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Project Base 0.7.3 release

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

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Sapphron

#775
It doesn't work in pbase 0.8 because most of the data was switched around to different parts of the ROM. Shadow's patch probably modifies some data for a change in a location in the ROM's free space, and the data in project base 0.8 for that room is coincidentally also pointed to that location since most of the game is repointed. A project-specific version (which would require documentation of all map data that was repointed, or at least most)isn't all too viable for the near future unless Quote does it himself. We just don't have the ASM patches for the map that allow for individual things to be patched into the ROM and moved around to fix compatibility errors. The IPS file contains that tweak in one file that cannot be read/moved.
After testing, the 0.7.3 patch is just completely broken on top of being unworkable with 0.8.

Pethronos

#776
In an ideal world, combining PB Vanilla, Redux and the new Archaic (with some PB aesthetical improvements given the choice XD) would be possible ;D  It'll all happen in time... Just kidding. Thank you all for keeping this amazing community alive :D

Edit: No file found error in 0.8.1 Vanilla download.


FV2112

Quote from: Pethronos on January 26, 2021, 02:24:56 PM
In an ideal world, combining PB Vanilla, Redux and the new Archaic (with some PB aesthetical improvements given the choice XD) would be possible ;D  It'll all happen in time... Just kidding. Thank you all for keeping this amazing community alive :D

Edit: No file found error in 0.8.1 Vanilla download.

If we're still dreaming, Id love to have Super Zero Mission be given Base's physics and gameplay, then SZM wouldn't make me want to tear my own eyes out with my bare hands.

johnnyutah22

Is it possible to randomize 0.8.1? I know the last randomizer for PB is 0.7.3, but was wondering if there was an online randomizer like SM that lets you use your own rom for randomization.

SteveWonda

Does anyone have a map for version 0.8.1 or is the map for 0.7.2 the same or close enough to use? Thanks in advance. Loving it so far!

shaktool7

The only differences are [spoiler] dash ball at the top of blue brinstar and the vanilla e tank location in blue brinstar having a missile now [/spoiler]

OmegaMalkior

Is there a list of hacks that use Project Base? Haven't been able to find one so far

LetsPlayNintendoITA

Quote from: OmegaMalkior on July 19, 2021, 11:06:20 PM
Is there a list of hacks that use Project Base? Haven't been able to find one so far
as said by shaktool:

Hyper, Ancient Chozo, The Black Plague, Project Rage, Lömpo. Arrival has a few mechanics from PB iirc.

Tomtroid

Quote from: LetsPlayNintendoITA on July 19, 2021, 11:13:33 PM
Quote from: OmegaMalkior on July 19, 2021, 11:06:20 PM
Is there a list of hacks that use Project Base? Haven't been able to find one so far
as said by shaktool:

Hyper, Ancient Chozo, The Black Plague, Project Rage, Lömpo. Arrival has a few mechanics from PB iirc.


Sadly, Lömpo wasn't complete. And it was using an outdated version of PB. Likely PB 0.6.

shaktool7

Didn't know it was incomplete, I only saw the name tossed around so I assumed it was just bad :bounce:

Tomtroid

And Project Rage is just Project Base turned into a kaizo halfhack, too.

samsamcmoi

Quote from: Quote58 on January 03, 2021, 11:37:02 PM
Quote from: Pethronos on January 03, 2021, 09:15:06 AM
I've noticed some issues in Vanilla's mini map display (save stations and elevators). Also, there are times shoots don't open doors. I hope it is solved soon. Moreover, I think if there are respected things like the fire rate, the items fanfare -at least first of each item- is something that souldn't be missed either. Same for elevator speed. Just simple suggestions btw.

THANKS for this wonderful New Year's Present!! ;D

You know that you can turn on the item fanfare in the menu right? It's under SFX

As for the map tiles, that's something that will be explained whenever the thread gets updated to explain 0.8. Basically the 'Vanilla' version only adds the data needed by the main engine changes, compiles the code onto it, and does nothing else. This means that things like map data, which need to be updated because the tile gfx data has been moved around a little bit, will not look quite right in the vanilla game by default. The other thing you will notice is that certain FX don't move anymore. This is because project base makes use of a change to how FX's move, and the default value now leaves it static.
I could add those little edits to the vanilla version, but it sort of goes against the idea of having a version that is the vanilla data, just with the code over top. It'll be easier to work with when the source code is released regardless.

