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Project Base 0.7.3 release

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

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master86

#525
her is the screenshot that your can see 104 is possibel
one question grime way i get two e tanks at the same place?
[spoiler]I talked about the place after your bet ridley ther your can get two e tanks.
One e tank your get if your come to this place with out bething ridley,and the second after your bet ridley[/spoiler]

maxipower

Would love to see redesign with Project Base physics. It would somewhat make it easier but much more enjoyable.


Quietus

Unfortunately it would also ruin the hack's flow, as no end of sequence breaks would be possible.  You'd then get people grumbling about permastucks.   Some things just aren't too be. :^_^:

JAM

master86
Of course.
[spoiler]Grime replaced map stations with items. Missile items. Max Missiles are now 250. And you can get 104 upgrades in this hack. That's why 104%.[/spoiler]

Grime
I liked the most you did. Long time ago I played only the [E] version on my emulator. Because I'm living in a PAL region and there are simply was not reason to run a [JU] version, because I wanted to play exactly same game I have on cartridge. Even in the year 199X I could speedrun Super Metroid with 100% (er... 99, never found the last one) in about 01:45 with "every sector visited" rule.

When I start playing hacks and watching speedruns, I've noticed that most of them (99% or so) are made for [JU] version, so I tried it. Man, everything is moving faster! One second is still one second, but enemies can travel more in this second, acid take more damage but Samus can do more actions too. That's it. 10 frames more. Doomguy describe this better than me: "is turbo!"

When I played your hack I had exactly same feeling, like as you made a 80 FPS version or something like that and I'm playing it at the first time. I really liked palettes you did. I even avoided some enemies. They are so beatiful so I didn't shoot them. Room under Wrecked Ship with broken doors is awesome! And in general, this hack gives you more freedom. Same goal that never finished hack named Freestyle.

Yes, I'm pervert, but did this:


What I don't likes that it still have bugs. Some of them are remaining from original game (like you still can get double damage when refilling from Reserve Tank and music is unchanged after deteating the Spore Spawn), some are just things you not did.

Examples:

1. One of the rooms in Wrecked Ship still have static spikes after defeating Phantoon. The top one room. What else...

2. [spoiler]You've added one more text icon to Wrecked Ship as there is another exit. OK. Then why you haven't added text icons to other places in where you can travel to another area? For example, to other shortcut from Brinstar to Crateria and vice versa, from Brinstar to Norfair and vice versa and 2 shortcuts from Brainstar to Maridia and vice verca?[/spoiler]

3. And map after Spore Spawn doesn't actually fit actual layout. Hint: no doors marked.

4. And... in Maridia in the room where the Energy Tank was after Botwoon you can sink in sand and... warp through the one sector.

5. Music in some areas are unchanged when you're actually in another sub-area already and it should have changed.

This is why I hate release at fixed date. Like "exactly one year after..." or "this day because it's the day of...". There is always things to be fixed. And please don't call the current version 0.7.1. Call it like 0.7.1.00200102 or 0.7.1a.build1234 or whatever. Because how should I call version downloaded at the actual release date? 0.7.0.99?

In general, what you did with map remind me feeling like someone told me route when to go. And travelling this route I'm noticing that "it's different, not like he said" or "now it was remade". I had this feeling a lot of times playing half hacks, but playing your hack is completely different from all that.

I will play it more and hope you'll fix the bugs before making v0.8.

begrimed

Quote3. And map after Spore Spawn doesn't actually fit actual layout. Hint: no doors marked.
5. Music in some areas are unchanged when you're actually in another sub-area already and it should have changed.
Could you give me more detail on these? Especially the Spore Spawn thing.

Quote4. And... in Maridia in the room where the Energy Tank was after Botwoon you can sink in sand and... warp through the one sector.
I moved the energy tank into his room because of the new 2-way sandfall doors, unless by 'warp' you mean something is broken?

Quietus

Quote from: JAM on May 08, 2015, 06:59:45 PMStuff about PAL.
The most jarring moment for me when I switched over to the US version was when you were fighting Phantoon.  In the PAL version, you could avoid his sweeping fire attack by just rolling from one bottom corner to the other.  You try this in the US version, and you lose tonnes of health (or die) before you realise what's going on.  You then have to learn not to do it or figure out that you can jump through them by charging your beam. :^_^:

JAM

Quote from: Grime on May 08, 2015, 07:26:24 PM
Quote3. And map after Spore Spawn doesn't actually fit actual layout. Hint: no doors marked.
5. Music in some areas are unchanged when you're actually in another sub-area already and it should have changed.
Could you give me more detail on these? Especially the Spore Spawn thing.
Alright.
Number 3. Screenshots will explain this better:


Number 5. Music in the "blue Brinstar" (now it's gold) area. Go from Crateria and Crateria music continues. Go from the left Brinstar and jungle music will continue playing. Go from the right and "red Brinstar" music will play in this area instead.

