My Unnamed Sonic 1 Hack - New Year's Demo

Discussion in 'Discussion and Q&A Archive' started by DarkLeach, Jan 2, 2012.

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  1. DarkLeach

    DarkLeach Well-Known Member Member

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    Happy New Years Everybody! I've been working on my hack and I thought that since Today is New Years I might release a demo. This is my first hack (Not counting the one I lost everything too but I killed it by accident) I've done. This is a Demo, and a better release will be coming soon (Maybe, my winter break is almost over). Any bugs you see you can point out and I'll fix them as best as I can. So any comments/ praise/ constructive criticism is welcome as long as it isn't ridicule (But I think the Site has rules for that right?). As I said before this is my first hack, and this is also made using The Sonic 1 Hivebrain Dissassembly, and SonED2 is used for layout editing.


    Some pictures and the hack can be downloaded right here.Unnamed Sonic Hack - January 1st, 2011 DEMO.zip


    EDIT: I uploaded a text file that gives credit to the people that helped my directly or indirectly: People who helped me in my Hack.txt
     

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    Last edited by a moderator: Jan 7, 2012
  2. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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    Pro Tip: No Screens, no download.


    I hope I'm not backseat modding Admins.


    edit: I did download it. I remember you now. You're the guy who I gave the ported version of the S2NA wall bounce to. Ok. Here's some critiquing.


    1. PLEASE REMOVE THE WALL BOUNCE. It is a great a move novelty, but it is annoying after a while. If I remember correctly, I did give you public instructions on how to edit the speed needed before the bounce would effect the player.


    2. The Spin Dash needs work. You need to folow the whole instructions over at Retro. I hate trying to spin dash, then suddenly my screen goes herpy derp.


    3. Though your layout is decent, it needs work. Not bad for a beginner. Has a few cheap shots here and there. Not all your chunks fit together at the right places in GHZ. Also, there is some places in GHZ1 that doesn't flow. The paths are not clear, and in some cases are misleading, and thus a waste of time, unless that is the point?....


    4. I do like how you turn into a ball after hitting a spring. In some parts of your fault level design (read #3), it makes things that would normally hurt me,...well not hurt me.


    5. In your credits. Just bear in mind, if some folks helped you with code, please address them accordingly, becaues some people, (not myself), may not like you later on down the road.....


    6. For some reason, your hack is OK, but, all in all, it doesn't flow well, and to be honest, doesn't seem that fun, maybe that's because it is an early demo? But please, continue on with your hack. It is a work in progress.
     
    Last edited by a moderator: Jan 2, 2012
  3. DarkLeach

    DarkLeach Well-Known Member Member

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    As my last post as a Trialist (If it's 20 Posts) here's a video of the Hack. (I couldn't figure out how to add pics to the actual post). This video didn't make it in the original post because I have low bandwidth at my house and Youtube was being uncooperative. So here's a video!
     
  4. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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    ....you should've just edited the video into your original post, seeing as you could put in now.
     
  5. redhotsonic

    redhotsonic Also known as RHS Member

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    XD


    Nice one!


    As for the video, it was... it was... naff. Didn't rock my boat. I did like the ending of the first act though. Not that it matters what I say here now seeming as DarkLeach7 is now in Limbo =P
     
  6. OrdosAlpha

    OrdosAlpha RIGHT! Naebody move! Root Admin

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    Poor level design - mismatched tiles all over the place. Poor object positioning - misaligned and badly placed objects everywhere. Pathetic. Not worth the download.
     
  7. SSGD

    SSGD "I can't believe what cool boots you have on!" Member

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    Gave it a spin......


    You should of waited until you had at least one whole zone fully edited (not a level mind you, an actual zone). Playing a level that's only very minor in changes that doesn't mesh well with layout placement and has graphical errors (see GHZ act 2) only for it to revert back to the normal proceedings of the original game is just no fun at all. I suggest you look for some inspiration to help drive the creative flow by taking notes from more well known hacks and see how they have mapped out level chunks giving the player the choice to follow more than one linear route to reach the goal along with object placement.


