Random hack/Mini project thread

Discussion in 'Showroom' started by DanielHall, May 24, 2010.

  1. Catswell

    Catswell Plushy lazy cat Member

    Joined:
    Aug 2, 2017
    Messages:
    23
    Location:
    Star Light Zone
    Firstly, I made level design like this because I tried to make a "flow" that you can see in classic Sonic games. I think, that's what this looks like this for now.
    Secondly, I thought about making first act more "faster" than other acts: Act 1 - Fastest, Act 2 - Still fast, but with some platforming sections and more harder to walk through, Act 3 - Much more platforms than act 2.

    All in all, thank you very much for your criticism and your honestly feedback.
    I'll try to make act much better!
     
  2. Sping Bot

    Sping Bot Newcomer Member

    Joined:
    Dec 12, 2018
    Messages:
    20
    Location:
    Ohio
    Alright so today when i was looking in my files i came across this rom hack that i never finished and i can see why so i decided to share it so yeah if you want to continue this (not like you would) then contact me at Sping Bot #7692
    Download: https://www.mediafire.com/file/ag6qd9j63cr7719/egg.bin/file
    why2.PNG r.PNG
     
  3. Iso Kilo

    Iso Kilo Sonic 1 Beta Researcher Member

    Joined:
    Oct 9, 2017
    Messages:
    176
    Location:
    Small Town in BC, Canada
    I no longer have the time nor interest to work on Ray in Sonic 1, so I'm just releasing it as is. I apologize for it not being as polished as I promised.
    Credits to @SMS Alfredo for the glide code, @MarkeyJester for the "X in" banner, @AsuharaMoon for help with the banner, and a fellow by the name of Outer for the title screen art.
     

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  4. SMS Alfredo

    SMS Alfredo Compact Disc Enthusiast Member

    Joined:
    Sep 3, 2018
    Messages:
    27
    Location:
    Little Planet
    Here's rather simply my own pet project that I was meaning to finish eventually and submit to SHC. Of course, that never happened. You can play as either Sonic, who has a new stomp dash move, or Ray, whose code was used to make @Iso Kilo 's "Ray in Sonic 1." Playable levels are GHZ1-3, LZ1&3, SY1&3, and MZ3. Most SMPS here are entirely custom and made by me. This hack is not super noteworthy, it's mostly just a basic palette and layout hack, but maybe some of you will find it interesting.
     

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  5. MGHACKS

    MGHACKS Hey there! Bet you didn't find me around Member

    Joined:
    Aug 7, 2019
    Messages:
    57
    Here is a quick update to Sonic 1 More Edition or should I say Sonic 1 Fanfic Island. So far its expo material so no changes to level design. Music isn't done but give it a try and see what you can do with it. I'll give credit as soon as the final release comes out. So far, spindash, peelout, jumpdash, extended camera, Super Sonic, etc has been added. Just have fun for now and wait for 1.0 in December.

    Also, just be positive with the hack. Its my first project. And don't worry, like I said, this is NOT A FINAL PRODUCT. WAIT TILL THE END OF THIS YEAR.

    If you want to help, message me privately and I'll see what I can do.
     

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  6. Iso Kilo

    Iso Kilo Sonic 1 Beta Researcher Member

    Joined:
    Oct 9, 2017
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    Location:
    Small Town in BC, Canada
    Gave this a try. It looks pretty grim in my opinion. Sonic's art style clashes with itself, with a Sonic Advance jump and hurt animation, but Sonic 2 Beta running, and custom pushing or idles. And I can recognize elements lifted from so many other hacks it's shocking. Not to mention all these SMPS'. I understand that most of this stuff is publicly available, but that doesn't mean you should use it. In fact, it means you should avoid using any of it, since it means that a multitude of other hacks exactly like it have similar gimmicks. The only thing that can save this hack from being a massive collage of other's works will be level designs. You've got a long way to go.
     
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  7. MGHACKS

    MGHACKS Hey there! Bet you didn't find me around Member

    Joined:
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    Which is why I'm going to finish of music before changing level and spcial stage design. And I already asked permission for these people and I'm allowed but since this is a mini hack forum, don't expect this to be a big showcase.
     
    Last edited: Oct 11, 2019
  8. Giovanni

    Giovanni Well-Known Member Member

    Joined:
    Apr 16, 2015
    Messages:
    120
    Location:
    Vercelli, Italy
    This is Sonic 1 - Score Rush, a tiny challenge I made for Sonic 1.
    The premise of this challenge is that your score starts at 5000, and it will go down by 100 every second.
    If you do not have enough points, it's an instant game over.

    I see. I guess I'll just beat the first few levels in 30 seconds and get a load of po-
    Not so fast, to make this more challenging, I've made some changes to the score tally.
    If you beat a level in 30 seconds, you get awarded 5000 points.
    Beating a level in 1 minute awards you 3000 points.
    Beating one in 1:30 awards you 2000 points.
    Finishing in 2 minutes will get you 1000 points.
    If, however, you're slow enough to finish the level in more than 2 minutes, you get nothing!

    I can still use rings, right?
    Oh yeah, about that...
    I've applied a ring bonus cap. You can not get more than 5000 points from rings.
    This also applies to the special stages, where you will get notified when you've collected 50 rings, just like in the actual game. With the difference being that you can not get continues anymore.

    What about the hidden bonuses at the end of the level?
    I mean, you can take them if you want. Just know that they'll award you 10 seconds at best.

    Alright then, I'll just use MZ2's smashable blo-
    Not anymore. You can no longer get 10000 points per hit after hitting a certain amount of blocks or badniks.

    That's way too much! I bet this is like the hardest thing ever!
    I had to make a lot of recalibrations to the score bonuses to make sure that the challenge does not feel too hard, but can actually keep you on your toes.
    My best score on the release version is 17840, and I achieved this score without dying a single time and by getting every Chaos Emerald, so I think I did a good job!

    Sonic 1 - Score Rush Highscore.png

    Alright, fine, I guess I'll just download the hack...
    Great! Then you can go to the bottom of the page and proceed downloading the hack! I would love to see how much you can score!

    But, what about the obligatory footage that is required for like every single hack? That screenshot you posted earlier is definitely not enough to prove anything you sa-


    Hack made by Giovanni
    Disassembly used: Sonic 1 GitHub
    Art: SonMapEd, Paint
    Text Editor: ConTEXT
    Minor level edits: SonLVL
    Special thanks to Mercury. It's thanks to the ReadySonic disassembly that I found out that I could remove two lines of code to have leading zeroes.
    And apologies to Ralakimus for not listening to him :p
    Sonic The Hedgehog by SEGA and Sonic Team
     

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  9. Angel X

    Angel X Active Member Member

    Joined:
    Sep 15, 2017
    Messages:
    48
    Location:
    Italy
    This challenge is interesting and original.
    I tried this game and my score is .... 0 points!
    In these kind of challenges I'm a noob ... I should work a little more!
     
  10. RocketRobz

    RocketRobz Well-Known Member Member

    Joined:
    Aug 20, 2009
    Messages:
    76
    Back in 2015, before AMPS was even a thing, I was trying to port Clownacy's Sonic 2 Clone Driver (with MegaPCM included) to Sonic 3 & Knuckles, to achieve DAC playback with improved quality.
    Due to the very low space of RAM, there would be bugs.

    As of recently, with nothing else to do, I decided to finish this as a proof-of-concept.
    To free up RAM space, the 16x16 zone blocks are now loaded uncompressed, directly from the ROM.
    Some remaining bugs, such as sound pauses when loading a level, accessing the save or competition screens, and returning to the SEGA screen, have also been fixed.
    As a bonus, the entry sound when accessing a special stage, has been restored.

    There are however, some bugs I've encountered, such as crashing when water is visible in AIZ2, after a few seconds, and a crash in LBZ2, which I don't know the cause, and a few music and SFX sounding a bit different.

    Interestingly, the sound driver fixes a bug, where during the SEGA to title screen transition, the music would play slightly slower.

    Credits
    • @Clownacy: His version of the Sonic 2 Clone Driver (which is now out of date)
    • @vladikcomper: MegaPCM, and the VBlank optimization guide for MegaPCM (and Sonic 1)
     

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