One more: here.


Quote from: Grime on May 08, 2015, 07:26:24 PM
Quote4. And... in Maridia in the room where the Energy Tank was after Botwoon you can sink in sand and... warp through the one sector.
I moved the energy tank into his room because of the new 2-way sandfall doors, unless by 'warp' you mean something is broken?
No, I mean that when going through the sand (vertically) you're skipping the sector. It'll be logical if there was a "inside the sands" room between these 2, or the rooms should be placed without gap. Now it's like you're teleporting through the sector.


And I found more bugs.
6. This door is grey. But open it from the other side and the shell disappears. A little bug, but...




7. A really annoying one. It's the bug of original game. In some rooms when performing Horizontal Super Jump, Samus sometimes crashes into "something" and the jump will be interrupted. Examples:






Solution: in the rooms where you can do Horizontal Super Jumps (now it's almost every room because of physic change), slope must be followed by 2 (sometimes even 3 if the rock is too rough) square slopes, not 1. When you're running over them at max speed of Speed Booster it's OK. But when you're flying at full speed of Super Jump, sometimes one square slope is not enough and game consider the solid block after square slope as the wall you crashed into.

And I really hate this rock (hated it in original game):

Slope pushing you down will be nice. But that's just an IMHO.



8. Scrolling BG errors. In some rooms (a lot of, actually) BG will not moving which make it looks unnatural.
Examples:


Move horizontally and the BG will move creating the "perspective" effect.


Now move vertically and the BG will not scroll as if BG suddenly became a lot closer. No "perspective" effect.

Same here (only horizontal):


And here (only horizontal):


9. Kraid room (if trust the map) will be never visited. I guess, it's because the game marking certain coordinated to be explored during the ASM code somewhere.

maxipower

After you beat ridely and come out of his room towards crocimire sectoion, i vaguely remember the room music not changing for a few rooms.

begrimed

Thanks, JAM. Some good stuff there. I thought I'd fixed the shinespark 'snags' in that room, guess not. Damn slopes. The music for the morph ball area being different depending on when you entered it is intentional, though. Same with the new hallway next to Ridley's e-tank room. I know the original game's version of using different music for the same room (right of landing site for example) was likely a bug, but I think having the room's music depend which door you enter it from is a cool effect for little sub-areas like that, and I'm sure I'll use it more in the future.

RT-55J

First time: 2:23 103%

(There's no way I'm going to bother looking for that last missile tank.)

That was very... fast. I like it. I haven't kept up with this enough to provide any meaningful feedback, but this rocks.

The general concept behind the level design (consolidating rooms, adding tons of interconnections) makes me think of all the "NEStroid+" ideas that have been languishing in my head forever.

begrimed

Made a small update to 0.7.2 because there was a game-breaking scroll error in Kraid's lair that could be fairly easy for somebody to wander into.

Tomtroid

Interesting. At least those bugs are getting worked out. I, too, encountered that bug in the Spazer room with it remaining dark. Every time it did that, I was like "Who turned off the lights?".

BTW I'm unsure as to what's inside Bank $8F that needs to be cleaned out.

JAM

Quote from: Tomtroid on May 15, 2015, 12:18:42 AM
BTW I'm unsure as to what's inside Bank $8F that needs to be cleaned out.
ATM possible is: PLMs, Scroll arrays, Special Scrolling Data, DoorOut Data.

Also, thanks for releasing an updated version, Grime!

VariaphazonSamus

By the way, is it intended that the event with the big metroid baby in Tourian sucking you down to 1 Energy is supposed to loop?
Any time I visit the room with the dried Torizo, the event with the big Metroid loops, so I'm not sure if this was intended, or not.

Also, when charging your beam, you don't hear the charging sound, like it is present in vanilla SM.
If you place a powerbomb and immediately afterwards start charging, you can hear the regular charging sound.
You just hear it in PB when having placed a PB before though, so it seems like the charging sound being present wasn't intended.
Correct me if I'm wrong though, maybe someone else already reported it already anyways. :)

Kn0p3XX

#540
Okay, i found a bug again XD
I was looking for the last E-Tank and i found this in the Crocomire Room to the Save Room in Lower Norfair: Please click me (Link to Google Drive)

begrimed

That is not a bug. That is the Green Chozo Room Easter egg. :D

Kn0p3XX

Err okay, nice Easteregg. I thought this is a bug. XD

Retroo

#543
5/5

Boomerang

I finally got around to playing this today! Boy, what a ride. This is a satisfying speed play, no doubt about that.

