30 Day Project: Revisted

Discussion in 'Staff Projects' started by PsychoSk8r, Jun 23, 2011.

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  1. PsychoSk8r

    PsychoSk8r HighKnights Member

    Joined:
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    Messages:
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    Location:
    Birmingham, UK
    [​IMG]


    Hey guys, took long enough, and I hope you're all enjoying Sonic's 20th so far. I am. =P


    Now, a family friend has arrived, just in time for release, and provided me with a beer, so I get to toast Sonic on his 20th birthday, and toast the Release of 30 Day Project revisited.


    Now for some facts!



    Code:
     30 Day Project Revisited contains 252 changes since Day 30 and 598 changes since Sonic 1!
    
     
    
     30 Day Project Revisited contains 50636 lines of code,
    
     Day 30 contains 46815 lines of code,
    
     and Sonic 1 contains 41368 lines of code!
    
    
    
     30 Day Project Revisited Contains 2664 files in 131 folders
    
     Day 30 Contains 1681 files in 81 folders
    
     Sonic 1 contains 970 files in 50 folders.
    
    
    
     Built, Sonic 1 is 512kb
    
     Day 30 is 1,338kb
    
     30 Day Project Revisited 1765kb
    
     
    
     Overall, 30 Day Project has received about 4 months work over a period of 10 months.


    30 Day project has received the following changes since last release:



    Code:
    ;======================================================
    
    ;Day 30 onwards - build up to Release 2			   =
    
    ;======================================================
    
    ;- Massive changes to GHZ2's art
    
    ;- Massive changes to GHZ2's mappings
    
    ;- Changes to GHZ2's layout.
    
    ;- New music implimented for GHZ2.
    
    ;- Edited the breakable walls code to load different mappings for GHZ2
    
    ;- Implimented a "night mode" exactly like S2B/S3.
    
    ;- Relabelled the options menu.
    
    ;- New music implimented for GHZ1.
    
    ;- Fixed a bug causing sonic2/tails's rotated walking sprites to mess up.
    
    ;- Completely replaced MZ's deformation with something new.
    
    ;- Updated RetroHack Screen (Courtesy of MarkeyJester)
    
    ;- Massive changes to MZ1's art.
    
    ;- Massive changes to MZ1's mappings.
    
    ;- Changes to MZ1's layout.
    
    ;- Changes to MZ's platform mappings.
    
    ;- Changes to MZ's platform behaviour.
    
    ;- Fixed bug causing end of TitleScreen, and end of ending to crash.
    
    ;- Massive changes to MZ2's art.
    
    ;- Massive changes to MZ2's mappings.
    
    ;- Massive changes to MZ3's art.
    
    ;- Massive changes to MZ3's mappings.
    
    ;- Edited the RetroHack screen slightly [added sound effect at white flash]
    
    ;- Updated Header.
    
    ;- Created a new sub-object of the ring object (pallet switcher)
    
    ;- Created an extra pallet for MZ1
    
    ;- Added Pallet switchers for MZ1's "secret garden".
    
    ;- Modified MZ1's level layout
    
    ;- Modified MZ1's Object layout.
    
    ;- Updated the pallet switching ring object [Now gives you two rings, looks like normal ring]
    
    ;- Edited MZ's Uncompressed Art
    
    ;- Edited MZ1's Mappings.
    
    ;- Created another extra pallet for MZ1
    
    ;- Added another pallet switcher for MZ1.
    
    ;- Replaced MZ1's music with a Marble Zone Remix "Modern Marble" (Created by myself, converted by nineko, hex edited by myself).
    
    ;- Edited GHZ1's mappings.
    
    ;- Created an extra pallet for GHZ1
    
    ;- Added a pallet switcher in GHZ1
    
    ;- Changed the lead voice in the Marble Zone Remix, with a voice from the original zone's music.
    
    ;- Removed changes to the Ring Object, fixed bugs causing sprites not to appear.
    
    ;- Ported pallet changing code to a blank object. Need to re-impliment at somepoint.
    
    ;- Replaced MZ2's music with another Marble Zone Remix "Marble Twilight" (Created by myself, converted by nineko).
    
    ;- Fixed the pallet changer code, now it works again.
    
    ;- Created a new Pallet for GHZ2.
    
