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Project Base 0.7.3 release

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

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Quietus

Well, I prefer blondes, but my years of anime have left me open to trying greenheads too. :^_^:

begrimed

Project Base version 0.6 is very close to release. Should have it posted sometime in the next few days. Stay tuned.


passarbye

GREAT NEWS!!! cannot wait to play and see all the changes!!

btw, will there be a change-log?
(or has there ever been one and i'm just a moron for not noticing?)

begrimed

I kept a change log early on, but went through spells of neglecting to update it, and eventually just stopped. With everything I was doing, I'd have spent most of my time writing stuff down, haha. I'll be making an in-depth list of changes later though.

DSO

Open ROM in SMILE > tools > file compare > select clean ROM > instant changelog!

Quietus


begrimed

VERSION 0.6 IS OUT, AW SHIT.

Go to the first post of this topic to get the goods.

Corruptor

Quote from: Grime on November 03, 2012, 03:14:51 AM
VERSION 0.6 IS OUT, AW SHIT.

Go to the first post of this topic to get the goods.
yes. @.@ it will be GLORIUS!!!

Parabox

[spoiler=Live feedback wall o' text][spoiler=IRC chat live feedback][13:21:34] <18Parabox> yes
[13:21:35] <Parabox> hell yes
[13:21:40] <Parabox> hell
[13:21:41] <Parabox> fucking
[13:21:42] <Parabox> yes
[13:21:53] ✽ Parabox dudely brofists a Begrimed.
[13:31:37] <Begrimed> Parabox: enjoy.
[13:33:10] <Parabox> Although, after finally getting good and right into Redesign and Zero Mission, vanilla and PB feel floaty.
[13:33:22] <Parabox> The speed is nice in PB, but it just feels floaty as hell.
[13:33:25] <Parabox> still loads of fun, though
[13:36:53] <Parabox> aww
[13:36:58] <Parabox> you still haven´t changed the 1994
[13:37:13] <Begrimed> I guess I could next update.
[13:37:19] <Begrimed> Never gave it much thought.
[13:37:34] <Parabox> an even more custom titlescreen would be nice
[13:37:51] <Parabox> I do know PB won´t be complete until it has an awesome soundtrack by Grime(tm)
[13:38:13] <Parabox> although you might have to make and import your own SPC
[13:38:31] <Parabox> for Dat Grimey Sound(tm)
[13:39:13] <Parabox> and maybe updated tiles, or reworked
[13:39:19] <Begrimed> I don't think I'll be taking it that far.
[13:39:28] <Begrimed> Likely just making some tweaks to the existing tunes, not redoing the songs entirely.
[13:40:27] <Begrimed> Which will be me taking MIDIs of the original song, tinkering them however, then giving them to DSO and/or Scyzer to make work. lol.
[13:41:47] <Parabox> then, will it be Rise that will get all the awesomesauce?
[13:42:09] <Parabox> you know we all love us some sweet-looking Temporus-like bejazz
[13:42:24] <Parabox> also, saw you fixed the intro
[13:42:44] <Begrimed> I'm not going balls-out with Rise details. Just really pretty, solid vanilla-esque rooms.
[13:43:36] <Begrimed> All Rise is lacking is the ending portion and some bugfixes.
[13:45:03] <Parabox> ah
[13:45:11] <Parabox> also, loving the dark Ceres
[13:45:29] <Begrimed> Yeah, thought that made a lot more sense than it turning red.
[13:45:30] <Parabox> still don´t see eye-to-eye with you on the power beam pellets, though
[13:45:53] <Parabox> it´s better and more logical than hollow spheres, but it feels like it has a little less personality
[13:45:59] <Parabox> that impression might change, though
[13:46:11] <Begrimed> It varies with ice/wave
[13:46:35] <Parabox> jumping feels less powerfull
[13:46:45] <Parabox> did you change it, or is that just Redesign lingering on me again?
[13:47:01] <Parabox> oooooh, new explosion sounds
[13:47:02] <Begrimed> Redesign. The physics are 'nilla.
[13:47:08] <Begrimed> Anyway, I gotta get going.
[/spoiler]

Now, with that out of the way...
13:53 - The colored Ceres/Zebes names are changed. Looks nice.
13:53 - Also, why is my ship grey?
13:54 - Zebes looks a little less grimdark. Very nice glows on the ship.
13:55 - Loving the new Crateria palette.
13:55 - More subtle palette changes. The light-dark contrast is utilised very well, and I reckon events will emphasize that even more.
13:56 - Hell yes, more customized elevator rooms. Love shit like this. The changes in BG are great, too.
13:57 - Elevator shaft changed, and more glows. Mmm-mmm, love me some of that. Samus and the yellow Brinstar clash, though.
13:59 - Not a fan of the light red and light grey in awakened destroyed Tourian. Clashes a little, too. The pirates blend in better, though.
14:01 - Zoomers are looking nice.
14:04 - That was a very quick and short Torizo battle.
14:06 - Preferred the old bomb explosion :(
14:06 - The red/pink/purple Crateria ruins palette makes me think you maybe played quite a bit of other hacks.
14:09 - There appear to be subtle dust clouds everywhere. Or they've been made less subtle.
14:12 - You changed the little bomb 'gate' to the rest of Crateria/Brinstar. Now I can't do speed booster shenanigans anymore.
14:13 - Aww yeah. A massive improvement to the previously bland Crateria/Brinstar elevator room. Why does your best of work appear in the smallest and less significant things?
14:14 - Blackstar is still looking good as ever. Shame you didn't use a custom elevator platform, though.
14:16 - The quick charge you need to use to sequence break the first super missile is a lot more adequate for a weapon that powerful, but that was in last time, too. I only found out now I can quick charge it.
14:17 - The reserve tank room looks very unnatural, but also quite cool. The lack of map grid gives a greater sense of exploration, as well.
14:21 - The new save room palette is nice, but it's a shame you haven't customized grapple blocks and save rooms entirely (yet).
14:24 - Spore Spawn is a big yes. The lack of thorny tentacles is a lot better, since he seems like more of a threat now.
14:26 - Chozo CRE and Other Blackstar don't mix well.
14:26 - The changes to the morph ball tunnel out of Spore Spawn's super missile are great (since it looked very unnatural the way Ninty did it), but then you come to the morph ball tunnel to charge beam again, and that looks unnatural.
14:29 - The updates to Thorny Blackstar are very nice, especially the flowers. BUG: with missiles equipped, the arm cannon spazzes out when hit.
14:30 - Did you make Yellow Brinstar clearer? It looks a little less natural, but then it already sort of did to begin with.
14:31 - BUG: You can get stuck in doors if you spinjump the right way. You can get out easily, though.
14:32 - The scrolls all seem a little bigger, or you just added more little things to the environment.
14:34 - The new Grab-arm animation is nice.
14:35 - HNNNNNNNNNNNNNG GLORIOUS TUNNEL PARTS AROUND THE MARIDIAN TUBE
14:36 - The tribute to NEStroid is gone, but the intergration between Techstar and Yellow Brinstar is better. Still think Ystar looks unnatural, though.
14:37 - Why is it so gusty in the saveroom near Kraid?
14:38 - Mini Kraid is cooler. Also, forgot to mention I'm digging purple spazer. Liking what you did with its charged form, too.
14:39 - Kraid room still looking delish as hell.
14:40 - Battle against Kraid seems easier. BUG: Kraid's room partially glitches out after you get Varia. (I think it did before, too, anyway.)
14:42 - Why is it so windy in the Mini Kraid room?
14:43 - Norfair is looking very cavernous, and less volcanic. Shame you didn't change the elevator pad.
14:44 - Ice beam room looking the same. Expected something a little... cooler.
14:45 - Pipe glow, heck yeah. Still don't agree with your frosty palette. Norfair's BG looks a little less inspired around ice beam, but very nice outside of it.
14:48 - Signifying the difference between heated and non-heated areas through glow and cascading BG is very clever and natural. Palette-wise it's ok, but you might wanna check how DKC2 does it.
14:49 - Searhorse bro looks cool.
14:51 - The glow on the blue parts of Norfair is a bit off. The pipes blend in rather well, though.
14:53 - Using red glow for urgency in the more volcanic parts is very clever. Also, speed booster sign in the BG.
14:54 - GOTTA GO FAST
14:55 - Classic wave is nice.
14:48 - Crocomire was dealt with very swiftly. His room feels really strange after getting into hotter and more active parts of Norfair. Afterwards also slightly less activity?
15:00 - BUG/FEATURE - Power bomb is no longer needed to get grapple (although the power bomb one would normally require grapple for is easily snagged.)
15:02 - The fallen 'support beams' blend in well with the BG and FG in this area. Looks very natural. However, the climber bots still look out of place.
15:05 - The casual shimmer pattern for underwater BGs is nicely done.
15:06 - GOTTA GO FAST
15:07 - The plain-in-sight power bomb blocks always felt iffy. Shame you didn't clean 'em up/hide 'em.
15:10 - The BG in the area before X-Ray is gorgeous.
15:10 - Thank Grime, X-Ray is usable again.
15:13 - The new natural look for the power bomb room before the gauntlet to Wrecked Ship looks nice.
15:14 - Two more elevator platforms left uncustomized. I'll be damned if the elevator shaft doesn't look nice, though.
15:15 - BUG: Can see two XX-tiles in the elevator shaft to Brinstar, before the gauntlet to Wrecked Ship. On a second try they look somewhat like the exploded Ceres door, but then red and turned 90 degrees.
15:17 - Wrecked Ship never looked nicer. Well, maybe when activated, we'll see.
15:18 - HNNNNNNNNNG BG GLOWS YES
15:21 - PHANTOON HARDEST BOSS 2012
15:25 - With much effort, I have beaten Phantoon.
15:26 - Sorry to say, but Wrecked Ship looks hideous now. It's also not very realistic that so much changes just because the light turns on. It's cool that some lights work and some don't, though.
15:30 - Love love LOVE the BG in the room before Gravity.
15:43 - Maridia is as beautiful as it sounds now. The fight with Botwoon was short.
15:47 - Draygon lies dead. The space jump room looks a little bland.
15:49 - Plasma for hottest beam 2012.
15:52 - I'm a human basket ball on crack.
15:53 - The game crashed because I spinjumped through a door, speed boosting. My last savestate is quite a while ago. I will report the rest later.[/spoiler]

