Sonic 1 Yarmar Edition

Discussion in 'Showroom Archive' started by TheProf, Jun 4, 2009.

Thread Status:
Not open for further replies.
  1. TheProf

    TheProf Active Member Member

    Joined:
    Jun 4, 2009
    Messages:
    26
    Location:
    Orkney, Scotland
    Well, I thought that I may as well let you guys at SSRG see it too.


    This is a fairly basic hack. Any ASM in it is from guides, so credits to the original makers. GHZ is currently undergoing a revamp.


    Changes from original:


    New layouts for all of GHZ and act 1 of MZ.


    New art for GHZ, MZ, SYZ and SLZ.


    New music for title screen, GHZ, and the boss theme.


    New palette for GHZ (soon to change).


    Spindash added.


    Probably some other small edits that I can't remember.


    Screenshots:


    GHZ


    [​IMG]


    MZ exterior


    [​IMG]


    MZ interior


    [​IMG]


    SYZ


    [​IMG]


    SLZ


    [​IMG]


    Music (VGM and WAV):


    New GHZ (to be in next release; currently I'm using Endless Mine): Green Hills Zone from Sonic 2 SMS


    VGM


    WAV


    Title music: Fastest Thing Alive from SatAM


    VGM


    WAV


    Boss music: Sparkman's Stage from Megaman 3


    VGM


    WAV


    Layouts:


    GHZ1


    GHZ2


    GHZ3


    MZ1


    ROMS:


    Current Release (V1.3b)


    V1.00b


    V0.80b


    V0.60b


    V0.30b


    By the next release, I intend to have the GHZ revamp and a new layout for MZ2 done. Comment and constructive critique are very welcome.
     
    Last edited by a moderator: Jul 13, 2009
  2. shadowbeasts

    shadowbeasts I'm Legend Member

    Joined:
    Jan 5, 2009
    Messages:
    286
    Location:
    Good 'ol USA.
    I've been waiting to see this here and let me say I really like the art for marble and Green Hill keep it up.
     
  3. TheProf

    TheProf Active Member Member

    Joined:
    Jun 4, 2009
    Messages:
    26
    Location:
    Orkney, Scotland
    As stage two of the GHZ revamp, art is being redone. It's still a WIP, so ignore the parts that still have the old pattern.


    New GHZ art:


    [​IMG]


    C&CC, please.
     
  4. Selbi

    Selbi The Euphonic Mess Member

    Joined:
    Jul 20, 2008
    Messages:
    2,429
    Location:
    Northern Germany
    The shading on the GHZ is kinda bad. But I like the MZ art. Keep up your work. ^_^
     
  5. Animemaster

    Animemaster Lets get to work! Member

    Joined:
    Mar 20, 2009
    Messages:
    1,229
    Location:
    UK
    Hm.. there is some interesting art there, keep it up.
     
    Last edited by a moderator: Jun 8, 2009
  6. Kain

    Kain Well-Known Member Member

    Joined:
    Aug 10, 2007
    Messages:
    106
    Location:
    New York
    The main thing I find interesting about this hack is that every level has two paths (at some point or another)
     
  7. TheProf

    TheProf Active Member Member

    Joined:
    Jun 4, 2009
    Messages:
    26
    Location:
    Orkney, Scotland
    That is one of the things that I will definitely be including in every act of every level (bar FZ, obviously), so it's good that you like it.
     
  8. TheProf

    TheProf Active Member Member

    Joined:
    Jun 4, 2009
    Messages:
    26
    Location:
    Orkney, Scotland
    OK, here's the deal. In my opinion my level art isn't worth the effort and is usually very trial and error (I just choose a tile and randomly put in lines). It's also not that original. So I've decided that I'm going to let one person join Yarmar Team as a level artist. The only requirements are that you are committed and reasonably good at level art. If interested, send a PM or leave a reply.


    While I'm posting, I may as well say that this is now up on Hacktube.
     
    Last edited by a moderator: Jun 21, 2009
  9. TheProf

    TheProf Active Member Member

    Joined:
    Jun 4, 2009
    Messages:
    26
    Location:
    Orkney, Scotland
    Sorry to double post, but I think this warrants it. There is new music for SBZ: Ken Masters' Theme from SSF2. Thanks to Robert Hansson for the original midi. I think it turned out well, although there are some problems with the lead.


    VGZ


    WAV


    By the way, my request for an artist is still open, so if you want to lend a hand then just drop me a PM.
     
  10. TheProf

    TheProf Active Member Member

    Joined:
    Jun 4, 2009
    Messages:
    26
    Location:
    Orkney, Scotland
    It's release time! Here are the changes since the last version.


    New GHZ art


    Tweaked GHZ layout


    New GHZ music


    New GHZ palette


    GHZ is now called Grassy Garden


    New MZ art


    Tweaked MZ1 layout


    MZ2 layout completed


    New SBZ music


    Fixed some tile related bugs


    Probably a few other minor things


    [​IMG]


    And, of course, the ROM download.


    Link


    C&CC please.
     