    ;- Added pallet changers to GHZ2.
    
    ;- Added code for GHZ2's pallet changer.
    
    ;- Edited GHZ2's layout.
    
    ;- Edited MZ's pushable/collapsable block artwork.
    
    ;- Edited MZ's chandelier/crusher artwork.
    
    ;- Edited the HUD Artwork.
    
    ;- Edited Sonic's Life Icon
    
    ;- Edited Sonic 2's Life Icon
    
    ;- Edited Mighty's Life Icon
    
    ;- Edited Tails' Life Icon
    
    ;- Replaced MZ2's music with another Marble Zone Remix "Midnight Marble" (Created by myself, converted by nineko).
    
    ;- Restored intro music to another slot.
    
    ;- Created a new pallet for MZ2
    
    ;- Edited MZ2's mappings
    
    ;- Added code so MZ2's pallet changer shares a subobject ID with MZ1's
    
    ;- Added a pallet changer to MZ2
    
    ;- Edited MZ2's layout.
    
    ;- Fixed some errors with MZ2's mappings.
    
    ;- Fixed some errors with MZ3's mappings.
    
    ;- Fixed some errors with GHZ1's mappings.
    
    ;- Edited MZ2's mappings to incorporate more art.
    
    ;- Edited MZ3's mappings to incorporate more art.
    
    ;- Fixed a bug causing GHZ3's boss music not to load at all.
    
    ;- Fixed a bug causing all other zone boss music not to load sometimes.
    
    ;- Fixed a collision error in MZ1.
    
    ;- Updated header to "30 DAY CHALLENGE: REVISITED - Tester`s Revision "
    
    ;- Added support for SYZ1 in the pallet changing object.
    
    ;- Created a new pallet for SYZ1.
    
    ;- Added a Pallet Switcher to SYZ1.
    
    ;- Edited SYZ1's layout.
    
    ;- Edited SYZ1's mappings.
    
    ;- Updated header to "30 DAY CHALLENGE: REVISITED - Oldbie`s Revision "
    
    ;- Edited the art of the GHZ Rock.
    
    ;- Edited the mappings of the GHZ Rock to use another pallet line.
    
    ;- Edited MZ1's art.
    
    ;- Edited MZ1's mappings.
    
    ;- Removed the pallet changing object.
    
    ;- Massive programming to the engine, now levels support Dynamic Events.
    
    ;- Added a Dynamic Event to change pallet in MZ1's secret garden.
    
    ;- Added a Dynamic Event to change pallet in MZ1's late level pallet change.
    
    ;- Added a Dynamic Event to change pallet in GHZ1's late level pallet change.
    
    ;- Added a Dynamic Event to change pallet in GHZ2's  mid level pallet change.
    
    ;- Made massive edits to the options screen code.
    
    ;- Rearranged the options screen.
    
    ;- Added a 4th option.
    
    ;- Edited the emerald monitor breakable wall.
    
    ;- Edited the emerald monitor breakable block.
    
    ;- Collecting Emerald monitor now optional! (I can hear the screams of joy!)
    
    ;- Fixed bug (shared RAM address) with 4th option setting.
    
    ;- Edited GHZ2's Art.
    
    ;- Edited GHZ2's Mappings.
    
    ;- Edited GHZ2's 2nd pallet.
    
    ;- Fixed rock positions in GHZ1, GHZ2, and GHZ3 to match new art.
    
    ;- Edited SYZ1's layout.
    
    ;- Edited SYZ1's object layout.
    
    ;- Added a Dynamic Event to change pallet in SYZ1's mid level pallet change.
    
    ;- Created a new pallet for SYZ2.
    
    ;- Edited SYZ2's layout.
    
    ;- Edited SYZ2's Object layout.
    
    ;- Added a Dynamic Event to change pallet in SYZ2's mid level pallet change.
    
    ;- Made the secret garden another dynamic event to set a byte in SRAM...
    
    ;- Having emerald monitor as an Option on the options screen is now an unlockable on accessing the secret garden.
    
    ;- Removed redundant "Hard Mode" code.
    
    ;- Removed the redundant Eggman monitor in favour of a monitor which shall be well hidden in certain levels, to unlock new areas within the levels (if you're clever enough to find them!).
    
