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Project ZM

Started by FelixWright, January 30, 2019, 03:06:13 AM

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FelixWright

Thanks!

Quote from: PhoenixKing22 on May 04, 2020, 10:41:27 PM
is it possible that you can make this compatible with the spazor patch?

Spazer won't be added to project ZM as it's outside the scope of just improving the vanilla experience.

However you can certainly take a crack at it yourself by checking out the ZM hacking toolkit (ZMHT), which is the ASM backbone of project ZM. From there you can add spazer asm to everything else and get what you want.

PhoenixKing22

Alright, also There is a block in Ridley you missed ( really sorry about this: how do I share png files?)

FelixWright

Quote from: PhoenixKing22 on May 07, 2020, 09:04:16 AM
Alright, also There is a block in Ridley you missed ( really sorry about this: how do I share png files?)

You can find a place to host it online like imgur and then to embed it in here you surround the URL in image bbcode like so.


[img]URL with direct link to image here[/img]


Otherwise you can pop open project zm in MAGE and tell me which room it is

PhoenixKing22



PhoenixKing22

#30
That was me understanding you (also here's the png in a rar file)

FelixWright

Quote from: PhoenixKing22 on May 08, 2020, 10:39:02 AM
That was me understanding you (also here's the png in a rar file)

No offense but i don't see why you can't upload it somewhere and then embed it here after i said how you can do that. Having to download and extract an archive just to look at an image is more of a hassle than it's worth when this forum has the tools to embed images directly.

PhoenixKing22

My parents do not want me on social stuff like that (yet), also did you see the problem that I found?

FelixWright

Quote from: PhoenixKing22 on May 08, 2020, 12:00:37 PM
My parents do not want me on social stuff like that (yet), also did you see the problem that I found?

Yes, I did, it's been added to my to-do list.

In the future, I will add an additional google form for the submission of bug and issue reporting, but for now you can do so using the :!: suggestions box. :!:

MetroidPlayer

#34
So, I've played through this hack quite a bit, and it's excellent so far! Lovin' the new changes, really makes the game feel more fluent. But, I encountered some weird bug when activated the map rooms...
[spoiler]



[/spoiler]

I don't know what causes this, but it's weird overall.

(mod edit; reformatted images)

FelixWright

#35
Quote from: MetroidPlayer on May 10, 2020, 08:56:41 PM
So, I've played through this hack quite a bit, and it's excellent so far! Lovin' the new changes, really makes the game feel more fluent. But, I encountered some weird bug when activated the map rooms...

I don't know what causes this, but it's weird overall.


Greetings, and thank you for giving it a try! It is thanks to members like you that problems can be discovered and addressed.

I was about to ask what you meant by that, I didn't see the images until I added in your post as a quote:



For future reference, you gotta get a direct link (a link with the actual image file) for it to embed correctly.

Code (Example) Select
[img]https://i.imgur.com/c9GH3uN.png[/img]

NOW With that out of the way... Are you playing the newest version? That is a problem that should have been addressed beginning with version 0.6.2


PhoenixKing22

congratulations! :^_^:

FelixWright

Project ZM has a Suggestions box,
Now it has an Issue tracker!

Good luck discovering and sharing any problems you come across with this hack! I pay close attention to both of these forms, as you can see in Project ZM's progress report: https://tinyurl.com/ZMImprovementProgressReport

So far, there are 2 known issues which have since been fixed for a future update:

  • In Ridley, A block that requires the gravity suit to break has not been removed, impeding progress.
  • In Crateria, there is an invisible power bomb tank which can be grabbed early. Oops, misclick!

MrAndyG

#39
So I absolutely love this hack. I had a lot of fun messing with the improved Speed Booster. So in my second playthrough I just grabbed the Power Grip, and I went to the "room" where the ship is. I jumped off the little cliff and found the invisible early Power Bombs. Totally functional, of course
Edit: I'm messing around with this, and I just learned that if you're in Crateria, and you try to enter the room with the elevator to Tourian, you're just taken back to the intro sequence and you lose all your items. Early testing shows that progress items return to their normal positions, bosses remain defeated, but any expansions are gone for good. Blocks that get permanently destroyed are gone as well, and missile/power bomb doors remain blue.
I was also able to grab the Power Bomb that is normally present at the landing site, and the tally on the map screen went up to 2/1 as well.

FelixWright

Quote from: MrAndyG on May 31, 2020, 07:17:44 PM
So I absolutely love this hack. I had a lot of fun messing with the improved Speed Booster.

Thank you for playing!

Quote from: MrAndyG on May 31, 2020, 07:17:44 PM
I went to the "room" where the ship is. I jumped off the little cliff and found the invisible early Power Bombs.
Yeah, this is known. In the post above yours I shared that as one of the known issues. When you are in landing site pre-tourian, the power bomb tank is just graphics. I decided that while editing landing site to have the player start there, I ought to make it so that if anyone found out how to get in there, they are free to grab the power bomb tank. While doing this, I accidentally clicked somewhere else and added another invisible power bomb tank that's right out in the open:


Quote from: MrAndyG on May 31, 2020, 07:17:44 PM
if you're in Crateria, and you try to enter the room with the elevator to Tourian, you're just taken back to the intro sequence and you lose all your items.
I never tested this, but knew that this was going to be the outcome. That happens because that power bomb hatch is connected to Crateria door 0 which is used for the intro cutscene. While I could "fix" it for the next update, I will also be removing the misclick PB tank, which would make it useless. Up until that point I have taken action to prevent people from getting early power bombs, too. (changing access to the PB tank in norfair to require a PB instead of missiles in vanilla, because gravity suit makes grabbing that trivial) Even if I added the proper connection to that elevator room, it's just a vertical shaft down that ends in a gray door so there's nothing to see.

FelixWright

I'm almost ready to update Metroid: Project ZM but I want to get some feedback on something important: How should this hack handle Unknown items?

As you already know, defeating charlie means more than just getting your suit back in vanilla: It means enabling the unknown items, putting players on a power trip.

What I have currently done is not just enabled obtaining them early, but providing the option to skip them altogether.

However, doing it this way takes away from that power trip feeling. It also means that you're busted early on.

While there's always options to limit that like swapping spacejump and speedbooster so you have to at least kill one boss, changes like that can ruin the flow of the game.

For example, hiding plasma beam behind a super missile door means you would have to backtrack to crateria a second time, if you didn't skip power grip or get brinstar super missiles first.

So what do you think? Keep them locked to endgame? Separate patch option? Unrestrict them? Please vote here:
https://www.strawpoll.me/20486076

PHOSPHOTiDYL

Maybe instead of a seperate patch, you could restrict them on hard difficulty, or unrestrict them on easy?

FelixWright

#43
Project ZM v0.7.0 -- 07/??/2020

Gonna need some more time, unknown items seem to be still triggering somehow

Introducing separate patches for unknown items (proj_zm_xxx_unk, proj_zm_xxx_rtoggle_unk)

Gameplay changes:
- Both gadoras (eye doors) now shoot at you
- Bomb cooldown was brought back down to 7 frames (vanilla) from 11 frames. Spam away!
- Enemy drop rates are doubled, some enemies higher than that
- Fixed and reintroduced cutscene skipping with B
- raygun: Beam Autocharge. Whether this stays in future updates is dependent on player reception.
- Captain Glitch: Respin out of shinespark

World design changes:
- Replaced reforming speedbooster blocks in Brinstar 1 with no reform speedbooster blocks
- Prevented a possible softlock in Chozodia 5E
- [UNK_ITEMS] Swapped the location of plasma beam and wave beam
- [UNK_ITEMS] Swapped the location of space jump and speed booster
- [UNK_ITEMS] Removed chozo hints
- Removed the invisible crateria power bomb tank
- Removed the leftover gravity suit block in ridley

Aesthetic Changes:
- Added a black border to inactive HUD weapons

Known issues:
- Power bomb display in NG+ has not been changed to yellow to match the new PB design
- [UNK_ITEMS] Completing the chozo trial acts as though you didn't have the fully powered suit
- (Vanilla bug) Every certain number of frames, you cannot exit the zipline

FelixWright

Alright geemers, 0.7 is up on this thread! Updating main site and RHDN as we speak.

FelixWright

I found a lot of funny stuff tonight so I'll probably be pushing out a minor update soon.

New Issues/ToDo
In hard mode, the elevator in Brinstar 0 is missing
Auto charge beam is missing. Might just leave it out
The regular patches still have unknown items enabled messages
Map station messages could use a second line of text
[UNK_ITEMS] It's possible to skip Kraid with a shortcharge (You still have to kill him though)
Forgot to add pitblock shortcut to the Norfair 4 missile tank
Make Kraid harder by having his nails always have hard mode speed

Already Known Issues:
Power bomb display in NG+ has not been changed to yellow to match the new PB design
[UNK_ITEMS] Completing the chozo trial acts as though you didn't have the fully powered suit
(Vanilla bug) Every certain number of frames, you cannot exit the zipline

FelixWright

Project ZM v0.7.1 -- 07/08/2020

Fixed the following:
- In hard mode, the elevator in Brinstar 0 was missing
- Auto charge beam was missing. Depending on player reception it will either stay or go.
- The regular patches had unknown items enabled messages
- Map station messages now have a second line of text
- [UNK_ITEMS] Prevented skipping over Kraid with a shortcharge (You still had to kill him)
- Forgot to add pitblock shortcut to the Norfair 4 missile tank
- More ambiguous explosive weapon messages to accommodate all control schemes
- speedboost blocks in brinstar 1 were accidentally made no reform shot blocks, not no reform speedboost blocks
- Power bomb display in NG+ was changed to yellow to match the new PB design

Gameplay changes:
- Made Kraid harder by having his nails always have hard mode speed
- Reduced mecha ridley fireball health and improved fireball/missile drops

Lavama

Personally, gut reaction to the insta-charge is something I don't like. I'll give more play with it, a run or two so I can see about the other changes. Have the unknown change oatch been excluded?

FelixWright

Quote from: Lavama on July 11, 2020, 12:16:17 AM
Personally, gut reaction to the insta-charge is something I don't like.

Yeah I don't think anyone likes it myself included. I'll find another way to make charge beam more relevant.

Quote from: Lavama on July 11, 2020, 12:16:17 AM
Have the unknown change oatch been excluded?

0.7 of project zm split up the regular (Proj_ZM_070.ips) and unknown items (Proj_ZM_070_Unk.ips) gameplay into their own patches

FelixWright

I've made a discord server for Project ZM, ZMHT, and maybe more in the future: https://discord.gg/AeXUeRw