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#91 TheEchidna

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Posted 10 October 2010 - 02:55 PM

afaik, S2's and S1's deformation routines are very different, Sonic 1's manager is much easier to learn, Think it's as simple as having it check for what BG line it is and how fast you want it to scroll.

Nahh, Sonic 2 isn't too hard to port. I've easily ported some background deformation stuff from the Puto's S2K code format, that is much better to understand than the known S2F one.

While I'm not sure about your problem, that design is absolutely awesome, much better than what you had before.

Well, Markey... To be honest, my opinion about the LZ's background is that the art is very beautiful and nicely designed, but until the last SLZ's and MZ's art needs of some piece of redesign and some palette fixes. It's interesting to see new customized backgrounds, I must admit that they are in need of some fix yeah. But the art stuff itself is very professional, wich make me pause the gameplay for appreciate it.
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#92 GalliumGrant

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Posted 10 October 2010 - 04:43 PM

Thanks for the feedback!

I appreciate the comments I'm receiving here!
I'm totally aware of the bug in LZ1, as MarkeyJester stated, it might be item programming.
I'm also aware of glitchy platforms in various zones, Is there an editor to fix this?
I'll also try to fix cheap deaths in GHZ3, MZ1, 2, and 3.
So yes, this hack kinda needs a fixing,
but I'll enjoy working on it.
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#93 MegaGWolf

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Posted 11 October 2010 - 05:58 AM

Thanks for the feedback!

I appreciate the comments I'm receiving here!


Well I figured I'd play and comment as I go. Kinda like a written SHS or something :b
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#94 MicroChirp

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Posted 11 October 2010 - 03:05 PM

And don't forget the static noise in SEGA logo.
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#95 GalliumGrant

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Posted 12 October 2010 - 09:50 PM

This problem I'm having makes no sense.
So, I was working on my hack, and after I built it, I decided to take a test run in GHZ. I went down an S-tube,
stopped, and actually bounced back out of the S-tube. (This is chunk 20.) There's even one ramp in GHZ (chunk 0B), that Sonic can't seem to run up
without the collision spazzing on him. I didn't touch any collision code. What happened?
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#96 SpirituInsanum

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Posted 12 October 2010 - 10:27 PM

Hard to explain without further details, it never happened to me.

Do you remember what kind of changes you've done since the last time it worked correctly?

First thing coming to my mind, considering your collisions are set correctly (which doesn't mean you shouldn't check them), would be that maybe you mistakenly pressed space on that chunk, or maybe you "moved" some chunks in the chunk list. Modifying the parts of the program related to the floor may also have odd consequences, but you'd probably know what your problem is related to in that case :/

Edited by SpirituInsanum, 12 October 2010 - 10:28 PM.

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#97 Animemaster

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Posted 13 October 2010 - 08:33 AM

You probley haven't messed with the collision code per say. But what about in soned2? I know your proberly thinking no, but sometimes editing one chunk's collision can edit another. Especially if your using dynamic tiles, your gonna need dynamic collision, and even then sometimes there are problems. You may just need to re edit the collision, have a look and see if there is anything faulty with it.
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#98 MicroChirp

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Posted 15 October 2010 - 08:55 PM

And what with the Sonic 2 Beta spindash?

Edited by MicroChirp, 15 October 2010 - 08:56 PM.

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#99 GalliumGrant

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Posted 15 October 2010 - 09:31 PM

Hey, hey, hey Chirpy, Sonic Redemption (which I would give anything to play), had it the same way.
Personally, I think the S2B spindash looks just fine. I thought the dash-dust was overkill anyway. :)
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#100 MicroChirp

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Posted 16 October 2010 - 10:27 AM

Yes, it's actually fine, but sometimes it's too slow, don't you think?
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#101 TheEchidna

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Posted 16 October 2010 - 02:07 PM

And don't forget the static noise in SEGA logo.

This is quite easy to fix, by just follow this guide.

Hey, hey, hey Chirpy, Sonic Redemption (which I would give anything to play), had it the same way.
Personally, I think the S2B spindash looks just fine. I thought the dash-dust was overkill anyway. :(

The same. Except for that the spindash in S2B hasn't the dust, we know it.

Yes, it's actually fine, but sometimes it's too slow, don't you think?

The S2B's spindash is slow by his own nature.
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#102 GalliumGrant

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Posted 30 October 2010 - 12:27 AM

Attached File  SYZact1BG.PNG   37.32K   85 downloads
My newest edit of SYZ's background.
Frankly, I love it. :P

EDIT: Seeing the NEW art for Starry Night Zone in Sonic Megamix (thank you MarkeyJester),
really inspired me to go all the way and make this as awesome as possible.

Edited by TheGuy321, 30 October 2010 - 03:45 AM.

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#103 Animemaster

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Posted 30 October 2010 - 10:41 AM

Attached File  SYZact1BG.PNG   37.32K   85 downloads
My newest edit of SYZ's background.
Frankly, I love it. :P

EDIT: Seeing the NEW art for Starry Night Zone in Sonic Megamix (thank you MarkeyJester),
really inspired me to go all the way and make this as awesome as possible.

Not bad! whats the bit under the buildings? i'm just curious.
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#104 Sonic Boom

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Posted 30 October 2010 - 11:17 AM

That's pretty awesome! Could definetly use more colors, but not bad overall. Great job! =)
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#105 MicroChirp

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Posted 30 October 2010 - 11:39 AM

I don't think that MegaDrive can "carry" nore colours, but, it's still awesome, like as Sonic Boom said!
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#106 DalekSam

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Posted 30 October 2010 - 12:37 PM

Attached File  SYZact1BG.PNG   37.32K   85 downloads
My newest edit of SYZ's background.
Frankly, I love it. :P

I love it too. Badass.
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#107 GalliumGrant

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Posted 30 October 2010 - 03:50 PM

Like I said, thank MarkeyJester for inspiring me.
(Thank Tweaker also for uploading that video of The New Starry Night Zone Act 1. I nearly pissed myself. :P
Incidentally Markey is the new art director for Sonic Megamix.)

EDIT: By the way, kinda off topic, but hey Daleksam, did you port that guitar in your hack from Rolling Thunder 3 by any chance?
They sound so alike. =P

Edited by TheGuy321, 30 October 2010 - 03:52 PM.

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#108 Sonic Boom

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Posted 30 October 2010 - 11:22 PM

I don't think that MegaDrive can "carry" nore colours, but, it's still awesome, like as Sonic Boom said!

Are you kidding? The artwork there only uses 17 different colors, which is just above one palette line. And aside from that, there are at least three similar colors can be combined to using the same value that won't drastically change how the artwork looks. All it takes is some bit of thinking and tinkering with, but I can easily see more colors being used there.
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