    Last edited by a moderator: Jul 13, 2009
  11. Thorn

    Thorn wroar Member

    Joined:
    Aug 11, 2007
    Messages:
    70
    It's weird... the layouts and such fit together perfectly, and there's somewhat of a flow to them, but somehow the game just feels... slow. Maybe it's the dark color schemes, or maybe I'm used to hearing the Green Hills theme at a faster tempo. All I know is, I looked at that first act and said to myself, "This sucker can definitely be done in under 30 seconds." It took me something like 25 attempts, because if Sonic exceeds the speedcap at all, he crashes into a wall or a sideways spike or spring or something (save one runway I kind of cheated my way onto by hitting a left-facing spring into a loop, but jumping out halfway and shooting to the right at full speed).


    I'm not sure how to describe it... I liked how well put-together it was, but I kept wondering if I was doing it wrong. I know there was one particular path in Marble 2 that went to the left for quite a long while, and about 20 seconds onto it I felt like I might've been backtracking.


    Now that I've typed my thoughts out, I've realized what's been making me feel like that: I can't really get a sense of direction. There's ring arrows all around, but as soon as a path becomes devoid of enemies or the like, it feels like I've gone the wrong way. You've used ring arrows in a few places... perhaps you could expand on this. Arrow signs would be nice if you could find the VRAM for it. A few badniks wouldn't hurt either, since many of them only spawn if you approach them from the correct side, or at the very least spawn facing the direction you're supposed to be coming from.


    Let me reiterate that I like how it's all put together, though, since I feel like I'm coming off as cynical. It was just a really odd feeling I was getting that I figured I'd make known.


    EDIT: I have no idea why I didn't post this at Retro, where you're likely getting most of your opinions. I wasn't thinking, I suppose.
     
    Last edited by a moderator: Jul 13, 2009
  12. TheProf

    TheProf Active Member Member

    Joined:
    Jun 4, 2009
    Messages:
    26
    Location:
    Orkney, Scotland
    Bump for release. Full changelog below.


    New MZ3 layout done


    Added Espio the Chameleon


    New invincibility music (from NES 'Transformers: Mystery Of Optimus Prime' title)


    New MZ palette


    Fixed some of the object placement in MZ2


    MZ art tweaked


    MZ now called 'Ancient Abbey'


    New SYZ palette


    Tweaked GHZ music


    Slight changes to GHZ layout and object placement


    Other minor things that were bugging me


    Screens:


    MZ3


    Linked because it's too big for the board


    SYZ pallete and Espio


    [​IMG]


    MZ palette


    [​IMG]


    Music:


    VGZ


    WAV


    I already know that Espio is missing some sprites and his underwater palettes, but they'll be in sometime before the 18th. His palette also makes a lot of other objects miscoloured, something I'll fix over time. I also know about the underwater palette issues with Sonic. Other than that, any bug reports are much appreciated. I've got a week to scrub this up, so comments and critique are more important than ever.


    Download
     
    Last edited by a moderator: Sep 15, 2009
  13. NewSonic

    NewSonic Newcomer Member

    Joined:
    Sep 16, 2008
    Messages:
    19
    I loved the palettes and artwork.


    The GHz and Mz layouts are awesome.


    Bugs... not found


    Good work. :eek:
     
  14. TheProf

    TheProf Active Member Member

    Joined:
    Jun 4, 2009
    Messages:
    26
    Location:
    Orkney, Scotland
    You're too kind! Anyway, now for something that I forgot to post here last night. The first ever full console version of Thriller.


    VGZ
     
    Last edited by a moderator: Sep 18, 2009
  15. RatedRStarr

    RatedRStarr Rated R Superstar Member

    Joined:
    Jul 22, 2008
    Messages:
    195
    Location:
    United States
    Yo, I like this hack, its constantly upgrading and changing and it gets better. I also found no bugs. though I played the first level only.


    I only got one question and its something I always ask. You going to add Tails?
     
  16. TheProf

    TheProf Active Member Member

    Joined:
    Jun 4, 2009
    Messages:
    26
    Location:
    Orkney, Scotland
    Probably not, Tails seems to be in a lot of hacks and I'm shooting for originality.
     
  17. DeoxysKyogre

    DeoxysKyogre No idea what to put here .-. Member

    Joined:
    Jan 31, 2009
    Messages:
    298
    I found a small bug:


    When espio destroys a monitor, it turns into a screwed up purple sonic and if you die or go to the next level, he turns Sonic.
     
  18. Blazefirelp

    Blazefirelp Spiritualistic Spriter....Wait what? Member

    Joined:
    Oct 9, 2009
    Messages:
    209
    Location:
    England
    Is this hack based on minor tile edits, or is this just W.I.P?
     
  19. TheProf

    TheProf Active Member Member

    Joined:
    Jun 4, 2009
    Messages:
    26
    Location:
    Orkney, Scotland
    This does not happen with Kega Fusion, so I suspect your emulator is at fault.

    There are tile edits, palette edits, music edits, layout edits and ASM edits. It is a WIP but I've definitely done more than minor tile editing.
     
    Last edited by a moderator: Oct 18, 2009
  20. Zulkaroth

    Zulkaroth Newcomer Member

    Joined:
    Feb 9, 2010
    Messages:
    15
    Location:
    A Road with No End
    I know this topic is out of date, but I must say: this hack is awesome!


    I also must say: In every hack that adds Espio, his spinning animation should rotate on curves, and it doesn't, and it annoys me like hell. However, I have no suggestion as for how to go about that (sorry.)
     
Thread Status:
Not open for further replies.