    ;- Removed redundant Obj10 code, replaced with more code to go hand in hand with the new monitor.
    
    ;- Edited MZ1's mappings.
    
    ;- Added "Obj10" to MZ1.
    
    ;- Edited the monitor art for all characters.
    
    ;- Massive programming changes to how music is loaded to expand music slot to include $00-$7F. Changes also made to the Options screen to correct sound test.
    
    ;- Additions to MZ1's Dynamic event routine...
    
    ;- Fixed Up GHZ1's art a little.
    
    ;- Updated header to '30 DAY CHALLENGE: REVISITED - By PsychoSk8r	 '.
    
    ;- If level select has been activated, secret garden can still be found, but won't unlock anything.
    
    ;- Edited LZ2's layout.
    
    ;- Edited LZ2's mappings.
    
    ;- Added "Obj10" to LZ2.
    
    ;- Added a Secret Room to LZ2, soon to unlock a feature.
    
    ;- Fixed a big bug caused by expanded slots and spindash code clashing.
    
    ;- Edited the Title Screen BG Artwork.
    
    ;- Edited the Title Screen BG Mappings.
    
    ;- Fixed mappings on the intro, caused by edits above:
    
    ;--- Reprogrammed the intro sequence to use a new level slot. (GHZ clone)
    
    ;--- Added a Sonic start location, and lvl_size entry the same as the old intro.
    
    ;--- Camera on intro is no longer vertically locked.
    
    ;- Fixed a bug causing MZ's Obj10 to load the wrong mappings.
    
    ;- Fixed a bug causing Dynamic Events to revert on death, before screen fades.
    
    ;- Updated header to '30 DAY CHALLENGE: REVISITED - SSRG Staff Beta   '.
    
    ;- Fixed a bug causing ending level artwork to be wrong.
    
    ;- Fixed a bug causing Sonic's ending pose to be off-centre.
    
    ;- Fixed a bug causing Sonic's ending pose art to be overwritten by the end level art.
    
    ;- Fixed the Special Stage monitor art for Mighty and Sonic 2.
    
    ;- Added a routine donated by MarkeyJester into Sonic1.asm
    
    ;- Edited GHZ1's dynamic events to use the new routine.
    
    ;- Updated header to '30 DAY CHALLENGE: REVISITED - Oldbie Revision 2 '
    
    ;- Edited Ending/Intro sequence to use the correct object layouts.
    
    ;- Edited the intro sequence routine to not load the ending's object layouts.
    
    ;- Replaced GHZ1's music with a Green Hill Zone Remix "Blue Sky Zone" (Created by myself, converted by nineko).
    
    ;- Replaced GHZ3's music with another Green Hill Zone Remix "Bluesy Ska Zone" (Created by myself, converted by nineko).
    
    ;- Programmed a new routine similar to ChkObjOnScn, only it gives more details on the object leaving the screen, such as which side it left.
    
    ;- Programmed a new object "Obj02", which uses the above routine. (Object in GHZ1)
    
    ;- Created art for "Obj02".
    
    ;- Created mappings for "Obj02".
    
    ;- Imported a new song for the Credits Sequence. "Amber" by 311. (Midi created by myself, converted by nineko, fine tuned by myself).
    
    ;- Created a duplicate "ObjectFall" routine. Adjusted as necessary.
    
    ;- Modified Signpost behaviour.
    
    ;- Made a new credits object.
    
    ;- Removed "Eggman on credits" object.
    
    ;- Reorganised credits VRAM to make use of lots of empty space.
    
    ;- Massive additions to credits artwork.
    
    ;- Adjusted credits screen mode code, to suit the new song.
    
    ;- Edited Other characters PLC's to allow for new object, and new credits.
    
    ;- Added more to the "Obj02" art.
    
    ;- Programmed an "Obj02" subtype.
    
    ;- Created extra mappings for "Obj02".
    
    ;- Fixed a bug causing Tails not to be able to fly left of right when jumping from rolling/spindashing.
    
    ;- LevelSizeArray in no longer loaded from a binary.
    
    ;- Extended GHZ2.
    
    ;- Massive additions to GHZ2's object layout.
    
    ;- Massive additions to GHZ2's layout.
    
