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Sonic 2 Epsilon


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#55 hitaxas

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Posted 26 September 2007 - 12:09 PM

I second what JC has said. But if you can figure out the RetroHack one, that will be sweet. As for the hack, work on level art, the old art with a new palette isn't what people want anymore. Also, stay original with layouts, try not to steal ideas and layouts from other people =P.
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#56 Spanner

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Posted 26 September 2007 - 06:30 PM

I second what JC has said. But if you can figure out the RetroHack one, that will be sweet. As for the hack, work on level art, the old art with a new palette isn't what people want anymore. Also, stay original with layouts, try not to steal ideas and layouts from other people =P.

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Yeah there's some colour differences in it plus it's white but other than that, there you go, for now. Not all images are altered by the program.
RHS mentioned to use the Sonic & Miles Tails Prower In stuff, how will I be able to port in a screen? I'm using the Aurochs disassembly.

Edited by SOTI, 26 September 2007 - 11:31 PM.

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#57 OrdosAlpha

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Posted 26 September 2007 - 07:01 PM

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Black became white though. This isn't in the hack yet though.

We've already got our own SGMC logo for use, and it owns that effort. Cinossu is the only person who's used it so far, as seen in one of his videos. Besides, you aren't authorised to use it, seeing as you ain't staff or an oldbie.
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#58 Thundertimi

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Posted 26 September 2007 - 07:19 PM

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Black became white though. This isn't in the hack yet though.

We've already got our own SGMC logo for use, and it owns that effort. Cinossu is the only person who's used it so far, as seen in one of his videos. Besides, you aren't authorised to use it, seeing as you ain't staff or an oldbie.

I didnt knew that :blink:
Even so, Why make that black background white? it is more uglier than black.
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#59 Spanner

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Posted 26 September 2007 - 07:27 PM

Even so, Why make that black background white? it is more uglier than black.

It's a ploblem when SonMapEd was converting the image to it's standards, I'll figure it out.
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#60 GasparXR

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Posted 26 September 2007 - 07:43 PM

*Sonic Retro Image*


Damn, I wanted to do that(on a black bg of course)!

Ah well, maybe I'll do a S2 Long Version screen :blink: (When I learn ASM ^_^ )

Edited by Superior, 26 September 2007 - 07:44 PM.

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#61 Sonic Boom

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Posted 26 September 2007 - 11:20 PM

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That's actually kind of nice, but last time I checked...you were banned from Sonic Retro's message board.

It'd be wise to get permission before using that, I think.
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#62 Spanner

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Posted 26 September 2007 - 11:30 PM

That's actually kind of nice, but last time I checked...you were banned from Sonic Retro's message board.

It'd be wise to get permission before using that, I think.

I was just playing around with images for SonMapEd, perfect transfer, no image distortion or pallete problems but it won't be in the hack anyway, just a test.
Also since the RetroHack image was buggy when transferred, not mentioning the white/black thing I've got another mockup that Psy gave me:
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I do want complete transfer over, no more colour changes. Mind, I am new to this stuff.

Edited by SOTI, 27 September 2007 - 12:05 AM.

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#63 JcFerggy

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Posted 27 September 2007 - 01:10 AM

That screen looks kinda crappy, like the lines on the box are different sizes for starters, and you should see about making the reflection use its own palette line.
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#64 shobiz

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Posted 27 September 2007 - 01:31 AM

Cinossu is the only person who's used it so far, as seen in one of his videos.

Tweaker's used it as well in Sonic 1 Megamix.
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#65 Tweaker

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Posted 27 September 2007 - 01:57 AM

As far as I know, the screen is available for use in all SGMC hosted projects. Both Megamix and S1EE are SGMC hosted projects, so they have it. =P
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#66 Shadow Fire

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Posted 27 September 2007 - 01:25 PM

As far as I know, the screen is available for use in all SGMC hosted projects. Both Megamix and S1EE are SGMC hosted projects, so they have it. =P


I've also asked permission to use the screen, and was granted that permission, due to STLL being a SGMC hosted project. However, Cinossu told me he's working on the screen, fixing it. The SGMC screen used in S1EE and Megamix apparently isn't the final version.
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#67 GasparXR

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Posted 27 September 2007 - 07:41 PM

I've also asked permission to use the screen, and was granted that permission, due to STLL being a SGMC hosted project. However, Cinossu told me he's working on the screen, fixing it. The SGMC screen used in S1EE and Megamix apparently isn't the final version.


O_o

Maybe he could make Sonic super peel-out by the logo, or make the logo spin from the background to the screen, or whatever, I'm just using my thinker, here ^_^

And by the way SF, GET STLL BACK!! ^_^

Edited by Superior, 27 September 2007 - 07:43 PM.

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#68 Shadow Fire

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Posted 27 September 2007 - 11:49 PM

And by the way SF, GET STLL BACK!! ^_^


This what you're after?
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#69 GasparXR

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Posted 27 September 2007 - 11:51 PM

And by the way SF, GET STLL BACK!! ^_^


This what you're after?


Yes it is ^_^
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#70 Spanner

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Posted 29 September 2007 - 03:53 PM

Update:
I am now using Xenowhirl's Sonic 2 2007 disassembly now. Compressed art is now fine, no more garbled crap or screens of death etc.
Here are the screenshots showing the changes made:
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Sonic Crackers HUD, S3K Rings, Sonic Rush live icon.
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Since the live icons are from Sonic Rush, the monitor from that game is there too.
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Sonic 2 Alpha Signpost, I like using that as well as the Crackers HUD.
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Tails showcasing the Sonic 3K Starpost.
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Sonic Advance Egg Prison.
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S3K Spikes, also notice the Rush Adventure Tails icon, to use it, do the Miles cheat on the title screen, up,up,up,down,down,down,up then options, select Miles. Just an idea I had about the Miles icon.

YouTube Video of Tails in Death Egg: Please note it still may be processing so sorry if you don't get anything right now, check again later.

Special Thanks:
Xenowhirl: Sonic 2 Disassembly 2007 version
The SCAA: Compressed Art
The disassembly can be found here.

EDIT: Video replaced with working version!

Edited by SOTI, 29 September 2007 - 05:37 PM.

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#71 shobiz

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Posted 29 September 2007 - 05:28 PM

I am now using Xenowhirl's Sonic 2 2007 disassembly now. Compressed art is now fine, no more garbled crap or screens of death etc.

Yeah, Xenowhirl's disassembly has an even directive after most bincludes, so having compressed art of an odd length shouldn't matter. Another nicety (among many) is that since the sound driver is actually compiled with the rest of the rom, you can add as much stuff before it without screwing it up.

Edited by shobiz, 29 September 2007 - 05:29 PM.

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#72 Spanner

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Posted 29 September 2007 - 07:12 PM

I see. Thanks for that information.
Posted Image
Has someone done this boss layout before?
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