty frequent complaint too, so I will yet again fix those next version. :P A few people haven't liked the new metroid colors, so I might address that too. Mother Brain? That's another huge maybe. I realized I liked her colors a lot more when she was near death and became reddish, so I might make those her main colors instead. That's if I decide that I hate myself enough to edit her thousands of individual colors again.

- Hyper Beam's current appearance is a bug, except for the colors and sound effect. Its sprite map currently points to plasma (or was it spazer?), hence, the game tries to crunch it down to a single 16x16 tile and we get a jumbled mess. When I finish it, it'll probably resemble charged power beam, or wave or ice.

As for those bug reports, I have no idea why those crashes would happen. Nobody else has experienced crashes like that (although I have seen slight GFX bugginess after using elevators, but it's very subtle and only appears at the very very bottom of the screen for a split second). What emulator/version are you using?

The darker Samus palettes are from an older PB version, 0.4 I think.

SirAileron

#220
Quote from: Grime on June 26, 2013, 09:50:00 PM- The inconsistent door colors were done on purpose to better immerse the player in whatever area they're in (it's also why the HUD colors change slightly). I was careful not to make two types of doors resemble each other too much. In Norfair, slight bits of orange/yellow are added to all of the door colors, in Maridia it's blue, etc. I won't be undoing this unless everyone decides at once that they hate it, though I might possibly tweak them to be a little more subtle, but I personally like where they are right now.
I do like the door colors, though I have confused the doors a few times already. Different doors, too. Missile doors that looked like they were Power Bomb doors in Norfair after Crocomire, and ambiguously pale similarities between Super Missile and Power Bomb doors in Brinstar. x_X

Edit: This kind of stuff has always upset me greatly. Why not make it the same color as the diagonally-placed one? This color is already used for a background piece. We don't have polygons to tell us where these parts stand in three-dimensional space. ;_;

begrimed

I s'pose I'll go over the door colors and make them more subtle next release. Was it just those ones you mentioned that were problematic, or were there others that were hard? I imagine a really pink door is hard to mistake for anything but a missile door, for example.

Also, good find with the dark pillar on the floor. Got any more examples like those that I can fix?

SirAileron

#222
I'll give it another runthrough while paying more attention. I was having a lot of fun with the physics, and abusing the hell out of the speed booster.

I'll get some more screenshots for better critique.

EDIT: Here we go, now I've got a clearer idea of what's happening here.

Between these 2 screenshots, everything looks pretty clear,


And between these 3 screenshots, everything also looks pretty distinguished.


My problem came in when I didn't have the comparison of what the Power Bomb door looked like off-hand (post-Crocomire, where there's no Power Bomb door):


So, I was working with my memory of what the original color was, which is far less pale, and much closer to a warm golden/almost-orange color already. So while the Power Bomb door does look distinguished in comparison, the missile door in Norfair does borrow a lot of yellow, whereas the Super Missile door doesn't do it quite so much. While I do like the blending of ambient colors, it does take a bit of readjusting between areas.

But that's my two cents. I think the Super Missile door in the Wrecked Ship might have also looked pale, but I didn't reach there in my quick run-through for those screenshots yet. :B

Scyzer

I believe the problem with door colors for any hack is that the creator can see the door colors all together, and can easily tell them apart.
The problem with playing the hack is that they are not all together, so slight changes in the colors from the original where the colors are not blatantly obvious will confuse people.

SirAileron

Here's a comparison that can draw some (only some) confusion:



As much as I love the whole gamma/palette blending, you get situations where one door looks comparatively different because of the surrounding tileset.

And here's one where you're familiar with it being a Super Missile door, but it's arguably quite pale (more pale than all other Super Missile doors, actually). But with the rest of the area being green-ish, it's possible to confuse with it just being a blue door.



By means of suggestion, I'd say a more comprehensive approach would be to assume the door bubbles themselves actually emit light, so that blending retains more of a door's primary color feel, with the exception of the metal doors, which can be considered as "turned off" or "disabled".


Now, onto not-doors!


I recall this part in Maridia as being something you can walk through. Not sure if turning this solid was intentional or not:




And this pillar looks like background material, though it's drawn in front of Samus. If it's intentional, cool. A little jarring since it's darker, I just know it wasn't the case in the original game. The brighter stuff definitely was used as foreground and the background strictly used the darker tiles. Faux depth emulation, etc.





And that's all I noticed from running around in every room you made available. I rather enjoyed the removal of the transitional sand drop rooms.