Sonic the Hedgehog Remix

Discussion in 'Staff Projects' started by OrdosAlpha, Aug 23, 2007.

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  1. OrdosAlpha

    OrdosAlpha RIGHT! Naebody move! Root Admin

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    Last edited by a moderator: Mar 21, 2010
  2. Tarheeltim

    Tarheeltim Active Member Member

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    This is pure win. I'm loving all of it. But WIP does apply. Alot.=p
     
    Last edited by a moderator: Aug 24, 2007
  3. puto

    puto Well-Known Member Member

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    It seems you ported the S1 sound driver the wrong way. You should have called sub_71B4C at the beginning of loc_45E, instead of before it. It'd fix the title card lag, for one thing. Also, this thing severely lacks sound effect ports (Spindash/Peelout), leading to a bunch of problems. Also, plz to be replacing sub_1388 (PauseGame) with this:



    Code:
    sub_1388:			&#59; CODE XREF: ROM:00004360p
    
    				&#59; ROM:000051FCp ...
    
    		nop	
    
    		tst.b	($FFFFFE12).w
    
    		beq.w	loc_13F8
    
    		tst.w	($FFFFF63A).w
    
    		bne.s	loc_13A6
    
    		move.b	($FFFFF605).w,d0
    
    		or.b	($FFFFF607).w,d0
    
    		andi.b	#-$80,d0
    
    		beq.s	locret_13FE
    
    
    
    loc_13A6:			&#59; CODE XREF: sub_1388+Ej
    
    		move.w	#1,($FFFFF63A).w
    
    		move.b	#1,($FFFFF003).w&#59; pause music
    
    loc_13B2:			&#59; CODE XREF: sub_1388+68j
    
    		move.b	#$10,($FFFFF62A).w
    
    		bsr.w	sub_3384
    
    		tst.b	($FFFFFFD1).w
    
    		beq.s	loc_13E4
    
    		btst	#6,($FFFFF605).w
    
    		beq.s	loc_13D4
    
    		move.b	#4,($FFFFF600).w
    
    		nop	
    
    		bra.s	loc_13F2
    
    ; ---------------------------------------------------------------------------
    
    
    
    loc_13D4:			&#59; CODE XREF: sub_1388+40j
    
    		btst	#4,($FFFFF604).w
    
    		bne.s	loc_1400
    
    		btst	#5,($FFFFF605).w
    
    		bne.s	loc_1400
    
    
    
    loc_13E4:			&#59; CODE XREF: sub_1388+38j
    
    		move.b	($FFFFF605).w,d0
    
    		or.b	($FFFFF607).w,d0
    
    		andi.b	#-$80,d0
    
    		beq.s	loc_13B2
    
    
    
    loc_13F2:			&#59; CODE XREF: sub_1388+4Aj
    
    		move.b			#$80,($FFFFF003).w
    
    
    
    loc_13F8:			&#59; CODE XREF: sub_1388+6j
    
    		move.w	#0,($FFFFF63A).w
    
    
    
    locret_13FE:			&#59; CODE XREF: sub_1388+1Cj
    
    		rts	
    
    ; ---------------------------------------------------------------------------
    
    
    
    loc_1400:			&#59; CODE XREF: sub_1388+52j sub_1388+5Aj
    
    		move.w	#1,($FFFFF63A).w
    
    		move.b	#$01,($FFFFF003).w 
    
    		rts	
    
    ; End of function sub_1388

    ...which should fix the pausing-doesn't-stop-music bug.
     
    Last edited by a moderator: Aug 24, 2007
  4. Chaos Hedgie

    Chaos Hedgie I'm 30 years old, with a OC. You'll live. Member

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    what happened to all the other pics and stuff? Like the ones with metal sonic and stuff?


    You did a great job with GHZ though.
     
  5. OrdosAlpha

    OrdosAlpha RIGHT! Naebody move! Root Admin

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    All on my dead hard drive. I hope to try and salvage my shit someday.
     
    Last edited by a moderator: Aug 24, 2007
  6. Chaos Hedgie

    Chaos Hedgie I'm 30 years old, with a OC. You'll live. Member

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    I see. That sucks. So all your previous ASM work died also, eh?
     
