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#1 Armada

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Posted 18 August 2007 - 01:53 PM

Ok folks here's a basic rundown of my hack. This hack is a hack of Sonic 1. I'm using ASM to program it. So far it includes:
Mighty as a second character
Perfect spindash
Super peelout
Goggles monitor
Temporary character swap monitor (Chaotix, 70% done)
Music from S3 and Ristar
GHZ level art changes
LZ level art changes
Compressed art changes
Dynamic palettes
SRAM

Our hacking team, Team Hedgehog, consists of:
Me: Main programmer, level designer, level artist.
Tarheeltim: Sprite artist, beta tester
Sephiroth: Beta tester

All of the level art for the game was done by hand.

Any suggestions are welcome!

Here's some screens.
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Buzz Bomber art is Sonic CD style
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Fish art is now S2 Beta style. The bridge is S3 Angel Island's bridge.
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S3 rock
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Sonic CD Beta (510?) signpost
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New special stage pallet.
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Mighty game
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Example of super peelout (old art) and new LZ art (still editing it)

Creds to SMTP and Tweaker for all the programming help.
Creds to SCAA for all the GHZ art (except level art).

Whargle, other assorted updates. :P

GHZ music is now Green Grove Zone (Sonic 3D)

Waiting animation now has Sonic waving his finger.

SYZ music is Diamond Dust Zone (Sonic 3D)

Ported Evening Star (Crackers), using it to understand how to port Chaotix music.

Porting Invincibility music from Sonic 3D for speed shoes.

I fixed my problem. I had to replace my PLCs.

Oh, such a crappy release...

Releases:
1st public release (Pre-artfix) v.0X This is shit compared to the new version! So don't bitch yet. In fact, don't even play it.
http://www.mediafire.com/download.php?4xzxmz1zzum (2 MB, I've done some ROM trimming now).

Bug for v.0X

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This will be rectified thanks to lukeusher123.

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From editing pallets (I fucked it while adding Mighty's in). It's normal now.

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Fixed.

Ugly DAC in the music. All fixed (creds to Pu7o).

Non-rotated peelout sprites (fixed).

In any level where you can fall to your doom in a bottomless pit, you go to SBZ Act 3. This happens because I edited the routine that would kill Sonic. I have yet to fix this as it conflict with the peelout routine. (Yet to be fixed)
Credit: SOTI for taking the screen (because I'm nice).

Discuss.

EDIT: Spelling fix. I missed the s in cycles.

Edited by Armada, 18 August 2007 - 02:33 PM.

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#2 VictorT

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Posted 18 August 2007 - 03:07 PM

That new LZ art looks like Megamix's Misty Maze level art.
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#3 Tweaker

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Posted 18 August 2007 - 05:52 PM

That new LZ art looks like Megamix's Misty Maze level art.

That's what Stephen said, but I thought it was just a coincidence.

Boy, I can certainly see some shit going down as a result of this.
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#4 Armada

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Posted 18 August 2007 - 06:20 PM

That new LZ art looks like Megamix's Misty Maze level art.

I spent an hour hand-making that in SonED 2 so don't say I stole it. It's pure coincidence. This reminds me I have to do MZ's art soon. <_< Ah, I'm too lazy right now.

That's what Stephen said, but I thought it was just a coincidence.

Yeah, it is.

Boy, I can certainly see some shit going down as a result of this.

Is that a good comment? My brain can't pick up shit over the Internet...
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#5 VictorT

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Posted 19 August 2007 - 02:44 AM

I spent an hour hand-making that in SonED 2 so don't say I stole it. It's pure coincidence. This reminds me I have to do MZ's art soon. <_< Ah, I'm too lazy right now.

I never said you stole it. i just said it looks like.
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#6 Sephiroth

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Posted 20 August 2007 - 05:26 AM

I can help out don't forget, we TH boys stick together!
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#7 Armada

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Posted 20 August 2007 - 01:30 PM

I can help out don't forget, we TH boys stick together!

