Super Sonic to Sonic 1 Help

Discussion in 'Discussion and Q&A Archive' started by Javier, Feb 8, 2015.

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  1. Javier

    Javier Active Member Exiled

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    Double Post because I fixed all bugs of Super and the only thing remaining is to port Sonic 3 Super Sonic's abilities. Anyway whats the routine of the abilities of the S3 Super Sonic where he breaks walls and other stuff.
     
  2. TheInvisibleSun

    TheInvisibleSun Visible Member

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    For that wouldn't it be easier to look at some of the rolling code?
     
  3. ShadowOne

    ShadowOne Newcomer Member

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    Once you are done porting the sprites and the palette cycle...
    Will do add the invincibility music for Super Sonic when he transforms?
     
  4. Clownacy

    Clownacy Retired Staff lolololo Member

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    For insight's sake, many people hate how Super Sonic costs them their zone music.
     
  5. MarkeyJester

    MarkeyJester ♡ ! Member

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    I have an excellent idea!

    Remixing of the Zone's music for Super Sonic.
     
  6. StephenUK

    StephenUK Working on a Quackshot disassembly Member

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    You know it's funny you say that, because as soon as I read Clownacy's post I started wondering if something could be done to the music similar to in Super Mario World when you get on Yoshi. Just a small subtle music change, but something that makes it feel fresh.
     
  7. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    If you modified the sound driver, I'm sure it would be possible to have a special channel which only activates when super sonic is on, all it need to do is check a flag when it attempts to run that sound channel. From my experience with Super Mario World, it seems that the SNES's equivalent of a DAC channel is made like this.
     
  8. TheInvisibleSun

    TheInvisibleSun Visible Member

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    What a interesting idea! Just quickly tested this out/played around, and the only trick seems to be enabling the channel to start where the song currently is, and not from the beginning of the song (that is, if you want it to play real-time, Yoshi-style). I'm sure there is a way of accomplishing this that I just don't know, as I'm not very experienced or versed with sound drivers in general.
     
  9. MarkeyJester

    MarkeyJester ♡ ! Member

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    The problem with this idea is that you are restricted to the number of playing channels supplied by the sound devices, so having special channels kick in is a no go if the music is actively playing all channels (please note, what's stated here is out of context to the idea of sample mixing).

    As an act of alternation, I would suggest a second set of tracker channels running (but not playing) along side adjacent to the standard first set of music tracker channels, thus to ensure the trackers are always running. From there, if super mode is enabled, the actual playback (device updating) is switched over to the second set. The first set will still be running to keep the trackers going, but without actively updating the sound devices.

    A Z80 driver may struggle to do this with the excessive time required, though a 68k sound driver could pull it off. If I were to speak from a professional game making point of view however, I would say that the ability to do that would not be worth the time loss, that is to say "of course it's possible, but is it practically worth it?". Sometimes the compromised method is worth going for, in this case, just a second set of different music tracks containing the remix (without keeping track).
     
  10. nineko

    nineko I am the Holy Cat Member

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    You know, I never assumed he meant one additional channel, but indeed a "replacement" channel, with the "Yoshi drums" to say so. I agree with you that 9 additional hidden channels would be excessive, but having only a secondary drum channel might not be too much. Not saying that I agree with this idea, I like Super Sonic's music (S&K's in particular), but I have to admit it would be different and therefore very interesting and I'd like to play something like that. But it should definitely be done on a Z80 driver.
     
    Last edited by a moderator: Feb 26, 2015
  11. StephenUK

    StephenUK Working on a Quackshot disassembly Member

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    My thought was something a bit more similar to Markey's idea, but not to the extent of replacing every channel which as he already stated would be quite demanding on the hardware. I was instead thinking about 2 or 3 channels running behind the scenes and not playing, which when activated to replace the originals, would form a "remix" which isn't far removed from the original, but still noticeable enough to provide an effect. Unlike with Yoshi, I don't think a replacement drum track would have the desired effect.
     
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