Super Sonic & Hyper Sonic in Sonic 1

Discussion in 'Staff Projects' started by Clownacy, Apr 17, 2016.

  1. Clownacy

    Clownacy Retired Staff lolololo Member

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    Like the title says, this adds Super Sonic and Hyper Sonic to Sonic 1. In addition, you can select from a handful of Super/Hyper music tracks: such as the themes from Sonic 2, 3, & Knuckles.

    To unlock Super/Hyper Sonic, you can collect all of the Chaos Emeralds, or select an option on the title screen to enable them from the get-go.

    To transform, you jump with one button, and then press a different one while in the air. This will turn you Super. Doing it again will turn you Hyper, and doing it yet again will revert you to normal.

    There's also a Knuckles Chaotix music option, which is only activated if your Mega Drive has a Mega CD (Sega CD) attached. You can use an emulator too if it has Mega CD Mode 1 support.

    Download here.

    Screenshots:
    [​IMG]
    [​IMG]
    [​IMG]

    Changelog (DD/MM/YYYY):
    v1.2.1.1 - 19/10/2020
    • Fixed the Chaotix option appearing even when there isn't a Mega CD connected
    v1.2.1 - 14/06/2020
    • Fixed the "Knucles' Chaotix" typo on the title screen
    • Updated Sonic 2 Clone Driver v2 to v2.7+
    v1.2 - 20/11/2017
    • Added Sonic 2 Beta Super music
    • Fixed some more vanilla Sonic 1 bugs
    • Fixed broken Sonic sprites (broken UFTC compression)
    • Fixed Sonic staying Super/Hyper while in his dying animation
    • Fixed sound being broken on Model 1 Mega Drives (anything with a YM2612)
    • Removed 'Normal/Super/Hyper Mode' selection menu, and just made Super/Hyper available at the same time
    • New Super transformation button combination
    • Made it so you can detransform
    • Added 'random' music option
    • Added an actual title screen (kind of)
    v1.1 - 31/12/2016
    • Fixed 'no music' mode
    • Fixed some vanilla bugs
    • Replaced Flamewing's DMA Queue with a UFTC queue. Yes you read that
    • Added Knuckles' Chaotix music option
    • Added S3K/S3D DAC samples to their respective music
    • Added bonus 32KHz Sega chant
    v1.0.12 - 31/08/2016
    • Fixed Sound Test
    • Fixed Title Screen menu sprite palette line
    • Added Sonic 3D Blast music option
    v1.0.11 - 14/08/2016
    • Changed ROM internal title
    • Removed Sonic 1's old debugger
    • Padded ROM to 1MB
    • Sped up boot-time checksum calculation
    • Updated Sonic 2 Clone Driver v2 to v2.7
    • No longer need to press 'A' to open Level Select
    v1.0.10 - 15/05/2016
    • Fixed crash that occurred with Final Zone and Boss music
    v1.0.9 - 15/05/2016
    • Reverted smooth wall smashing for normal Sonic, it seems it was intentional (it doesn't move Sonic ahead by 4 pixels, it *pushes him back*)
    v1.0.8 - 14/05/2016
    • Stopped Hyper Sonic from Hyper Dashing immediately after transforming (while in his walking animation)
    • Switched to custom Sonic 2 Clone Driver v2 (Mega PCM with DAC volume table from ValleyBell's DAC driver), adding PAL mode and other goodies
    v1.0.7 - 01/05/2016
    • Fixed SYZ randomly changing Hyper Sonic to Super Sonic
    • Fixed Hyper Dash sparks corrupting when the animal capsule is broken
    v1.0.6 - 01/05/2016
    • Super/Hyper Sonic can now jump through smashable walls, like in S3K
    • Made wall-smashing smoother (v1.0.5 should have done this, but I screwed up)
    v1.0.5 - 30/04/2016
    • Super/Hyper Sonic can smash GHZ/SLZ walls without rolling, like in S3K
    v1.0.4 - 26/04/2016
    • Fixed Super Music options overwriting console region
    v1.0.3 - 22/04/2016
    • Fixed Hyper Dash after-image corruption (for realz this time)
    • The Hyper Dash now fills the entire palette with white, since the way the backdrop colour is used differs between S1/S2 and S3K.
    • Fixed the Hyper Dash not destroying Yadrin badniks
    • Stopped the title screen from playing a demo while the player is selecting their options
    v1.0.2 - 18/04/2016
    • Fixed bug where Speed Shoes will slow down music while Super/Hyper if 'None' is selected for the Super music
    v1.0.1 - 17/04/2016
    • Fixed bug from S3K where doing a Hyper Dash makes the after-image corrupt for a few frames
    v1.0 - 17/04/2016
    • Initial release
     
    Last edited: Oct 19, 2020
  2. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    How am I not surprised someone else had to show me up haha. I meant to add the after images but I totally forgot, never thought of having Super Sonic available too. That was a neat idea Clownacy. Yikes even had choices for Super/Hyper music, this makes my mini hack lazy as fuck lol but...
    [​IMG]
    The whole palette isn't being filled with white, not sure why a black is loading and
    [​IMG]
    First Frame of the Spark is glitched out.
    Also how the hell did you find space for the stars in VRAM?? That was the main reason I didn't put the hyper stars in.
    Edit: Never mind you have the invincible stars and hyper/super stars using DPLCs. (In ROS when I did this the stars didn't act the same, was something changed in their code?)
     
    Last edited: Apr 17, 2016
  3. Clownacy

    Clownacy Retired Staff lolololo Member

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    The black and white thing's intentional. According to the S3K code, it fills everything but the backdrop colour with white, while the backdrop gets black. What is that 'spark' glitch you found? How exactly did you trigger it? I'm not sure if you're talking about the four sparks he leaves behind when he does a Hyper Dash, or the after-image he leave behind while moving. Either way, I can't reproduce it. For the VRAM, I didn't actually 'find' any room, I just made the shield and invincibility stars use the same VRAM, and get loaded over each other. Then I made the Super/Hyper stars use it, too. You can see it all in Regen's VDP debugger.

    EDIT: All you should have to do to the stars is slightly edit their display code. I did some extra stuff, though, and separated most of the shield's data from the invincibility stars' (mappings, DPLCs). Speaking of DPLCs, only the shield uses them. The stars just get loaded via DMA as part of their init code.
     
    Last edited: Apr 17, 2016
  4. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    Right at the Hyper Dash, which was hard to capture since its only there for a tenth of a second, its the spark he leaves behind I believe, also him the way s3k has it doesnt really make sense, I guess I never noticed it till now.
     
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  5. Clownacy

    Clownacy Retired Staff lolololo Member

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    Oh, wow, that's a bug in S3K, too. That trailing after-image relies on a table in RAM that records Sonic's x-pos, y-pos, status, and, in particular, his current art-tile/obGfx. When Sonic performs a Hyper Dash, that table gets blanked to a bunch of 0's, and all of the x/y-pos values are set to his current ones. This should also be done with the art-tile, but it isn't. So, you have an object at Sonic's current position that's loading its graphics from address 0 in VRAM.

    The link's been updated with a fixed version.
     
  6. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    Okay how the hell did I never notice this in s3k, also oh yeah I forgot the breakable wall art is loaded at #0. I guess since the breakable walls mappings are loading on the 3rd palette line, I didn't notice what part of the art the glitch was loading.
     
  7. AURORA☆FIELDS

    AURORA☆FIELDS so uh yes Exiled

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    This, actually, is very bad practice, as it can lead to art corruption when the game heavily lags, and V-int occurs during DMA setup. Had this issue with my S3K hack which used a lot of DMA during animated art sequence. Changing this to DMA queuing fixed the issue.
     
  8. Clownacy

    Clownacy Retired Staff lolololo Member

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    That's what I meant, sorry. As I listed in the credits, I used flamewing's custom DMA queue.

    I noticed that, if you set the Super music to 'None', Speed Shoes monitors will interfere with it. That's been fixed along with some more vanilla S1 bugs (off-centre title screen, woo).

    Mod Edit: Unnecessary double post.
     
    Last edited by a moderator: Apr 19, 2016
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  9. D.A. Garden

    D.A. Garden Sonic CD's Sound Test Member

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    Rather interesting. I had a quick run through of the whole game as Hyper Sonic, and boy, can you 'break' many of the levels by jumping over them. Haha.

    Side note: It seems that the Yadorin (Spikes) badnik is unaffected by the Hyper Dash attack. Unlike other badniks, he doesn't get destroyed by it.

    EDit: Confirming that the after-images are still sometimes a little broken for a few frames after using the Hyper Dash, as mentioned by redhotsonic, below. This is in v1.0.2 also.
     
    Last edited: Apr 20, 2016
  10. redhotsonic

    redhotsonic Also known as RHS Member

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    Played v 1.0.2 last night (got it recorded, although I may retake it as I wasn't satisfied with my commentary) and this hasn't been fixed?
     
  11. Clownacy

    Clownacy Retired Staff lolololo Member

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    The Yadrin can probably be explained by it having a unique collision ID, IIRC. Don't know what could be up with the after-image this time, though.
     
  12. Clownacy

    Clownacy Retired Staff lolololo Member

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    Alright, fixed the after-image for realz this time, and made Yadrin killable with the Hyper Dash. Speaking of, I made the Hyper Dash fill the entire palette with white. Apparently, what S3K does is always set the backdrop to black, but then not actually use it, so the screen borders look better. S1 and S2 don't do that, so the backdrop colour also needs setting to white. Download link in the usual place.

    EDIT: Oh, also made the title screen not go into a demo while you're selecting your options. S1's title screen is a monster.
     
    Last edited: Nov 21, 2017
  13. redhotsonic

    redhotsonic Also known as RHS Member

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    Here’s a playthrough of your hack (v1.0.2)!




    LINK
     
  14. Razor

    Razor Active Member Member

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  15. Clownacy

    Clownacy Retired Staff lolololo Member

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    am i doing it rite?
     
    Last edited: Apr 22, 2016
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  16. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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    I guess to answer my question on youtube, no. No you didn't ask for permission. Nice to see you flaunting out your shit on here. Wanna slap him I'm the face too?

    Jesus, you have some nerve.
     
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  17. Painto

    Painto Arthurus Paintus Erinaceus Member

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    tfw when you want to post your gameplay like others but it was posted already :V
    [small]my vid was first, I deserve way more views!!1!!1[/small]
     
    Last edited: Apr 22, 2016
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  18. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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    My comment was directed at Razor =V Seems Clowny and I posted at the same time.
     
  19. Clownacy

    Clownacy Retired Staff lolololo Member

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    Speaking of, Super Sonic exists too, guys :U

    EDIT:


    Seriously :|
    EDIT2: That video doesn't even link to my hack's download. It links to Condy's.
     
    Last edited: Apr 23, 2016
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  20. Painto

    Painto Arthurus Paintus Erinaceus Member

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    Here's your Super Sonic :> First, now give me the views :>