In a not gay way.

Anyway, I'm working fixing the "SRAM title screen glitch". It's going good so far except for a few little weirdnesses. You go to a demo if you sit too long on the level select menu and choose a level, and you always go to the level saved in SRAM form level select with the act number you choose.

EDIT: Spelling error. I spelled "with" "witht".

Edited by Armada, 20 August 2007 - 06:21 PM.

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#8 Armada

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Posted 25 August 2007 - 06:07 PM

Double posts are bad, bad I had to update.

I'm working on a double jump, which will use the fist pump animation (unused). It will leave you vulnerable (on purpose) as a cost. So far that doesn't seem to work. I have no idea what I'm doing, I'm spiraling into an ASM slump... if anyone wants to lend some help I'd appreciate it.
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#9 shobiz

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Posted 25 August 2007 - 06:56 PM

Double posts are bad, bad I had to update.

I'm working on a double jump, which will use the fist pump animation (unused). It will leave you vulnerable (on purpose) as a cost. So far that doesn't seem to work. I have no idea what I'm doing, I'm spiraling into an ASM slump... if anyone wants to lend some help I'd appreciate it.

It might be helpful if you posted the code :)

EDIT: As far as I know, it would be as simple as adding
move.b	&#40;$FFFFF603&#41;.w,d0

		andi.b	#$70,d0; is A,	B or C being pressed newly this frame?

		bne.s	FistPump
at the beginning of locret_134C2 and then, at FistPump, placing:
move.b	#$13,$1C&#40;a0&#41;; There are two fist pump animations - $12 and $13.

;In Kega, animation $13 actually causes Sonic to pump his fist, so I&#39;m just using that.

; code to set Sonic&#39;s proper X height, Y height and status flags should go here.

; Assuming Sonic 1&#39;s SST is the same as Sonic 2&#39;s, it&#39;ll be something like&#58;

		bclr	#2,$22&#40;a0&#41;

		move.b	#$13,$16&#40;a0&#41;

		move.b	#9,$17&#40;a0&#41;

; I&#39;m assuming that Sonic&#39;s width and height while fist pumping are the same as when he&#39;s standing

		rts

EDIT 2: Fixed the comments so that they aren't multi-line
EDIT 3: Okay, this is seriously annoying. Why does the codebox do word-wrapping anyway? It screws up comments.

Edited by shobiz, 26 August 2007 - 05:40 AM.

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#10 redhotsonic

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Posted 25 August 2007 - 08:42 PM

This is not bad at all, but there is still room for improvement. Can you make that buzz bomber yellow instead of red? Even though red is my favourite colour, it doesn't blend in with the level.
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#11 Armada

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Posted 25 August 2007 - 09:09 PM

I know. Red is a trerrible color for GHZ, I just never got around to fixing the art. The red looks nice in MZ though. And thanks shobiz, I'll test that out ASAP.
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#12 Thundertimi

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Posted 07 September 2007 - 06:32 PM

I know. Red is a trerrible color for GHZ, I just never got around to fixing the art. The red looks nice in MZ though. And thanks shobiz, I'll test that out ASAP.

I used red in my marble zone level, but i dont think i going relase it, so feel free to use it :lol:
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#13 Armada

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Posted 07 September 2007 - 06:48 PM

Like I couldn't even if you did.

Anyway, time for an update.
I hope to port a level from Sonic CD. I was thinking about using Metallic Madness Good Future for the level. I have the palette, but my Nemesis locations for the art in SCD seem to be missing. Was the list put on the new forums?

EDIT: I had an idea, it may take some time to work out though. I was thinking of giving each level a unique starpoll/lamp post. I got the idea from a sprite contest topic on SFGHQ.

EDIT: unfinished sentence.

Edited by Armada, 08 September 2007 - 04:17 PM.

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#14 Thundertimi

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Posted 08 September 2007 - 07:50 AM

Like I couldn't even if you did.


Ofcourse you could.
It will be nice!
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