General Screenshot/Movie Thread

Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.

  1. That-One-Mega-Man

    That-One-Mega-Man Doofus Maximus Member

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    Hadn't even thought of that. I'll fix that soon.
     
  2. D.A. Garden

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

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    The first proper preview of a new ROM hack I have been working on called Sonic: A New Adventure.

    I've been working on this project in my spare time for quite a few years, without a goal or deadline, and I have been trying to break out of my comfort zone with attempts at art editing and minor code changes. I am enjoying working on the project, and will have more to show in the future.

    The music is being composed by MarkeyJester, and through our collaborative efforts on the ideas side, I feel that it is helping shape the experience that little bit more compared to previous projects.
     
  3. giovanni.gen

    giovanni.gen It's still Joe-vanni, not Geo-vanni. Member

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    Here's a status update for Sonic 2 - Score Rush! Check out the main menu so far in action!



    More info in the video's description.
     
  4. FeroTheInugami

    FeroTheInugami It's in the Blockchain Member

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    Pretty cool! I liked the addition of Knuckles, the title screen (pretty familiar, heh!) and the options menus. This remembered me RedHotSonic's Sonic Bash. Want to see what's next.
     
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  5. Devon

    Devon I'm a loser, baby, so why don't you kill me? Member

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    Sega CD "Mode 1" is a mode in which the cartridge ROM is mapped to $000000-$3FFFFF and which the Sega CD memory is mapped to $400000-$7FFFFF, which happens when a game cartridge is plugged in. As a result, the cartridge is booted into, whereas without it, the mapping is switched around, and it boots into the BIOS. Regardless of mode, the Sega CD can be activated and programmed, where you can take advantage of any feature that the Sega CD offers, even if you don't have a disc in the drive.

    This here is an example of the Sega CD's main graphics operation being utilized in a ROM hack of Sonic 1. Sonic 1 was not remade to a disc game at all, it's still a cartridge ROM, but with the Sega CD activated, with its scaling and rotation capability being used to render Sonic's sprite. This is a PoC to show that Sega CD "Mode 1" can be used for more than just CD audio, but anything that the Sega CD can do with a disc game.

    [​IMG] [​IMG]
     
    Last edited: Jan 22, 2024
  6. That-One-Mega-Man

    That-One-Mega-Man Doofus Maximus Member

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    this has so much potential for either the most insanely awesome or absolutely stupid shit with no in between
     
  7. JGamer2151

    JGamer2151 Well-Known Member/Lurker Member

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    This is just out of this world. It’s amazing to see how Mode 1 of the Sega Mega CD can do more than just CD audio playback to enhance and add more effects and such to Cart-based games. Cool to see!
     
  8. Devon

    Devon I'm a loser, baby, so why don't you kill me? Member

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    I want whatever he's having

    [​IMG]

    [​IMG]
     
    Last edited: Jul 31, 2023
  9. Nik Pi

    Nik Pi Well-Known Member Member

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    Delicious, finally some good labyrinth ripple effect
    upload_2023-7-31_14-22-7.png
    Just imagine if we had a Sonic CD (or another Sonic game) that uses FULL potential of sega cd!
     
  10. JGamer2151

    JGamer2151 Well-Known Member/Lurker Member

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    I’ll bet a wavy thing like that would be perfect for water levels if done on Sega CD hardware with Mode 1 capability…
     
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  11. GenesisDoes

    GenesisDoes What Nintendont Member

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    Some Knuckles Chaotix hacking tools, ported SFX, new menu artwork, and misc edits for Knuckles Clackers' ROM hack.