Hi !

Is the source code expected to be released someday ?


Thank you for this amazing hack !

sbelmont85

#787
Quote from: LetsPlayNintendoITA on July 19, 2021, 11:13:33 PM
Quote from: OmegaMalkior on July 19, 2021, 11:06:20 PM
Is there a list of hacks that use Project Base? Haven't been able to find one so far
as said by shaktool:

Hyper, Ancient Chozo, The Black Plague, Project Rage, Lömpo. Arrival has a few mechanics from PB iirc.

Additionally, a new release hack Super Duper Metroid uses Project Base 0.8, and is really well made.

I was also able to apply the project base patch "moves_only.ips" from the project base archive -> extras -> config_patches on top of V I T A L I T Y, and playing now so far without any issues, completed most of Pendulu Moda and Tchornobog with testing. Features tested and working, back flip, respin, no speed loss on jump land, etc... (I don't know what else to test that PB-moves adds)


sbelmont85

#788
begrimed and Project Base team,

Project Bases features are my top favorite hacks, with Hyper Metroid being the my favorite.   I've played and completed many hacks, to name a few, Redesign, Axeil, Hyper, Z-Factor, Ancient Chozo, Super Duper, VITALITY, and a handful of others, but project base is genius! I wish more of the other hacks such as redesign were more compatible with PB features.

Anyway, I wanted to say thank you! I really appreciate all the dedication and hard work.


I gave some careful thought to other ideas that could fit well with project base, here's my ideas, they're just suggestions, please feel free to use any of them or ignore them if you don't like them either.

Title screen options
- New game - randomizer built into game, (like SuperDuperMetroid)
- New game - mirror map, (like SuperDuperMetroid)
- New game - options (yes/no) ceres, asteroid mini game (like SuperDuperMetroid), both, none
- New game - Endless Arcade mode, possibly combine-able with mirror map option

Ingame Map Options
- Ability to view other map areas player is not located in, would be nice to select different map areas from the menu.  When exploring without having to traverse to a specific area just to view its map would be a real QoL improvement.

Ingame menu options
- bomb options, normal, fast, or hyper metriod style
- wall jump - enable auto wall jump by holding jump button and simply spinning into a wall and pressing the d-pad the other direction without having to tap the jump button, feature that's in Redesign Axeil Edition
- option to allow spazor & plazma to be combined.
- hold fire button (auto charge for charge beam), similar to the always run options holds the dash button.  I often play on my phone, and the touch screen doesn't allow for more than 3 touch points at a time. (I realize this is OP for charged spin attack), so maybe just ignore this one :p  (I use Snes9x EX+ by Robert Broglia, which is a free and amazing android SNES emulator.)

New maneuvers, weapon features
- remove the bluesuit shinespark time out, make only disappear when used or when taken damage from an enemy or the environment.
- X-Ray + Powerbomb, gives power bomb ability to reveal all hidden blocks, crumble blocks, items, etc. that it doesn't destroy.
- Powerbomb breaks all breakable blocks that bombs or beams would normally break.

New Items (maybe not in the spirit of Project Base so maybe not add these, but still good ideas)
- Arm Cannon Upgrade, options could include all or any of the following, the beam combiner in redesign axeil ed where this upgrade is needed before beams can be combined,  significantly increased rapid fire rate of individually selected beams, reduces the charge time for charge beam.
- meteorite morph ball, like in cryogenisis, L-button+down to shinespark down
- meteorite additional maneuver holding down and fire button after in morphball, blocks placing a bomb and starts to create a charge beam effect and charges a meteorite shinespark, then press a direction on the d-pad which doesn't move player while holding the fire button, still charging until shoot button is released when direction button is still be held, then you enter a morphball shinespark in that direction.
- spiderball, either by magnetic with specific blocks, or by grip on specific surfaces or any surfaces.