    Also as stated by SuperEgg, the wall bounce does become annoying and would be best left out from any future releases. Camera positioning for the use of spin dash needs to be added as well, please resort back to the spin dash code as featured on Sonic Retro.
     
  8. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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    Well, I had to make sure my ported code was being used in a way that wasn't annoying like in S2NA, I was obviously wrong.


    SSGD: I did give it a spin, it needs A LOT of work. But it is still recoverable.


    Ordos: If I wasn't in a good mood, I would have to agree, I wouldn't download either.
     
  9. DarkLeach

    DarkLeach Well-Known Member Member

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    Hello to all! I'm a member now! Anyway the reason for the bump is that I wanted to say a few things that I couldn't say when I was in Limbo.


    1. SuperEgg don't worry, I plan on doing something with the Wall Recoil, If that doesn't work, I'll add an option to turn it on/off at will. (Once I learn how to do that)


    2. I'm making new level layouts now, so things flow better.


    3. Sorry about not putting specific names for credit I'll put up a Text File containing all the People that helped me on the forums and the tutorials I used.


    4. And I won't make a release when it's not ready for one.


    EDIT: A text file is available for download in the first post containing all the people that helped me directly or indirectly. Go See it! (If I forgot you please message me and I'll add you for my next release, and remember It's for the New Year's Release, not the people who helped me after. Don't worry you'll be credited too.)
     
    Last edited by a moderator: Jan 7, 2012
  10. SSGD

    SSGD "I can't believe what cool boots you have on!" Member

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    Well its good to see that you've got some set tasks lined up, hopefully you can achieve them.
     
  11. DarkLeach

    DarkLeach Well-Known Member Member

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    Yes, the only thing I think I'll have trouble with is making a menu option ( or a menu period) but That can get it's own thread when I get around to it. Hey SuperEgg in an earlier hack I made (I don't have it anymore I lost it) I ported the S2 Spin Dash using the Multiple Step tutorial on Sonic Retro, but Whenever I added the Spin Dash Dust I could no longer see my title screen (The big Sonic Logo that showed "SONIC THE HEDGEHOG" on it) but the Sonic Waving his finger was still visible. That's the reason I ported the S2NA Spin Dash. I read through the Tutorial many times but nowhere did It mention the Title Screen Disappearing (Did I do something wrong?). Could somebody help me with that problem?
     
  12. Irixion

    Irixion Well-Known Member Member

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    Try working with one thing at a time, and make lots of backups. Good to hear you're redoing the layout, it was very confusing at some points, and while it may look good in the editor, it doesn't necessarily mean it'll be fun to play :p
     
  13. DarkLeach

    DarkLeach Well-Known Member Member

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    I already make a lot of backups (As Built ROM's) So should I backup the ASM file and level layouts occasionally as well? And when I was making the Level It looked cool. But obviously not now, my new layout looks and plays a lot better. =P
     
  14. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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    If I remeber correctly, that bug is caused when you move Sonic out of his starting place in GHZ act 1, I could be wrong, but I'll go check.
     
  15. DarkLeach

    DarkLeach Well-Known Member Member

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    In my first and lost Hack, I think I might of, I used ESEII and then made a dissasembly. I was new to ASM at the time. I don't think I changed it in this one. Earlier in development (GHZ Start Position was unchanged at the time and it still is) I made a copy and added the Spin Dash dust and that bug still occurred so it can't be that...
     
    Last edited by a moderator: Jan 6, 2012
  16. DarkLeach

    DarkLeach Well-Known Member Member

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    Here's the video with the results of me adding the Spin Dash Dust (Please note I'm using this video to explain what happens when I add the Dust, my current hack (After I backed it up to test adding the Spin Dash) did the same things I point out (But I no longer have that build), not the other things so Ignore those parts of the video. I did make this over a year ago and I was stupid then =P )


    At 0:02 and at 2:53 - When I start the game I cannot see the Sega Logo but I can hear the SEGA Sound


    At 0:10 and at 2:59 - The Big "SONIC THE HEDGEHOG" Logo Thing doesn't pop up


    At 2:19 - The Special Stage Scrolling Background doesn't show up (Not in the video, but If I let it sit long enough Glitched Tiles start to appear everywhere)



    Please Ignore the Annotations (They were written more than a Year Ago, and remember I WAS Stupid at Sonic Hacking (I don't you can see them on SSRG anyway when I link the video) and I no longer have the ROM. But I can go digging for it if need be.
     
