The Free Assets Thread

Discussion in 'Showroom' started by LuigiXHero, Feb 3, 2017.

  1. LuigiXHero

    LuigiXHero Lurking About Member

    Joined:
    Mar 22, 2014
    Messages:
    202
    Location:
    Somewhere, Someplace
    So while I was discord a really good point was brought up. That being that there seems to be that free to use assets are usually frowned upon. Even though communities like Super Mario World Central and New Super Mario Bros. Hacking Domain Thrive on it and continually gets new and amazing hacks out faster and with better quality then what you usually see in the sonic hacking scene.

    "But wait, LuigiXHero wouldn't that make the shared assets boring and overused?"

    The answer dear reader is that would you rather have hacks with really nice custom art or music that might be used a lot mixed in with original ideas that make it super fresh? or just Green Hill Zone V3204823947928?

    I thought so.

    So to start i'll share some of my stuff:

    Sonic CD art test:
    ROM
    DISASM
    Most of the Sonic CD levels ported directly to Sonic 1, only art and layouts though, supports incomplete US and JP soundtrack depending on region.

    Sonic 1 Drop Edition:
    ROM
    DISASM
    Yeah that one hack with the Drop Dash back when Mania was first announced.

    Sonic 1 Legends:
    ROM
    DISASM
    Another incomplete hack, has a shield and spike gimmick that isn't seen elsewhere.

    Feel free to use these disasm for whatever, all I ask is that you give me credit somewhere and no sharing these disasm and saying they are yours.

    Now open the floodgates!

    Edit: Just realized some people would like just the rom of the hacks.
    Edit2: I want no videos of SCD art test on youtube unless it has been modified and you are showing off your work. That means you Amy and Razor. Failure to do so will make me dawn my Youtube Heroes Cape.
     
    Last edited: Feb 3, 2017
    FireRat, Jdpense, Ozaleto and 3 others like this.
  2. StephenUK

    StephenUK Working on a top secret project... Administrator

    Joined:
    Aug 5, 2007
    Messages:
    839
    It's not so much frowned upon, it's just that last time this was tried (Sonic Community Art Archive) just about every single new hack that came through all used the same assets.
     
    Spanner likes this.
  3. MainMemory

    MainMemory Well-Known Member Member

    Joined:
    Mar 29, 2011
    Messages:
    660
    Might as well put this here:
     
  4. jubbalub

    jubbalub I'm waiiitiiiing~ Member

    Joined:
    Dec 25, 2014
    Messages:
    211
    Jdpense and LuigiXHero like this.
  5. Gamma V

    Gamma V Active Member Member

    Joined:
    Oct 4, 2016
    Messages:
    26
    Location:
    Jenks, Oklahoma, 'Murrica
    Since we have this thread now, and my SMPS thread sorta died a long time ago, I figure I might as well share a small collection of the functional SMPSes I've made so far. To use these, you'll need to have Clownacy's Sonic 2 Clone Driver V2 installed in your hack.

    SONG LIST
    • Cave Story - Wind Fortress
    • Mariomaniac444 - Decisive Battle
    • Mega Man 10 - Against the Pressure
    • Secret of Mana - Leave Time for Love
    • Secret of Mana - Flight Into the Unknown
    • Sonic 4 Episode I - Casino Street Zone Act 1
    • Sonic 4 Episode II - Sky Fortress Zone Act 2
    • Sonic the Hedgehog (8-bit) - Scrap Brain Zone (16-bit Arrangement)
    • Sonic Chaos (Master System) - Gigalopolis Zone (16-bit Arrangement)
    • Sonic Chaos - Turquoise Hill Zone (16-bit Arrangement)
    • Sonic 3D Blast (Genesis) - Rusty Ruin Zone Act 1 (Sonic 2 Arrangement)
    • Sonic the Hedgehog 2 (8-bit) - Underground Zone
    • Sonic Blast - Green Hill Zone (16-bit Arrangement)
    • Sonic Blast - Red Volcano Zone (16-bit Arrangement)
    • Shatterhand - Area B (16-bit Arrangement)
     

    Attached Files:

    KCEXE, FATA- and LuigiXHero like this.
  6. LuigiXHero

    LuigiXHero Lurking About Member

    Joined:
    Mar 22, 2014
    Messages:
    202
    Location:
    Somewhere, Someplace
    It's really awesome that you are still here. Also this is some nice SMPS. Thanks for sharing!
     
  7. ProjectFM

    ProjectFM Jack of all trades; master in training Member

    Joined:
    Oct 4, 2014
    Messages:
    502
    Location:
    Portland, Maine
    Here's my code for my non-game-breaking jump dash.