Time: 2:10
Completion: 104%

Time could have been lower had I not forgotten about the Missile Tank in Wrecked Ship.

I love all the physics changes. No problems there! You have mentioned in the past, however, that you went overboard with the warm colours and I'd have to agree with you; there is just an overabundance of yellows and reds and the like, with green and white coming into the mix regularly. Maridia looks damn good though, I have to say. The hack overall has a washed-out palette, which is fine, but there are more colours than just gold/yellow/red/green/white. :P

5/5, great work, would play again!

Lazymoth

I love all of the warm palettes. It reminds me of how Super Mario World's palette would change after you cleared the secret world.

Hitaka

#546
Just finished my first playthrough:
[spoiler=Time/Percent][/spoiler]
Great hack with plenty of new surprises for those who know vanilla inside and out. Just a couple things to note:

The map squares in Kraid's room never fill in no matter what, even if you go back in after killing him. Also there's glitchy tiles on the floor if you enter from the right.

I like all the speed blocks around, but one more place I would like to see them added is on the left of the room left of the ship. In vanilla it's all bomb blocks so you can blow through there on the way out from the sloped room, and in PB you would also be able to smash through when coming from the ship and running over the right side of the room. You could do a non-stop dash from the east Brinstar elevator all the way to the shaft connecting to the statue room at the end of the game.

Also, one little sequence break I did...
[spoiler]I used a crystal flash to get Plasma early! Since you dangled it in front of my nose like that. You could do the same thing to get Space Jump before Draygon as well, by CFing to stand up, then shooting a super.[/spoiler]

Quote from: Kn0p3XX on May 18, 2015, 12:57:51 PM
Okay, i found a bug again XD
I was looking for the last E-Tank and i found this in the Crocomire Room to the Save Room in Lower Norfair: Please click me (Link to Google Drive)
It's a reference to this: https://m2k2.taigaforum.com/post/proof_of_green_chozo_room.html

EDIT: I discovered that, due to map changes in Crateria, the game map doesn't line up correctly anymore. The problem is that the deletion of the tube room to the right of the ship shifted the lake one tile to the left, and the space alotted for the Wrecked Ship between the two halves of Crateria is one tile too narrow. As a result, the WS doesn't fit, and the elevator to Maridia is two tiles off to the left. I fixed it and made an image specifying how. The text color indicates which room it's talking about. That's just one option obviously, you could also add a room between red and purple to keep purple the same size, for example.


Also, Brinstar and Maridia overlap where they join behind Varia. The long speed boost room in Maridia that connects to Brinstar should be one tile shorter on the right.

Tomtroid

Quote from: Hitaka on June 11, 2015, 02:53:15 AM
EDIT: I discovered that, due to map changes in Crateria, the game map doesn't line up correctly anymore. The problem is that the deletion of the tube room to the right of the ship shifted the lake one tile to the left, and the space alotted for the Wrecked Ship between the two halves of Crateria is one tile too narrow. As a result, the WS doesn't fit, and the elevator to Maridia is two tiles off to the left. I fixed it and made an image specifying how. The text color indicates which room it's talking about. That's just one option obviously, you could also add a room between red and purple to keep purple the same size, for example.


Also, Brinstar and Maridia overlap where they join behind Varia. The long speed boost room in Maridia that connects to Brinstar should be one tile shorter on the right.

After reading what Hitaka said, I did something, except it's different.



As far as I know, Hitaka might be right. The WS doesn't quite fit, but I'm sure Grime will do something about it for 0.8 sometime later.

Steel Sparkle

#548
[spoiler]I was playing this game and discovered this room behind a single speed booster block...
What the hell is this? xD
Also leaving this room seems to restart the Crocomire fight.

[/spoiler]

Tomtroid

Quote from: Steel Sparkle on June 19, 2015, 08:11:48 PM
[spoiler]I was playing this game and discovered this room behind a single speed booster block...
What the hell is this? xD
Also leaving this room seems to restart the Crocomire fight.

[/spoiler]

That's supposed to pay homage to the Green Chozo Room urban legend that everyone talked about. As for the restarting Crocomire fight, that happens if you didn't let him die fully, as in his skull sticking out or something like it.