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Project Base 0.7.3 release

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

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Balchmorn

#75
Quote from: ragnafolk on January 25, 2011, 11:00:31 PM
Here is the TAS in ZMV file, if anyone can make a video in HQ, it would be fantastic.
Anyway I'll upload the rest of the video in youtube.
We use the patch ''PBv6.ips'', although the post says Project Base v0.4
I do not know what's the exactly version.

i patched the isp file on SM and ran TAS file, it desyncs, version of zsnes is 1.51? and what version of super metroid rom do you use?

ragnafolk

Quote from: Balchmorn on January 26, 2011, 06:46:51 AM
i patched the isp file on SM and ran TAS file, it desyncs, version of zsnes is 1.51? and what version of super metroid rom do you use?

We use Zsnes 1.51 and the IPS Patch PBv6.ips, the disync happens sometimes, I think is a problem of the emulator. But most of the time it works.

Is advisable not to do other tasks while watching the video.

Balchmorn

#77
never mind i managed to find rom file that runs ZMV

Peteza34

patiently waiting for the last 1 or 2 videos.....

squishy_ichigo

Parts 5 and 6 have been up on Youtube for several days.

A very good run indeed, anyone who enjoys speedruns in even the slightest bit should watch this.

I especially enjoyed all the speedbooster abuse late game.

Peteza34

Well that was silly of me to not even check youtube.  And yeah I agree, this is an excellent TAS... very entertaining.  The Ridley fight was lol.


ragnafolk

It looks great, waiting for the new version of the hack.

Lunaria

You should tweak his health I think grime, due to the boss moving so fast you can avoid many of his hits due to the flash you after taking a hit.

While it's a bit harder to hit him, there is really not much of a penalty to use super missiles anymore. :<
(or much point to use charge beam either as you will never be able to get a clear shot with it. :/ )

metalsubstance

I'm playing this hack just for fun, and you put a lot of really good work into it which will make an excellent source of hacking documentation.

I'm a huge Justin Bailey patch fan, so I applied it to the image after applying v6 (is that right?) of Project Base to the stock SM image.  So far, no problems.

begrimed

Yeah, applying the Justin Bailey Patch to Project Base should work without issue. Doing it the other way around would probably mess up the Justin Bailey suit palettes though.

begrimed

#86
www.begrimed.com/proba2.ips Latest version.

Many many many changes since the version that the TAS was recorded on. Some changes include extensive edits to a few bosses, enemies, sounds, gameplay functions (shinesparking can be done easier, especially mid-air horizontal shinesparking - play around with it), spinjumping can be done while standing still if the run button is held, some palettes have been refined, lots of other littler things I'm forgetting, etc. Not gonna bother trying to give this one a specific version number.

Be sure to report any bugginess or other weird stuff to me in this thread if you experience it.

metalsubstance

Amazing work!  The latest version of your changes make the original game even more enjoyable.  I hope that all the changes that you have put in inspire some creative and fun future hacks.

Draconis Kenjishiya

Well, needless to say, the screenshots made me drool a little. Ahem. *ka-download*

metalsubstance

#89
I played the latest version a bit and have some thoughts/impressions:

[spoiler]

  • The game is nicely fast-paced, not unlike Zero Mission.  One of the things that bugged me about the original is how s.l.o.w. Samus and the room transitions were.
  • You made it almost impossible to get the early mockball super missiles with the quicker enemies coming out of the pipe!  That's mean! :) (I did ultimately manage to get the items.)
  • Most of Samus's physics make her even more flexible and fluid, and Space Jump is no longer a pain to use like in the original.  Wall-jumping, however, is tougher.
  • I didn't care for the power bomb explosion sound you chose - it didn't seem to fit to me.
  • Nice work on the intro sequence!  I think it's more fitting to the story than the mechanics originally chosen in the original game.
  • Infinite bomb jumping is super-easy, and all it takes is rapid-firing bombs with a turbo feature.
  • LOVE the colors and backgrounds!  However, I had a hard time seeing the platforms in the long vertical shaft in Crateria (where "Old Tourian" is).
  • Did you change the color of the rocks/terrain in Lower Brinstar in this newest release?  If so, I like the newer colors better.
  • I really liked the new Speed Booster mechanics.
  • Yay!  No victory ditty every single time Samus picks up an item!
[/spoiler]

In addition, Justin Bailey still works with the newest release, if it is applied after this patch is.  It almost seems that the JB patch doesn't do much else besides changing the title graphics and Samus's sprites.

Overall, these changes are super-useful as a reference implementation and for generating documentation, and I hope to see them in another future hack or two.


jeffvv16


Yonowaaru

Those things are called Rinkas? I always thought they were CheeriO's

Zhs2

Acid Cheerios in a room full of living pillars and a giant brain calculating the worst mistake she might have ever made.

Those are some pretty quick fingers you got on that missile tab there.

bot01

Dude i enjoy so much the last version of this, i like the physics how turn out (i dont like the previous version because of this) and it looks great overall.

a few notes;

-Mother Brain room have a permanent tileset glitch. Would be great if you fix that, the most cool event of the game happen there.

-I like almost every palette/tileset change you made, just a few ones i think don't fit; the exterior in crateria just before wreked ship i believe should had less background and show more the sky (like the landing site edits you made from the previous version).

-Samus new sound effects are smooth, love the silenced jump and how it feels "heavy" when she land. But the power bomb effect mmm... Let say the original effect fit better.

Well, nothing more to say, awesome work.
Cheers and thanks.-

begrimed

Yeah, I haven't fixed the screwy graphics in Mother Brain's room yet. Don't really know how, so it'll probably involve an all-nighter or two trying to work something out.

I might tweak the wrecked ship exterior's background some, namely because some recent palette changes to Crateria had parts of the background showing up murky green which doesn't really fit with the other things.

The wimpy power bomb sound is a leftover from when I was playing around with sound effects before and didn't get around to undoing. It'll have a better one next release.

bot01

Details, at this point this is awesome already!. Its good to hear that you still planing updates for this, I want your final release :grin:

love what you did, its a even more darker metroid! cool!. but i think some rooms should keep a bit more the original feel (like the first interior of crateria, should look more like a simple cavern imo). but in general your backgrounds look great and add a good graphic variety. i just can think of this one and the one i mention before they shouldn't be too baroque, i cant remenber other i dont like, just a tought, not a critic! :B

PS. i would love make a hack based on this, if i know how. xd

Malpercio


metalsubstance

That rinka hell was awesome!  You've got some quick fingers on those.  (Plus it'll be a nice change to the original game to have them move that fast.)

Quietus

I don't think quick fingers came into it.  Looks like a TA video to me.  If it is, then faster, faster! :^_^: