Discussion in 'Showroom' started by DanielHall, May 24, 2010.
The only thing about this project that can worry you is to receive a complaint from the big N...
I think it's a delightful proof of concept personally~
It'll need refining though, heavy refining, because it clashes with Sonic's game-play and breaks the flow.
So! I've made a little hack where I put some S3K music stuff into Sonic 2. Also, big thanks for Markey for ripping the samples!
Ooo I dig that underwater effect, though a lot of the sfx don't fit Sonic 2
This made me curious enough to download and run this, and it did not disappoint! I also did not expect to hear Beta/PC Carnival Night, although I think that it fits Casino Night a little more (the music selection seems, semi-randomized?). Not sure if this is a bug in vanilla Sonic 2 (or if you coded it this way intentionally), but when I went into a special stage with speed shoes, the music is sped up.
As you've all seen, I've been playing around in Labyrinth Zone recently, and I have seen many people mention wanting to see Labyrinth Zone without water at all:
As an apology for my previous aquatic shenanigans, here's a hack that aims to fulfill that request. Yep, no water here at all, not one drop. Just a dry Labyrinth Zone, I promise.
So yeah, if you haven't noticed yet (or have understandably refused to click the download link), this is a mini-hack that floods the level with water at randomized intervals. Only Labyrinth Zone + SBZ 3 are playable, but I've again included Caterkiller Mode (activate by selecting a level in the level select with the C button).
There is a known sprite bug occurring that I plan on fixing in a later release; I've decided to expand this into a full Sonic 1 hack, so I'll figure it out/address it then, along with anything else that will come up. Special Thanks to Joenick for helping to identify it!
Yawn Here's something I spent 15 minutes on. It's a disasm that hybridizes Aurora Field's AMPS example for the ASM68K Hivebrain disassembly and MarkeyJester's Project Sonic 1: Two-Eight. It's not a particularly difficult project, but why not ease the load off the 2 or 3 of you who will use this and can't be arsed to do it yourself. Basically; Sonic 1 but now it's easier to do sound and level design. I will now retreat into my hole. I think I spotted an issue or two with tile reloading, but if I recall correctly, that was a default thing in Sonic 1.
Edit: So the tile reloading issues I mentioned are in fact not a part of default Sonic 1 (At least not to the extent that they are in this), I possibly missed a step, I'll work on fixing it later. I probably just missed a small bit. It's still perfectly functional, however.
Thats a pretty nice gimmick for a water level! I'd love to see if this could be fleshed out to something like Ristar where the water enemies fall to the floor gasping for air, or some items maybe move a little faster above water? I did run into some odd bugs though. Whenever I was hit by things like the moving spears, spinning maces, or fireballs, the graphics would corrupt. I was able to get spikes and the moving platforms to do this as well. (played on Regen)
Yeah, this is the sprite bug I mentioned before. I'll address it at a later date (although I don't know when, since my schedule has somewhat returned back to the normal 'busy'). I haven't been able to figure out exactly why that is happening yet, but I know it has something to do with Sonic's sprites, since it triggers when Sonic enters his edge and hurt animations. I've been studying it, but it might be a while until it's figured out, so I figured I'd release it as-is as a concept. Either way, thanks for reporting that, and the badnik idea!
Do you remember that horrible excuse of a game from Sonic Hacking Contest 2016 that not too many people bothered playing because most people hated the hack for the concept alone? Well I was stupid enough to give the concept another go but then I decided to drop it completely since I already knew that this kind of project is doomed from the start...so I decided it would be best to cancelled this thing entirely and release it as a mini-hack instead.
Mini hack name: Stress Free Special Stages
So we all hate the Sonic 1 special stage. From the rotation to the diamonds. Well, from this mini hack, it won't be a problem. This turns the special stage into a platforming stage which removes stress from those painful special stages. Jump from platform to platform, watch out for the bumper and watch out where you're falling.
This hack is based off ReadySonic source by Mercury due to the Wall Art VRAM, HUD in Special Stages and Jumping Height Limit.
Also the Special Stage editor is also from Mercury
EDIT - The ROM has been updated due to the stage being unbeatable.
Hooray I finally remembered my log in info after all this time.
May as well start by showing off this. Here's a quick Proof of Concept attempt at getting Hill Top Zone running in 2P VS Mode:
* The dynamic background doesn't load properly due to split screen data interfering with its VRAM position, leaving a glitchy mess.
* Some multiple loading issues with objects such as Rexon and the airlifts.
* I've mostly got the airlifts working but some won't run unless you hop off them.
* If Sonic finishes first in HTZ 2 Tails' screen glitches and gets an instant Game Over.
* Going too far out of bounds during the finish line can cause you to walk into the boss arena and hurt yourself on the lava.
* Obviously to make the level load properly I had to trim down the object number drastically.
* Earthquakes (which don't run properly in 2P and would likely break the flow anyway) are now absent altogether and replaced with normal lava areas (though the rumbling still occurs).
Obviously this is in a rather glitchy state right now, but I like the idea of expanding 2P Mode if even just a little.
EDIT: Quick revision that fixes Act Two's end glitches:
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