    ;- Edited GHZ2's PLCs.
    
    ;- Imported a new song "Splash Hill Act 2" (currently unused). (By Spanner)
    
    ;- Imported a new song "Splash Hill Act 3" (currently unused). (By Spanner)
    
    ;- Reprogrammed the Options Screen.
    
    ;- Reprogrammed the level select.
    
    ;- Characters are now Unlocked. Complete as Sonic, you unlock mighty, Complete as Mighty, you unlock Sonic 2, Complete as S2, you unlock Tails.
    
    ;- Many behind the scenes code changes.
    
    ;- Fixed the level select and options screen for all other emulators.
    
    ;- Now with Regen support!
    
    ;- Extended GHZ1.
    
    ;- Extended GHZ1's layout.
    
    ;- Fixed an address error not picked up by most emulators.
    
    ;- Updated GHZ2's dynamic engine & end of act code, fixing a bug.
    
    ;- Replaced GHZ2's music with another Green Hill Zone Remix "Blue Sky Generations" (Created by myself, converted by nineko, adjusted by myself).
    
    ;- Replaced boss music with a newer, better composed version (Composed by myself, converted by nineko)
    
    ;- Created a new dynamic event for GHZ3, and MZ3, to get boss music to load early, and prevent backtracking at a certain point in the levels.
    
    ;- Edited the End of Act Results object.
    
    ;- Created a dynamic event for all act 3's (Minus SBZ).
    
    ;- Created a new routine that above dynamic events JSR to/from.
    
    ;- Created a new pallet.
    
    ;- Extended GHZ3's layout.
    
    ;- Extended MZ3's layout.
    
    ;- Extended SYZ3's layout.
    
    ;- Extended LZ3's layout.
    
    ;- Extended SLZ3's layout.
    
    ;- Fixed a bug in GHZ2 causing a Rock not to show.
    
    ;- Fixed some solidity errors in GHZ2.
    
    ;- Fixed a bug in MZ2 allowing Sonic/Tails to get behind the lava.
    
    ;- Fixed a bug in MZ1 allowing characters to stand in certain bits of lava without being harmed.
    
    ;- Added the Sonic Retro Screen [Courtesy of Cinossu]
    
    ;- Upon completing the game with all 4 characters, all options are unlocked on the options screen.
    
    ;- Fixed a bug causing the game to crash before the credits, that most emulators let go, but hardware doesn't.
    
    ;- Fixed a massive bug (not detected by most emulators) with DynPLCs causing it to be near impossible to play as Tails on hardware.
    
    ;- Credits now loads the same pallet no matter what character you're playing as.
    
    ;- Reorganised the music files/indexes/musiclists.
    
    ;- Ported the DAC "Kick" sample from S3K.
    
    ;- Ported the DAC "Snare" sample from S3K.
    
    ;- Altered sound driver code to play the S3K "Snare" sample correctly.
    
    ;- Fixed a bug causing the Sonic Retro screen to hang the second time it is seen.
    
    ;- Created a second "Demo Recording" version of the ROM, with all SRAM removed.
    
    ;- Recorded a New Demo for GHZ1.
    
    ;- Recorded a New Demo for MZ1.
    
    ;- Forced the demos to load only Sonic.
    
    ;- Fixed the level code, so that SRAM won't save if it is a Demo.
    
    ;- After a demo, game now goes back to TitleScreen rather then RetroHack Screen
    
    ;- Massive edits, added special mode on beating game with all characters
    
    ;--- Massive edits to pallet loading routine
    
    ;--- Massive edits to level loading routine
    
    ;--- Massive edits to art loading routines
    
    ;--- Massive edits to plc loading routines
    
    ;--- Big edits to levelsize loading routine
    
    ;- Complete overhaul of the sound driver, now loads DAC samples from outside of the driver, allowing for a massive amount of DAC samples.
    
    ;- Added Sonic 1's Kick, and a Modified S1 Snare back into the DAC, moved S3's samples to different ID's.
    
    ;- Replaced LZ1's music with a Labyrinth Zone Remix. (Created by myself, converted by nineko)
    
    ;- Added the Clap sample, and the Scratch sample from Sonic 2.
    
    ;- Recorded a sound of drumsticks hitting eachother, sampled it, and added to DAC.
    