Parabox

[spoiler=Continuation of the previous post]17:07 - Playing this without having reviewed it for the past two hours makes me realise how beautiful you made Maridia. The new backgrounds and reworked palettes are damn nice.
17:18 - Red Torizo was a very satisfying battle. He was less rape-y with his super ghost kamikaze attack, which was fair.
17:21 - Lower Norfair is fucking beautiful.
17:30 - Ridley was a tad boring. The post-Ridley room is really cool though.
17:51 - Tourian was beatiful and I loved the effect you implemented in the Crateria shaft during the escape sequence. Clear time: 01:39
17:55 - Your work on the credit roll was great. Oldschool samus had red/pink eyes, though. 66% items.[/spoiler]
tl;dr good improvements over v0.5. Play this. Hopefully my feedback will give you some ideas for v0.7, if that is ever going to be a thing.

Scyzer

My playthrough crashed when I attempted to enter the room before Ridley. Not sure how I actually entered the door (what pose), but it didnt crash for zeke, so I dunno.
Few things to note:
Got early Supers, so I never visited Spore Spawn.
Early Ice Beam is still easy as hell with 3+ Energy Tanks.
Still very easy to get to Speed Booster by wall jumping in the eariler green bubble room.
Also very easy to grab the Reserve Tank near the same room without Grapple.
Much easier to shoot a Super through a gate now, but only when firing to the left. Right-sided gates now seem impossible to shoot through.
Some Ceres backgrounds disappear when you come back after 'beating' Ridley.
Power Beam shots seem WAY too slow :S

That is all for now.

Zhs2

#165
I tested entering the room before Ridley with SNES9x (1.52), and it still didn't crash (but for some reason, some of the CRE was screwed up. An effect of loading SRAM created by ZSNES into SNES9x?) Originally I played (and beat) the hack entirely via ZSNES. The entire hack worked perfectly fine, save for a fluke I haven't been able to reproduce: the first time I patched a copy of unheadered SM, it royally screwed up the display of Ceres for whatever reason. The second time I patched it (and with all subsequent patches,) it worked fine. Initially I patched the rom with the attachment patch in the first topic, the second time with the patch from the main site.

If you want to watch my entire playthrough... (raced alongside Scyzer and Project, but Project ragequit at the room before the Reserve Tank room in Norfair, and Scyzer's game crashed at the room before Ridley just as I was getting plasma)
http://livestre.am/4cNrP (Complete with voiceover commentary! Which is somewhat amusing. I think.)

Fizzer

Just finished it. The jump physics look much more realistic than in 0.5, but I'm sad that wall jumping feels less ultra powerful again. The new controls are great, I especially love jumping straight out of morph ball - I've been doing mockball-jump-mockball-jump with that. I REALLY loved purple and blue Norfair, and blue Maridia and pre-Phantoon Wrecked Ship were pretty great too. The Crateria and Brinstar palettes tended not to grab my attention much, but that's just my preference for brighter colours. The changes to the boss AIs seemed generally good, apart from Phantoon just letting you repeatedly blast him until he dies. I'm not too sure about not having real boss music for Ridley and Mother Brain, the biggest two battles, it made them lose some of the excitement, but the silence after the metroid died felt quite poignant. Overall, I thought it was quite an improvement.

passarbye

i have to agree with Fizzer, the crateria and brinstar palettes just seemed like different shades of grey to me.
lower/red brinstar seemed to pick it up some though.
will post more, as i'm going to get speed booster and more tonight.

Quietus

Quote from: Scyzer on November 04, 2012, 06:01:55 PMMuch easier to shoot a Super through a gate now, but only when firing to the left. Right-sided gates now seem impossible to shoot through.
As far as I'm aware, this has always been the case.  It's the only thing stopping speedrunners from easily breaking a record.  If it worked, they could pass the gate in Red Brinstar, to get to Maridia early.

xKonvicted

I don't know if this issue has been addressed already, or is an issue with SM as whole, but in the acid room right after you enter Lower Norfair, (with the chozo statue to lower the acid level) The statue doesn't seem to pick up the morph ball. I don't know how to word it correctly but simply put its not gripping Samus and lowering the acid. I haven't visited Kraid or Maridia yet, I don't know if that could be it either.

Parabox

It runs a check to see if you have Space Jump. I guess someone could hack together an ultimate sequence break patch to remove stuff like that.

xKonvicted

Quote from: Parabox on November 05, 2012, 01:35:52 PM
It runs a check to see if you have Space Jump. I guess someone could hack together an ultimate sequence break patch to remove stuff like that.

Ahh ok, makes sense now. Thanks.

Other than that, loving this now Grime. Haven't touched based since 0.1, but glad I put time to check it out now. Controls are very fluent now, and rapid beams are just as lovely. One complaint, I do miss Ridley's theme when fighting him. The replacement just doesn't set the mood quite like the replaced. Other than that, I'm looking forward to the final release!

Quietus

Quote from: Parabox on November 05, 2012, 01:35:52 PMIt runs a check to see if you have Space Jump. I guess someone could hack together an ultimate sequence break patch to remove stuff like that.
It could be done, but it's probably not worth the effort, since you can alter the item that it reacts to with a simple hex tweak.  Setting it to an unskippable item that you get early in the game would essentially mean that it would always be active.

The Envoy of the Beginning

Super Metroid Project Base v0.6

Completed in 52 ingame minutes with 38%, which is faster (and less items) than my last run on v0.5.
Draygon almost killed me though. I was discouraged from destroying the turrets in its room due to the small number of Missiles/Supers I had, and that in my v0.5 run, they seemed to take a lot of punishment and I was thinking that got carried over to v0.6.

Prime Hunter

I ran through this earlier this afternoon, and for the most part I enjoyed it and all of the changes. I've barely looked at Project Base in the past so this was essentially my first run with the changes. It became obvious right away that some things were clearly designed for speeding up the game, almost to the point of overkill in my opinion.

Now this might have been different had I played the standard route first, but I chose to try and battle Phantoon before heading down towards Kraid and Norfair and got absolutely creamed time and time again until I came back with everything I could collect prior to heading down to Red Brinstar. He gave me the most trouble out of any boss in the game because of his new mechanics. While I do love how unpredictable he is now, his aggressive behavior combined with his speed left me with no choice but to match it myself. All of the other bosses except for maybe Mother Brain can give you a moment to collect your thoughts, something I never really felt once Phantoon got going.

Bomb Jumping feels incredibly overpowered with how quick bombs explode now. Combined with the changes to underwater physics when you don't have Gravity, this allowed me to easily gain access to the Wrecked Ship early, where as in the vanilla game it's incredibly difficult for me to bomb jump across the missile lake room from the central pillar. In fact a lot of key sequence breaks felt a lot easier to pull off now because of the changes to the way Samus controls, but since I haven't followed this in the past I don't know if that's intended of not.

Otherwise the game feels incredibly solid and controlling Samus was a breeze and quite fun, all things considered. A lot of the aesthetic changes were great, although I'm not a fan of some of the palette choices such as with Samus herself, but that's a matter of taste. The only other thing I'd agree on is taking out Ridley's theme and MB's theme during their fights. I mean, it's Ridley's theme and he doesn't even use it, same with MB. (Got to agree that the silence after the larva's death is a nice touch though.)

Anyway, that's enough from me. Overall there's a lot of positives and few negatives in my book, which means I'm really looking forward to where Project Base ends up in the future.