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Project Base 0.7.3 release

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

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M1CR0H4CK3R

Quote from: master86 on May 24, 2016, 02:52:54 PM
no i us windows 10  on this notebook on the second is linux

Huh. Maybe it's because my L and R buttons are actually 'slider triggers', then? Are your L and R buttons like that? I'm using a GameStop Wired Xbox 360 controller.


M1CR0H4CK3R

#577
I solved my issue by opening Xpadder (I use it for Minecraft), and opening up a new blank profile. I guess that the Windows 10 Drivers for this particular controller are just wonky. :/

Edit: Never mind. I set X to L and R as well to test on unmodified Super Metroid, but didn't change it back. It still doesn't work. :(

master86

then is it your controller or what is the emu your us

M1CR0H4CK3R

Quote from: master86 on May 24, 2016, 03:14:52 PM
then is it your controller or what is the emu your us

ZSNES FuSoYa ExLoROM mod.

Vismund Cygnus

Quote from: M1CR0H4CK3R on May 24, 2016, 04:01:49 PM
ZSNES
There's your problem.
Use snes9x. Or anything else. Literally any other emulator.  :heheh:

Kazuto

Quote from: Vismund Cygnus on May 24, 2016, 08:42:54 PM
Quote from: M1CR0H4CK3R on May 24, 2016, 04:01:49 PM
ZSNES
There's your problem.
Use snes9x. Or anything else. Literally any other emulator.  :heheh:
Surprisingly, ZSNES isn't the problem here, lol.  It's actually the Xbox controller drivers.

Unless a program uses Xinput to detect joypads (which, Xbox controllers are the ONLY devices I know of that use Xinput), the Xbox controller can't report L and R simultaneously.  Microsoft put the two triggers onto a single axis so that L decreases it, and R increases it.  So if you're pressing both, the axis gets centered... which registers as NO input to normal detection methods.  And since Xinput is inherently a Windows feature, and I believe .NET to boot, it doesn't have a lot of support.

You should be able to Crystal Flash, even on ZSNES, with the LB and RB buttons.  Just not the L and R triggers.

Thirteen1355

#582
I apologize for bumping, but I wanted to request a new patch for Project Base. I assume that's what this thread is for (among other stuff).

I would like a patch in which you have every gameplay change, level edit, except for the changes that were made in order to satisfy speedrunners. In my opinion, this affects the sense of immersion that Super metroid always did so great.

With those speedrunner edits, I mean:
- The Ridley fight at Ceres Station
- The timer at Ceres Station
- The Item Aquired jingle (it sounds a bit soulless without that song)
- The Mother Brain fight (the epicness of this fight was gone, I think. Everything went by too quickly)
- Faster doors
- Faster elevators

I would really appreciate it (and I'm sure others would as well) if you could make a patch that brings these specific changes back, or just doesn't remove them.

begrimed

No worries about the bump. That's a good idea; I'll do that eventually because it's pretty simple to do, thanks. I was originally just gonna put out a config patch eventually that re-enabled the Ceres timer, but your idea sounds a lot more thorough. What should the patch be called? :P

Quietus


Thirteen1355

#585
Sorry for the late reaction:

Err, Retain Atmospheric Effects, or something?  :blush:

Also, is it possible to create a 'Gameplay Only' patch, that only changes stuff with Samus (so, controls, new moves, new physics)?
Because I would like to insert the Project Base Samus into other hacks.

Quietus

Quote from: Thirteen1355 on August 07, 2016, 08:52:46 PMBecause I would like to insert the Project Base Samus into other hacks.
Just be warned: This is likely to end in many permastucks, so keep lots of saves / states, and make sure you use an emulator with rewind. :^_^:

PHOSPHOTiDYL

Quote from: Thirteen1355 on August 07, 2016, 08:52:46 PM
Because I would like to insert the Project Base Samus into other hacks.

I've been working on this nightmare. A lot of hacks use the free space that the project base gameplay patch uses. Even with repointing, I've failed to get the backflip move to work on certain hacks. Although bomb skip works on every single hack. It's only $14 bytes of free space. Credit to Grime for this most useful patch. MOST USEFUL PATCH.


Thirteen1355

I've tried it in Eris, and it works perfectly (from what I've played). Used the Gameplay patch, of course.

I did remove the header for that, though (Eris needs a headered Super Metroid ROM, and I did remove it after patching).
That's a bit risky but it works. I wonder what happens to Space Jockey room, though.

Super Zero Mission and Ice Metal quit working when I apply the Gameplay patch (because of their own changes to Samus).
Phazon hack works perfectly, except for when you stand near a Phazon healing orb (doesn't work anymore), or jump into Phazon healing water (game crashes).

I'm not interested in other hacks (except for minihacks, which often don't work with the Gameplay patch).

It's much more compatible than Control Freak.

Err, what's Bomb Skip?  :blush:

Quietus

I believe it allows you to hold 'down', and it'll stop you from being knocked anywhere when your bomb goes off.


Thirteen1355

#591
Quote from: Thirteen1355 on August 07, 2016, 07:24:52 AM
I apologize for bumping, but I wanted to request a new patch for Project Base. I assume that's what this thread is for (among other stuff).

I would like a patch in which you have every gameplay change, level edit, except for the changes that were made in order to satisfy speedrunners. In my opinion, this affects the sense of immersion that Super metroid always did so great.

With those speedrunner edits, I mean:
- The Ridley fight at Ceres Station
- The timer at Ceres Station
- The Item Aquired jingle (it sounds a bit soulless without that song)
- The Mother Brain fight (the epicness of this fight was gone, I think. Everything went by too quickly)
- Faster doors
- Faster elevators

I would really appreciate it (and I'm sure others would as well) if you could make a patch that brings these specific changes back, or just doesn't remove them.

Two more things:
I thought the Mother Brain fight went by too quickly, but I just discovered that counts for all bosses (I'm playing this wonderful hack for the second time). I arrived at the Torizo chamber, obtained the Bombs, and the Torizo stood in two seconds. He was a real pushover as well.
https://youtu.be/Avq_kvj3a4c?t=12m
(A video of the Torizo)

I truly hope you do understand your amazing hack isn't just speedrunner meat. It is THE way to play Super Metroid. But these changes made to satisfy speedrunners keep it from completely being that amazing Super Metroid improvement it can be.

Still, it's already one of the best hacks out there. The controls are perfect now, I love the backflip, and the Tractor Beam is really cool!

Also, the best custom room is that steamy room in Red Brinstar, with hot water. I love how you change the room according to its placement above Norfair.

begrimed

QuoteI truly hope you do understand your amazing hack isn't just speedrunner meat.
Hahahaha, thank you. Yeah, the expedience of everything has been getting reigned in a bit since the earlier versions where even the gravity was too fast. A stand-out example for me is having to temporarily get rid of platform enemies because of Samus sometimes randomly taking damage from landing on them. I'd like to get those working again and be able to use enemies as environmental pieces more like they sometimes originally were. The same could be said for removed map stations, item fanfare, etc. Lots of smaller bits that collectively squeeze much of the soul out of the original game - I totally get it.

It's tough deciding which tweaks to keep and undo. I really do like the brevity of things now, and so do a lot of others. I also like the cinematic aspect and suspenseful pauses that have since been shortened or removed. There's definitely a nice balance that can be found between the two, which I become more aware of over time. :D

I've been working on Project Base 0.8 off and on lately. One of the things I'm trying to accomplish is making the map feel like it was meant to be explored by the stronger and faster Samus that you play as, instead of only devising ways for the player to blow through obstacles more quickly. Mostly I've just been working on new rooms, and some graphical stuff.

[spoiler][/spoiler]

[spoiler]https://dl.dropboxusercontent.com/u/25247391/tiles.avi

The bugs, star and grass are animated tiles[/spoiler]

Thirteen1355

What?! I don't really understand (that grass though  :whoa:).

So instead of sprites, these bugs/enemies are animated tiles?

A Dummy

Since you're working on a new version, would there be any possibility of adding Spazer/Plasma compatibility?

It already almost works with the current version, but it causes certain rooms to crash when entering them. (At least the one room before the first missile tank anyway, not sure about any other rooms crashing with the Spazer/Plasma.)

Cool to hear you're still working on this from time to time, I enjoyed how this gave Super Metroid a smooth modern feel to the gameplay.

Thirteen1355

#595
Spazer+Plasma is much less compatible with other hacks, though, so Project Base will be much less likely to work on other hacks...

Still, it would be really great, especially as its predecessor (Another Metroid: Return of Samus) has Spazer+Plasma as well.

begrimed

Yep. Since I disused the animated water background tiles for Crateria, I can draw up some other simple animations instead.

I like the idea of Splazma in Project Base, and at one point I wanted it into the main version, but I think keeping it as a config patch or an alt version is the way to go at this point.

Thirteen1355

Alt patch is the best idea in order to keep Project Base more compatible with other hacks.

BananaSplit

After a fruitless research I guess it doesn't exist, but I'll still ask : Is there a standalone patch/asm for the "Horizontal shinespark into full run" thing ? If not, well, too bad. Thank you !

Thirteen1355

I love that grass!
Could you do more of these 'atmospheric' animations. I always love these.

How long does it take to make a simple patch, and how long does it take to update to a new complete version of Project Base, I wonder.

It probably takes much longer than most people would think. I mean, it's not a full level hack, so people quickly think it's not that much work that goes into this hack.