
Redundant.
Edited by SOTI, 07 February 2009 - 07:48 PM.
Posted 11 August 2007 - 03:52 PM

Redundant.
Edited by SOTI, 07 February 2009 - 07:48 PM.
Posted 11 August 2007 - 08:08 PM
Posted 11 August 2007 - 08:26 PM
I will fix those tiles, just to let you know. Also I'll need to do more work on it since my summer holidays end on the 21st August meaning back to school! That area did have ploblems since some badniks were upside down but they will be sorted.Looks pretty good Soti. Remember to fix tose broken tiles from when you posted on T-H.
Posted 15 August 2007 - 04:29 PM









Posted 23 August 2007 - 06:26 PM







Edited by SOTI, 23 August 2007 - 06:33 PM.
Posted 23 August 2007 - 07:43 PM
Posted 23 August 2007 - 09:33 PM

Posted 25 August 2007 - 01:17 AM
Posted 25 August 2007 - 10:31 AM
Posted 25 August 2007 - 12:44 PM
Sonic Boom has kindly asked to help with the level layouts along with me so they should be a Green Grass demo soon along with other levels with their implemented palletes. Green Grass will be removed of that "Straight Line" area along with those upside down badniks.Oh heck yeah, this mod = fricking sweet. New palettes certainly add a new feel, it makes it look a completely different game, even though it is still Sonic 2, in it's retrospective. I cannot wait for a demo to play, that's how good it looks. More updates please :3
Posted 25 August 2007 - 06:08 PM
Posted 01 September 2007 - 10:18 AM
Demo 1 is coming soon once I get the file, get the title cards sorted out etc. Maybe a YouTube video showcasing the new stuff added. Beta testers get it 1 day early then you'll get what you want, an official demo!Minor Update...
With the use of hex editing (takes a long-ass time using it for the first time), I've been able to fix the palette loading sequence when you reach Eggman in OOZ...
And while I'm posting this, I might as well post a preview of Metropolis' palette changes...
I will not be posting any more previews for the other levels, you'll just have to play them yourself once a demo is released (which should be very soon).
Posted 01 September 2007 - 10:43 AM
Posted 01 September 2007 - 08:56 PM
Posted 02 September 2007 - 12:43 PM
I've got my beta testers sorted out, I don't want a whole load of testers however you can help with Sonic 1 Epsilon though.*raises hand for Beta Testing*
This hack looks superb. Some of the best pallets for Sonic two that I have ever seen!
One thing, is there going to be any Art changes? I wouldn't expect ASM because you can't split it once you have the Lost Levels not lost anymore.
Love the DRZ Pallet.
Posted 02 September 2007 - 04:58 PM
This hack looks superb. Some of the best pallets for Sonic two that I have ever seen!
Edited by Rainer, 02 September 2007 - 05:00 PM.
Posted 02 September 2007 - 05:07 PM
Okay, what the hell are you on? You can do anything you want with a split disassembly, the only limitations are your imagination/skills and the Genesis' capabilities. There's an auto fix checksum option in Gens and Kega, and I don't see any reason why your ROM should mess up unless you've done something wrong.I think you can only do art changes with a split disassembly, I downloaded the Nemesis version but any changes made will get the red checksum error & if you fix it all you get is a blank black screen.
Edited by shobiz, 02 September 2007 - 05:08 PM.
Posted 02 September 2007 - 05:29 PM
Edited by Sephiroth, 02 September 2007 - 05:30 PM.
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