    ;- Added samples of "Finger Snap", "Cowbell", "Police Whistle", "Rim Hit", and "Metal Pipe Hit" to DAC.
    
    ;- Finally fixed all boss routines to play the correct music (no matter what mode you're playing).
    
    ;- Changed the Level Select/Options menu font.
    
    ;- Adjusted the palette of the level select/options menu to fit new font.
    
    ;- Fixed a bug at the end of act 3s, causing the end of act cards not to load.
    
    ;- Fixed tiles that were meant to be on Low Plane in GHZ2.
    
    ;- Fixed the MZ platforms in the unlockable mode.
    
    ;- Fixed GHZ's VRAM in the unlockable mode.
    
    ;- Replaced LZ2's music with another Labyrinth Zone Remix. (Created by myself, converted by nineko)
    
    ;- Replaced LZ3's music with another Labyrinth Zone Remix. (Created by myself, converted by nineko)
    
    ;- Added a custom Dance Kick DAC Sample
    
    ;- Added a custom Dance Kick/Clap DAC Sample
    
    ;- Added a custom Dance Kick/Crash cymbal DAC Sample
    
    ;- Added a custom Dance Kick/GO! DAC sample
    
    ;- Added a custom Clap DAC sample. (Slightly different to the S2 sample).
    
    ;- Added a new track (Tropical Resort) for the Alternate SoundTrack [Created by myself, converted by nineko].
    
    ;- Updated ROM header.
    
    ;- Complete support for Alternate Soundtracks in cases where game is resuming music.
    
    ;- Removed blocks in place of Special Stage rings from all zones in original mode.
    
    ;- Removed test monitors from GHZ1.
    
    ;- Fixed loops in GHZ1.
    
    ;- Added a new track (Classic City Escape) for the Alternate SoundTrack [Created by myself, converted by nineko].
    
    ;- Fixed a big bug from Day 30, making SLZ unpassable.
    
    ;- Added a new track (Windy & Ripply) for the Alternate SoundTrack [Created by myself, converted by nineko].
    
    ;- Added a new track (Spagonia Day) for the Alternate SoundTrack [Created by myself, converted by nineko].
    
    ;- Added a new track (Final Fortress) for the Alternate SoundTrack [Created by myself, converted by nineko].
    
    ;- Fixed up Tails' art.
    
    ;- Fixed up Tails' mappings.
    
    ;- Fixed up Tails' PLCs.
    
    ;- Fixed up Tails' Animations.
    
    ;- Fixed up Tails' Tails Animations.
    
    ;- Altered Tails' Fly Code to match above.
    
    ;- Added a new track (Seaside Hill) for the Alternate SoundTrack. [Created by myself, converted by nineko].
    
    ;- Added a new track (I am (All of me)) for the Alternate SoundTrack. [Created by myself, converted by nineko].

    Download!
     
  2. FireRat

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

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    Oh my god this hack is fucking awesome!!!


    The art and music specially.


    However, I think that it needs A BIT more of ASM; anyway, its ok


    Good Job
     
  3. PsychoSk8r

    PsychoSk8r HighKnights Member

    Joined:
    Aug 9, 2007
    Messages:
    271
    Location:
    Birmingham, UK
    You'll find there's more ASM than you think, the more you play (without level select!)
     
  4. FireRat

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

    Joined:
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    I said that for badniks improving or things like that =P


    Anyway, this hack is fantastic =D


    EDIT:


    I freaked, or there's a =P in GHZ1?
     
    Last edited by a moderator: Jun 23, 2011
  5. MegaGWolf

    MegaGWolf Unofficial Official Hack Showcaser Member

    Joined:
    Dec 4, 2009
    Messages:
    156
    Location:
    England
    Ok, so I just played some of this and this pretty much sums up what I thought [​IMG]


    I had a few things to ask about, 1st thing was the ring boxes. Are they meant to give 15 rings now instead of 10?


    Plus I was going to ask about the Box that sent you back to the start of the stage and the walls not breaking But then I found out how much of a cheek you have, that was interesting to find out.


    Overall so far, enjoying this hack very much. Makes me think!
     
    Last edited by a moderator: Jun 28, 2011
    PsychoSk8r likes this.
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