    Last edited by a moderator: Jan 6, 2012
  17. Animemaster

    Animemaster Lets get to work! Member

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    Somewhere you've obviously gone wrong, have you tried removing or commenting out the spindash code to see if your problems still exist?.
     
  18. DarkLeach

    DarkLeach Well-Known Member Member

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    Those things I mentioned started happening when I added this:



    Code:
    DMA_68KtoVRAM:	; CODE XREF: LoadSonicDynPLC+48?p
    
    	 ; LoadTailsDynPLC+48?p ...
    
      movea.l ($FFFFD3EE).w,a1
    
      cmpa.w #$D3EE,a1
    
      beq.s DMA_68KtoVRAM_NoDMA
    
      move.w #$9300,d0
    
      move.b d3,d0
    
      move.w d0,(a1)+
    
      move.w #$9400,d0
    
      lsr.w #8,d3
    
      move.b d3,d0
    
      move.w d0,(a1)+
    
      move.w #$9500,d0
    
      lsr.l #1,d1
    
      move.b d1,d0
    
      move.w d0,(a1)+
    
      move.w #$9600,d0
    
      lsr.l #8,d1
    
      move.b d1,d0
    
      move.w d0,(a1)+
    
      move.w #$9700,d0
    
      lsr.l #8,d1
    
      move.b d1,d0
    
      move.w d0,(a1)+
    
      andi.l #$FFFF,d2
    
      lsl.l #2,d2
    
      lsr.w #2,d2
    
      swap d2
    
      ori.l #$40000080,d2
    
      move.l d2,(a1)+
    
      move.l a1,($FFFFD3EE).w
    
      cmpa.w #$D3EE,a1
    
      beq.s DMA_68KtoVRAM_NoDMA
    
      move.w #0,(a1)
    
    
    
    DMA_68KtoVRAM_NoDMA:   ; CODE XREF: DMA_68KtoVRAM+8?j
    
    	 ; DMA_68KtoVRAM+56?j
    
      rts
    
    ; End of function DMA_68KtoVRAM
    
    
    
    
    
    ; ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ S U B R O U T I N E ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
    
    
    
    
    
    Process_DMA:	; CODE XREF: ROM:00000D9C?p
    
    	 ; ROM:00000E84?p ...
    
      lea ($C00004).l,a5
    
      lea ($FFFFD3C2).w,a1
    
    
    
    Process_DMA_Loop:   ; CODE XREF: Process_DMA+20?j
    
      move.w (a1)+,d0
    
      beq.s Process_DMA_End
    
      move.w d0,(a5)
    
      move.w (a1)+,(a5)
    
      move.w (a1)+,(a5)
    
      move.w (a1)+,(a5)
    
      move.w (a1)+,(a5)
    
      move.w (a1)+,(a5)
    
      move.w (a1)+,(a5)
    
      cmpa.w #$D3EE,a1
    
      bne.s Process_DMA_Loop
    
    
    
    Process_DMA_End:   ; CODE XREF: Process_DMA+C?j
    
      move.w #0,($FFFFD3C2).w
    
      move.l #$FFFFD3C2,($FFFFD3EE).w
    
      rts
    
    ; End of function Process_DMA

    That's what's on the Sonic Retro Tutorial for adding the Spin Dash to Sonic 1., Part 2. (This code is public and I'm not stealing anything, at least I don't think I am...)
     
  19. Animemaster

    Animemaster Lets get to work! Member

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    Yes that code is meant to be for the spindash loading (the dust I think), and if it was Sonic 2, I think its also used for Tails's tails. Did you alter the routine at all? did you put it in the right place?. Maybe your using a ram adress used in that routine for something else?.
     
    Last edited by a moderator: Jan 6, 2012
  20. DarkLeach

    DarkLeach Well-Known Member Member

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    I put it exactly where the tutorial told me to put it and did exactly everything it told me to do and all those things happened. So I don't know what to do about that. Has this happened to anybody else?
     
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