Super Sonic & Hyper Sonic in Sonic 1

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

  1. redhotsonic

    redhotsonic Also known as RHS Member

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    Hey, I showed both! =P
     
  2. Clownacy

    Clownacy Retired Staff lolololo Member

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    Before I seem like an ass for expecting everyone to play the hack a certain way, I'm actually talking about the name. The hack's not called 'Hyper Sonic in Sonic 1'. I've had this nonsense before, where my S2-Style Super Tails hack was referred to as simply 'Super Tails in Sonic 2', prompting a bunch of people to complain about there not being any Super Flickies.
     
    Last edited: Apr 30, 2017
  3. redhotsonic

    redhotsonic Also known as RHS Member

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    Oh, I see...

    Hey, I named it correctly =P
     
  4. Razor

    Razor Active Member Member

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    I've corrected that. Now the video titled the right way.
     
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  5. Clownacy

    Clownacy Retired Staff lolololo Member

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    EDIT: This post was in response to this.

    It's hard to watch this and not say anything. It's true, I knew I was releasing something with at least a few obvious bugs - I completely forgot to playtest SYZ - and I did wind up ranting on IRC when there was a sudden spike in downloads, and it turned out to be a video that was made eerily quickly. So, yeah, I did expect this to remain quiet for at least a little bit, so I could make things a bit more presentable. I didn't even have my own YouTube vid made of the thing.

    I do wonder why posting a video with no commentary in this thread is even needed, though. There are screenshots, commentated videos, and the ROM itself; anything inbetween isn't really adding anything. Well, besides the brilliant YT comment section. Call me cynical, but, by that point, you're just promoting your channel. That's why I posted Painto's vid; make things a bit more fair. Not to say I don't appreciate the publicity, and I was surprised to see a nitpick like the name being corrected, but I'm not 100% on it. Not as far-gone as SuperEgg, but still
     
    Last edited: Apr 27, 2016
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  6. FireRat

    FireRat Do Not Interact With This User, Anywhere!!! Exiled

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    Now that I got some free time, I properly given it a go. It does what it (truly) promises, no more nor less. Which I find good. I am glad of all fixes applied, and it is refreshing to play as the "first" super sonic with proper rolling speed =)

    I have noticed two perfectly ignorable and minimal bugs though:
    - Waiting for too long on the title screen makes the background to stop scrolling upon reaching the right boundary.
    - Using Hyper dash to the left lets the player to go through some objects, like this:

    [​IMG]

    Can not blame this last, it happens in the original Sonic3/K game too. I am not really expecting these to be fixed, but I leave it to your decision. law.
     
    Last edited by a moderator: Apr 25, 2016
  7. D.A. Garden

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

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    I've played through this some more (Well, more I was trying to see how fast I can break the game as both Super and Hyper Sonic) and there's some unique challenge to it. Quite fun, actually. I really like the music options and playing as Hyper Sonic with Sonic 2's Super theme works well, which is my preferred set-up.
     
  8. RocketRobz

    RocketRobz Coolest of TWL, and Sonic fan Member

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    A bug I have found while playing this, using Kega Fusion. When playing the zones (not in demo mode), the region changes to japan. It shows when soft resetting to the SEGA screen, the "TM" is now gone, also in the title screen.
     
  9. Clownacy

    Clownacy Retired Staff lolololo Member

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    Good catch. S1's RAM declarations are a pain. Fixed in v1.0.4, along with some more stock bugs.
     
  10. RocketRobz

    RocketRobz Coolest of TWL, and Sonic fan Member

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    Also, if "Yes" is selected at "Start with 50 rings and 6 emeralds", when a lamppost is touched and you lose a life, shouldn't the amount of rings be 50 instead of 0 when you start there?
     
  11. LuigiXHero

    LuigiXHero Well-Known Member Member

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    I feel like that gets rid of the price of dying.
     
  12. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    No that was a glitch/feature in s2k. Knuckles still has the same amount of rings when returing from a special stage or dying, but I guess with this hack it would make sense if you had that turned on, but maybe he means just start the level with 50 rings, but then, ahh never mind only Clownacy can answer this.(sometimes I try to help when I can't fully, haha)
     
    Last edited: Apr 28, 2016
  13. Clownacy

    Clownacy Retired Staff lolololo Member

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    It's intentional. You're only meant to automatically get 50 rings at the start of an act (even if it's dying that sent you back to the beginning of the act). If you were to always respawn with 50 rings, you could argue that being hurt shouldn't make you lose rings, either.
     
    Last edited: Nov 21, 2017
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  14. Giovanni

    Giovanni It's Joe-vanni, not Geo-vanni. Member

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    There is no spindash so 0/10.

    Jokes apart, it's a really nice hack. Though there are some imperfections between S3K and this hack.
    Disappointment.PNG

    As you can see from this image, Hyper Sonic is pushing a breakable wall. In the original S3K, he breaks all the breakable walls in front of his way. I'm just asking if this is intentional or is a flaw that you (Clownacy) forgot to fix/never noticed.
     
  15. Clownacy

    Clownacy Retired Staff lolololo Member

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    Weird. Looking at S3K's code for every reference to the Super/Hyper flag turned up nothing about anything like that. Fixed in v1.0.5.

    I also noticed an oddity in the breakable wall code: because it calls SolidObject before interacting with Sonic, he's technically stopped moving by the time the wall breaks. So, the wall object has to undo what SolidObject did. It restores both Sonic's obInertia and obVelX to his previous obVelX, but it also simply guesses where Sonic would have been, had SolidObject not stopped him, by moving him exactly 4 pixels. This is why, when moving at high speeds, smashing through a wall seems to slow Sonic down. It seems like the dev didn't notice that SolidObject actually returns Sonic's distance in d0, so I made the object use that instead. This should make smashing through a wall smoother.
     
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  16. Clownacy

    Clownacy Retired Staff lolololo Member

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    Welp, I screwed up.

    Super/Hyper should be able to jump through smashable walls, and I got the whole 'smooth' thing totally wrong: the returned value from SolidObject in d0 doesn't need correcting to match whatever direction Sonic's going, and it shouldn't be used until after all the checks on Sonic's SolidObject-altered obX are done. v1.0.6.

    Sorry for not responding earlier. Honestly, I completely forgot. At a glance, there's not anything I can do about those bugs. I removed the camera boundary, only to find that GHZ's background gets really weird if you let it go on for long enough, and I can't think of a way to reset the camera to the start without a visible 'skip'. I noticed the boundary while testing, back when I added the demo prevention, but let it be for those reasons.
     
  17. Clownacy

    Clownacy Retired Staff lolololo Member

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    redhotsonic gave me permission to triple post for this.

    SYZ was turning Hyper Sonic into Super Sonic, and the sparks that the Hyper Dash leaves behind 'corrupt' when the animal capsule is broken open. Fixed in v1.0.7.

    Turns out the SCHG has to be taken with a pretty large grain of salt. A lot of RAM deemed unused are actually used in REV01.
     
  18. AURORA☆FIELDS

    AURORA☆FIELDS so uh yes Exiled

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    I have no REV01 reference, so I can not confirm what is used or not. I would be happy if you'd help fill out what parts are used and mark them as REV01 only.
     
  19. Clownacy

    Clownacy Retired Staff lolololo Member

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    Last edited: May 1, 2016
  20. AURORA☆FIELDS

    AURORA☆FIELDS so uh yes Exiled

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    oh yeah I noticed it. Should really also investigate the unkown parts at some point but lazy =I