    Devtools:
    • Tribeam's Realtime Palette Viewer (LUA, WIP)
      • Extended for Chaotix support and SuperVDP CRAM
    • Chunk overlay viewer (LUA)
      • Chaotix support
    • In-game SuperVDP CRAM viewer (pause menu graphic)
    Ported SFX:
    • Jump (S3K port, PSG-based instead of Sonic CD FM)
    • Combi Ring (Sonic CD/Mania)
    • Dash (Sonic CD)
    • Growth (Sonic CD)
    • Shrink (Sonic CD)
    New Menu artwork:
    • New level icons
      • Techno Tower Zone Classic
      • Speed Slider Zone Classic
    • Data Load menu
    Misc:
    • Boss Rush mode menu (WIP)
    • Blue Metal Sonic Kai



    Code research and bugfixes for various ring cap and Bonus Stage bugs for Knuckles Chaotix.
    Bugfixes applied into Knuckles Clackers' ROM hack

    Bugs:
    • Removal of Level and Bonus Stage ring cap design flaw (255 ring limit)
    • Bugfix of ring drain timing after gaining/losing rings (Bonus Stages, even 1 second timing)
    • Bugfix for serious time up gameover bugs for the Bonus Stage.
      • If you exceed the 9'59"59 time limit while in a Bonus Stage, you won't get a gameover after exiting and can overflow the timer.
      • Bugfix is deleting the Bonus Stage rings, ejecting player out of the Bonus Stage if <10 seconds remain to ensure a gameover.
     
  12. giovanni.gen

    giovanni.gen It's still Joe-vanni, not Geo-vanni. Member

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  13. Thiago REzEnDe

    Thiago REzEnDe Newcomer Trialist

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    A Wip i'm Working on: Screenshot_33.png Screenshot_34.png Screenshot_35.png
     
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  14. Thiago REzEnDe

    Thiago REzEnDe Newcomer Trialist

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    Original Sprites By CartoonsAnimate22.
     
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  15. RobiWanKenobi

    RobiWanKenobi Python Developer and ASM enthusiast Member

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    There is an edit button, you could've included it in the main post.
     
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  16. Thiago REzEnDe

    Thiago REzEnDe Newcomer Trialist

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  17. RobiWanKenobi

    RobiWanKenobi Python Developer and ASM enthusiast Member

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    Not everything is perfectly accurate to S3K, especially code-wise (they are all 1 object instead of 3, lol).

    But, Elemental Shields in Sonic 2!

     
  18. sanick9710

    sanick9710 Newcomer Trialist

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    This happened a while ago with Sonic the Hedgehog: Isle of Magnetic Artifacts
     

    Attached Files:

    • how.mp4
      File size:
      932.2 KB
      Views:
      95
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  19. TheBlad768

    TheBlad768 Well-Known Member Member

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    Last year I started working on porting Sonic 1 to the Sonic 3 & Knuckles engine.
    I know it's not the first project like this, and things like this have been done before by other people. But I am genuinely quite passionate about working on it.

    In any case, my project is going to be different from the others. I have my own vision. It will be a version with my own fixes and improvement ideas.
    I'm not going to remove Sonic 3 & Knuckles graphics. On the contrary, I'm trying to keep the style of that game, so in a sense, it will be something like Sonic 3 in Sonic 1 (or S3S1 Edition).

    The porting is being done to my Sonic Clean Engine (S.C.E.). Some of you may have already seen it on my GitHub.

    At the moment the following levels are ready: GHZ, MZ, SYZ, LZ and Special Stage (The video is currently already outdated and SLZ is also fully finished). However, there is still a lot of work to be done on the project still.

    In the future, I plan to release this project and make it open source (free use) like other S.C.E.'s.

    I hope that this work will be useful or interesting to someone. :)


    Video:



    Here are some screenshots.

    Green Hill Zone:
    [​IMG]

    Marble Zone:
    [​IMG]

    Spring Yard Zone:
    [​IMG]

    SYZ boss now uses chunks instead of sprite blocks.
    [​IMG]

    Labyrinth Zone:
    [​IMG]

    Star Light Zone(Current progress):
    [​IMG]

    Special Stage:
    [​IMG]

    I'm also trying to rewrite the code to Sonic 3 & Knuckles style:

    https://pastebin.com/mNzTuDgr

    P.S. YouTube sent me a copyright strike for the Marble Zone music...
    [​IMG]
     
  20. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    Goofy little idea that works pretty well. Might slap a few in chemical plant zone, maybe even some bad futures in S2CDR if I feel like it.