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    Sonic the Hedgehog Remix


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    #1 OrdosAlpha

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    Posted 23 August 2007 - 10:44 PM

    Check this link for an insight into this project

    Discuss.
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    #2 Tarheeltim

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    Posted 23 August 2007 - 11:23 PM

    This is pure win. I'm loving all of it. But WIP does apply. Alot.=p

    Edited by Tarheeltim, 23 August 2007 - 11:30 PM.

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    #3 puto

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    Posted 23 August 2007 - 11:34 PM

    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:

    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.

    Edited by puto, 23 August 2007 - 11:36 PM.

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    #4 Chaos Hedgie

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    Posted 23 August 2007 - 11:50 PM

    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.
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    #5 OrdosAlpha

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    Posted 24 August 2007 - 12:05 AM

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

    All on my dead hard drive. I hope to try and salvage my shit someday.
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    #6 Chaos Hedgie

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    Posted 24 August 2007 - 12:13 AM

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

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    Posted 24 August 2007 - 12:14 AM

    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:

    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; 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.

    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.
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    #8 StephenUK

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    Posted 24 August 2007 - 11:03 AM

    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.


    Already fixed up.

    Also, this thing severely lacks sound effect ports (Spindash/Peelout), leading to a bunch of problems.


    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.

    Also, plz to be replacing sub_1388 (PauseGame) with this: *insert code here* ...which should fix the pausing-doesn't-stop-music bug.


    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.
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    #9 SMTP

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    Posted 24 August 2007 - 05:08 PM

    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.


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

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    Posted 24 August 2007 - 05:19 PM

    Ahh, looking Very Nice
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    #11 DNXDelta

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    Posted 24 August 2007 - 05:37 PM

    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.
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    #12 Kain

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    Posted 24 August 2007 - 09:28 PM

    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.
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    #13 McAleeCh

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    Posted 24 August 2007 - 11:06 PM

    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.
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    #14 rika_chou

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    Posted 25 August 2007 - 05:38 AM

    Posted Image


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

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    Posted 25 August 2007 - 08:12 AM

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

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    Posted 25 August 2007 - 01:54 PM

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

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

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

    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.
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    #17 shobiz

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    Posted 25 August 2007 - 02:14 PM

    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?

    Edited by shobiz, 25 August 2007 - 02:15 PM.

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    #18 Spanner

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    Posted 25 August 2007 - 02:24 PM

    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") :)

    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?

    Edited by SOTI, 25 August 2007 - 02:27 PM.

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