Jordo24

Quote from: sbelmont85 on January 17, 2022, 04:36:57 PM
begrimed and Project Base team,

Project Bases features are my top favorite hacks, with Hyper Metroid being the my favorite.   I've played and completed many hacks, to name a few, Redesign, Axeil, Hyper, Z-Factor, Ancient Chozo, Super Duper, VITALITY, and a handful of others, but project base is genius! I wish more of the other hacks such as redesign were more compatible with PB features.

Anyway, I wanted to say thank you! I really appreciate all the dedication and hard work.


I gave some careful thought to other ideas that could fit well with project base, here's my ideas, they're just suggestions, please feel free to use any of them or ignore them if you don't like them either.

Title screen options
- New game - randomizer built into game, (like SuperDuperMetroid)
- New game - mirror map, (like SuperDuperMetroid)
- New game - options (yes/no) ceres, asteroid mini game (like SuperDuperMetroid), both, none
- New game - Endless Arcade mode, possibly combine-able with mirror map option

Ingame Map Options
- Ability to view other map areas player is not located in, would be nice to select different map areas from the menu.  When exploring without having to traverse to a specific area just to view its map would be a real QoL improvement.

Ingame menu options
- bomb options, normal, fast, or hyper metriod style
- wall jump - enable auto wall jump by holding jump button and simply spinning into a wall and pressing the d-pad the other direction without having to tap the jump button, feature that's in Redesign Axeil Edition
- option to allow spazor & plazma to be combined.
- hold fire button (auto charge for charge beam), similar to the always run options holds the dash button.  I often play on my phone, and the touch screen doesn't allow for more than 3 touch points at a time. (I realize this is OP for charged spin attack), so maybe just ignore this one :p  (I use Snes9x EX+ by Robert Broglia, which is a free and amazing android SNES emulator.)

New maneuvers, weapon features
- remove the bluesuit shinespark time out, make only disappear when used or when taken damage from an enemy or the environment.
- X-Ray + Powerbomb, gives power bomb ability to reveal all hidden blocks, crumble blocks, items, etc. that it doesn't destroy.
- Powerbomb breaks all breakable blocks that bombs or beams would normally break.

New Items (maybe not in the spirit of Project Base so maybe not add these, but still good ideas)
- Arm Cannon Upgrade, options could include all or any of the following, the beam combiner in redesign axeil ed where this upgrade is needed before beams can be combined,  significantly increased rapid fire rate of individually selected beams, reduces the charge time for charge beam.
- meteorite morph ball, like in cryogenisis, L-button+down to shinespark down
- meteorite additional maneuver holding down and fire button after in morphball, blocks placing a bomb and starts to create a charge beam effect and charges a meteorite shinespark, then press a direction on the d-pad which doesn't move player while holding the fire button, still charging until shoot button is released when direction button is still be held, then you enter a morphball shinespark in that direction.
- spiderball, either by magnetic with specific blocks, or by grip on specific surfaces or any surfaces.

I second this, a in game randomiser ( like super duper metroid) would be an amazing addition to project base and would make project base my only way to play super metroid from here on out, since i need to currently use the original rom for randomisers.

Bartuna

Project Base Team

Has any of the following been considered?

-having a skip or return to title at the credit roll
-downward shinespark
-assigning y button for firing missiles and keeping x button for beams
-creating a charged missile shot like fusions ice missile
-allowing speed booster run to pass through or open blue doors
-enable screw attack to break all or most breakable blocks
-warp feature based around the save stations

Thanks for all your hard work and dedication!


H A M


Quote58

Quote from: Bartuna on December 29, 2022, 02:16:13 AM
Project Base Team

Has any of the following been considered?

-having a skip or return to title at the credit roll
-downward shinespark
-assigning y button for firing missiles and keeping x button for beams
-creating a charged missile shot like fusions ice missile
-allowing speed booster run to pass through or open blue doors
-enable screw attack to break all or most breakable blocks
-warp feature based around the save stations

Thanks for all your hard work and dedication!

Most of those have been considered, yes. And a few, like returning to the title screen are in the long term plans as well. I think speedboosting through blue doors (I'm interpreting this to mean as they are opening) was implemented but decided against iirc. I've also implemented separate missile button before, but that is not planned for PB.

Quote from: H A M on January 02, 2023, 09:38:28 PM
idea: charge while spinjumping

That's something I've been meaning to add for a long time. One day when I have time to do PB code again hopefully I will!

---------------

Project Base Source Code

Okay, something else I want to mention.
I thought I had already made it public, but I guess the link to it didn't get around much, so I'll post it again here.
https://github.com/Quote58/ACID-engine

This is the source code for what I call 'ACID' (because you know, project base and all). Which is essentially the framework I built for project base 0.8, but extracted and generalized a little bit. It has all the code used to make 0.8 as well as some extra stuff iirc. I made this public a while back, but in case anyone had wanted to look through the code and didn't know it was available, here it is.

What you should know about this code:
- I never got around to finishing the commenting, documenting, and bug fixing everything
- This code is not directly project base code, it is the framework extracted from it, and includes the specific PB code as optional extra packages in a folder called PB (or something) (which are not well documented, sorry! I've been extremely busy and just haven't had the time. One day I promise I will go through and document this stuff better!)
- Last I tried utilizing the code, there was a bug in the subscreen gui toolkit, so if you want to start building your own subscreens, you'll need to compare against the PB code and find what I forgot to reimplement or what I messed up somewhere. Probably something small, but again I haven't had time to dig through it again.
- There aren't very good instructions for using this stuff outside of the comments in the code itself. If you have questions, you can always DM me on discord @ Quote#6249

Lastly, I did a quick write up about this (based on a writeup I meant to include at launch of 0.8, sorry for that never getting posted!) code base and project base 0.8 in general, here: https://goodquotations0.wordpress.com/2022/08/11/project-base-0-8/. Don't mind the unfinished website, I will have many other posts about non-hacking stuff there eventually when I'm not so busy anymore (and probably hacking stuff too, depends whether I ever get time to dig into super metroid hacking again).

Okay but then what is ACID?
ACID includes a lot of *subsystem* over hauls. For example message boxes are completely rewritten to be extremely flexible, allow for string substitution, and all kinds of other crap that makes them less hard coded and bad. It also includes a whole system for running new subscreens on the pause menu. It's based on the general ideas of the original game's subscreen, but generalized. It can handle arbitrarily sized lists of check-able things, including a scrollbar on the side, it can jump to other subscreens from within one without using l/r, it can load it's own gfx for each one, etc. It's a toolkit, not just a subscreen. Other things include the new door transition shenanigans, auto-morph, the new modular HUD subsystem, lots of changes to loading gfx, and just all kinds of other stuff.
I also tried to give credit as I wrote everything, but if I missed something (like I said, I have been meaning to go back and document everything better for years now), please let me know and I'll update it with your credit.

Okay, enjoy everyone! I loved making the code for project base, it's been one of the greatest passion projects I've worked on, and I hope this code can be useful or at least just interesting to other people in the future!

If anyone needs anything regarding this stuff, or just wants to discuss it, feel free to DM me on discord or twitter (or on the forum here, but I don't check the forum very often anymore, sorry about that).

H A M

ability to change shinespark direction during shinespark windup

TobiMikami

I'm pretty freaking amazed at how far Project Base has come.nits hard to believe this is still the skeleton of the original ROM and not a damn fine rebuild like Physix's MEngine.

If we're talking changes to shinesparks I'd rather have the ability to do the zero mission infinite shinespark where you start running when you hit a slope with the boost charged so you can keep doing multiple shinesparks just by colliding with slopes. That's what I did with my engine at least it's pretty addictive tbh lmfao.

Quote58

Quote from: TobiMikami on January 08, 2023, 11:36:06 PM
If we're talking changes to shinesparks I'd rather have the ability to do the zero mission infinite shinespark where you start running when you hit a slope with the boost charged so you can keep doing multiple shinesparks just by colliding with slopes. That's what I did with my engine at least it's pretty addictive tbh lmfao.

That's already a thing in PB actually haha

TobiMikami

I almost would have expected that considering the Hella advanced options in PB, at one point I'd have said it seems beyond the limits but some of the developments you ASM junkies have made with SM in the last five years since I've been away have been nothing short of revolutionary, shit that whole text display thing like Subversion had was like a fantasy back in 2014 LOL

H A M

another idea: bomb jump no longer "locks" you during ascent

Terrence7522

Has anyone managed to get Control Freak to work with Project Base 0.8.1?