  7. OrdosAlpha

    OrdosAlpha RIGHT! Naebody move! Root Admin

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    The sound driver bugs will be corrected at some point, although I dunno if we'll correct the pause bug, I kinda like that way.
     
  8. StephenUK

    StephenUK Working on a Quackshot disassembly Member

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    Already fixed up.

    I don't see it causing any problems. It just means the sounds aren't at a standard they should be. We're just working on the more important things first before we start worrying about stuff like that. Progress was quite severely slowed down when Ordos lost his stuff in his HDD crash, coz I was waiting on some art adjustments he was making before I ported Marble Zone. I might just go ahead and port it anyway and make the adjustments later on, but it would have saved me doing the same work twice. The only issue with porting Marble Zone is that you can't fit all of the tiles in, so some stuff has to be altered, and the background might need to be simplified a little bit, although you probably wouldn't notice it much if you looked at it.

    I already knew how to fix the music pausing bug, but after talking to Ordos about it, we decided that it's actually a nice touch to have the music playing when paused.
     
    Last edited by a moderator: Aug 24, 2007
  9. SMTP

    SMTP Active Member Member

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    Didn't one of the GG games even do that?
     
  10. PsychoSk8r

    PsychoSk8r HighKnights Member

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    Ahh, looking Very Nice
     
  11. DNXDelta

    DNXDelta Active Member Member

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    The mock-up title screen uses the BG directly from S3K. But it still suits with the S1 Remix title screen. Great work so far.
     
  12. Kain

    Kain Well-Known Member Member

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    Not sure if you know this or not, but its pretty funny. If you spindash 3 or 4 times really fast the music slows down.
     
  13. McAleeCh

    McAleeCh Newcomer Trialist

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    On the subject of music and pausing, would it be possible to write a routine that halves the music volume when paused? I know that you guys are very certain on what you do and do not want in this project, but I thought I'd throw the idea out there regardless. Apologies if I'm being retarded.
     
  14. rika_chou

    rika_chou Adopt Member

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    Why was the behind the wall art replaced with the dark checkerboard patterns? Doesn't look as good IMO.
     
  15. Chaos Hedgie

    Chaos Hedgie I'm 30 years old, with a OC. You'll live. Member

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    Question, are there any plans to create a super sonic level?
     
  16. OrdosAlpha

    OrdosAlpha RIGHT! Naebody move! Root Admin

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    I never liked the original dark green and dark brown vertical line shit. Plus, STI didn't seem to think so in Sonic 2.

    Even though we're using the Sonic 2 engine, Super Sonic will not be playable in regular gameplay. We may have playable Super Sonic as part of the unlockable content, or as a cheat code.
     
    Last edited by a moderator: Sep 30, 2007
  17. shobiz

    shobiz Well-Known Member Member

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    I absolutely love the music. Which game does it come from? It sounds vaguely familiar. The SEGA sound mess-up is also kinda funny ("SEGA-tshhhh") :)


    GHZ act 3's collision is majorly screwed up, but I guess you guys haven't gotten around to fixing it yet.


    Also, when you defeat GHZ act 3's boss, why does act 1 music play?
     
    Last edited by a moderator: Aug 25, 2007
  18. Spanner

    Spanner The Tool Member

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    Green Hill plays Jungle Zone from Sonic 1 8-bit


    After act 3 it plays Bridge Zone.


    Also is there any plans to implement the 8-bit boss music?
     
    Last edited by a moderator: Aug 25, 2007
  19. OrdosAlpha

    OrdosAlpha RIGHT! Naebody move! Root Admin

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    That's due to not changing the music call after the boss. Cinossu's 16-bit rendition of Bridge was being used for Green Hill before Tweaker and Puto's Jungle was inserted.

    Yes, but not for bosses, it'll be used for something else.
     
  20. Chaos Hedgie

    Chaos Hedgie I'm 30 years old, with a OC. You'll live. Member

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    Bleh, I thought there would be some type of Doomsday Zone level in such a massive project, but I guess this project is more of a mixture between the original 8 bit games and the 16 bit ones.
     
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