    First, in Sonic_JumpHeight, replace:
    Code:
           ble.s   locret_134C2
    with
    Code:
           ble.w   Sonic_JumpDash
    Then, put this in Sonic's code:
    Code:
    Sonic_JumpDash:
            tst.b    $29(a0)        ; was jumpdash flag set
            bne.w    JD_Move
            move.b    ($FFFFF603).w,d0    ; is ABC pressed? (part 1)
            andi.b    #$70,d0            ; is ABC pressed? (part 2)
            beq.w    JD_End            ; if not, branch
            tst.b    $2F(a0)        ; was jumpdash flag set
            bne.s    JD_End
            move.b    #1,$2F(a0)    ; if not, set jumpdash flag
            move.b    #$C,$29(a0)    ; if not, set jumpdash flag
            move.b    #$BC,d0            ; set jumpdash sound
            jsr    (PlaySound_Special).l    ; play jumpdash sound
            move.w    $10(a0),d0
            move.w    d0,($FFFFF63C).w
            btst    #0,$22(a0)        ; is sonic facing left?
            beq.s    JD_NoFlip        ; if yes, branch
            sub.w    #$600,d0
            bra.s    JD_Cont
    
    JD_NoFlip:
            add.w    #$600,d0
    
    JD_Cont:
            move.w    d0,$10(a0)
    
    JD_Move:
            sub.b    #1,$29(a0)
            tst.b    $29(a0)
            beq.s    JD_Reset
            clr.w    $12(a0)            ; clear Sonic's Y-velocity to move sonic directly down
    
    JD_End:
            rts                ; return
    
    JD_Reset: 
           tst.w   $10(a0)
           beq.s   JD_End
           blt.s   JD_Reset2
           tst.b   ($FFFFF63C).w
           bgt.s   JD_Reset3
           bra.s   JD_Reset4
    
    JD_Reset2:
           tst.b   ($FFFFF63C).w
           blt.s   JD_Reset3
    
    JD_Reset4:
           neg.w   ($FFFFF63C).w
    
    JD_Reset3:
           move.w   ($FFFFF63C).w,$10(a0)
           rts
    
    and replace loc_137E4 with this to prevent Sonic from keeping his speed when jump dashing at a ledge:
    Code:
    loc_137E4:
           move.b   #0,$3C(a0)
           move.w   #0,($FFFFF7D0).w
           move.b   #0,$2F(a0)   ; clear jumpdash flag
            tst.b    $29(a0)        ; was jumpdash flag set
            beq.s    locret_12232
            move.b    #0,$29(a0)    ; clear jumpdash flag
            bsr.w        JD_Reset
            move.w    $10(a0),$20(a0)
    
    locret_12232:
            rts    
    Variables:
    $29(a0) - Jump Dash Flag
    $2F(a0) - Jump Dash Timer
    ($FFFFF63C).w - Copy of Sonic's Speed

    It's best to remove the air speed cap, too.

    How it works is it keeps Sonic in the air for a second while going at his speed +$600 before returning him to his normal speed and dropping him.
     
  8. Gamma V

    Gamma V Active Member Member

    Joined:
    Oct 4, 2016
    Messages:
    26
    Location:
    Jenks, Oklahoma, 'Murrica
    What game and disassembly is that jump dash hack for, ProjectFM? I don't necessarily intend to use it myself, but I do think it would be helpful to specify such things for those who do want to use it.
     
  9. ProjectFM

    ProjectFM Jack of all trades; master in training Member

    Joined:
    Oct 4, 2014
    Messages:
    502
    Location:
    Portland, Maine
    It's made for Sonic 1, but could be added to Sonic 2 and 3K because they don't modify the code being modified here aside from Sonic 3K's double jump actions which should be replaced with this if you want to add this in.
     
  10. Pacguy

    Pacguy Not as active as I used to be... Member

    Joined:
    Jul 5, 2014
    Messages:
    906
    Location:
    SOMEWHERE!!! OVER THE RAINBOW!!!
    It looks extremely similar to Selbis' jump dash code. In fact, it looks damn near identical, particularly in regard to the comments by the code. Are you sure you didn't forget about finding it here?
     
    TheStoneBanana and Pokepunch like this.
  11. ProjectFM

    ProjectFM Jack of all trades; master in training Member

    Joined:
    Oct 4, 2014
    Messages:
    502
    Location:
    Portland, Maine
    This was based on Selbi's code, explaining the comments. However, this was modified to work completely differently.
     
    Otterboi likes this.
  12. Selbi

    Selbi Are you friend, or foe real?! Retired Staff

    Joined:
    Jul 20, 2008
    Messages:
    2,352
    Location:
    Northern Germany
    While I don't have a problem with it in particular, next time asking first is appreciated.
     
    AsuharaMoon, Pacguy, Blazer and 7 others like this.
  13. Gamma V

    Gamma V Active Member Member

    Joined:
    Oct 4, 2016
    Messages:
    26
    Location:
    Jenks, Oklahoma, 'Murrica
    I did a new SMPS last night. It's a 16-bit arrangement of Clash Man's theme from Mega Man II Game Boy. Of course, one aspect of the arrangement involves lowering the octave.
     

    Attached Files: