General Screenshot/Movie Thread

Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.

  1. Angel X

    Angel X Well-Known Member Member

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    Horribly fantastic!
     
    Last edited: Jan 4, 2021
  2. Inferno

    Inferno Rom Hacker Member

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    Sky Base Zone, South Island
    We changed the trees around again:
    [​IMG]
     
  3. pixelcat

    pixelcat The Holy Cat Jr. Member

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    You've just made the most unsatisfying special stage ever.

    Thanks, I hate it
     
    MainMemory and Angel X like this.
  4. Bluestreak

    Bluestreak Lady in red, living in dread. Member

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    Eastwatch Island
    Just got Scrambled Egg acts 1 & 3 mostly done! Many people find the Zone a bit similar to Hidden Palace due to the rocky texture and many tubes, but also, there is unused underwater stuff for Act 2. Of course, I rather put that to use for something later. But hey, at least a lot of my tilework for Hidden Palace for Sonic: Project Aspect didn't go to total waste!

    s2027.png
    s2028.png
    s2029.png
     
  5. MainMemory

    MainMemory Well-Known Member Member

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  6. MainMemory

    MainMemory Well-Known Member Member

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  7. GenesisDoes

    GenesisDoes What Nintendont Member

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    Restored beta Sega Jingle in Chaotix at the Title Screen (and a new PWM sample to accompany it) for Knuckles Clackers.
     
  8. vladikcomper

    vladikcomper Well-Known Member Member

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    So, over a month ago, I did this little thingie:
    [​IMG]
    I initially wanted to keep it a secret for a while (before I get time to polish and release it), but with the recent decompilation of Taxman's Sonic 1/2 ports there is no point in this little project anymore. Because, thanks to enormous efforts of Rubberduckycooly (as well as RMGRich and everyone else involved) you can now play the very best widescreen port of Sonic 1 on PC, and my stuff that I initially threw together in a couple of hours is easily inferior in comparison. So I leave you with this screenshot for historical purposes.

    If you're wondering about the nature of this project, it's just a ROM hack, running in a modified emulator.
    It uses a fork of Genesis Plus GX created by heyjoeway (which is not yet released); I just did a few contributions to make it compile under Linux properly and fix a few video and timing issues.
    Now that my widescreen rendition of Sonic 1 is outdated, I should find some better things to do...

    Maybe this?
    [​IMG]
     
  9. Psi

    Psi Well-Known Member Member

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    In fairness that's still an interesting proof in concept in itself, especially since your competition is of a port and not the original.

    Plus many people will likely still want to hack the originals regardless.
     
  10. Inferno

    Inferno Rom Hacker Member

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    Welp, progress is being made.

    On the right is a mockup of GHZ2 using existing assets:
    [​IMG]
     
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  11. MainMemory

    MainMemory Well-Known Member Member

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    Angel X, Painto, RandomName and 2 others like this.
  12. DeltaWooloo

    DeltaWooloo The noob next door Member

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    Decided to present my special stage layout I've been doing since my absense here. There will be an update video, in several weeks, showcasing GHZ's levels and palettes and the elemental shields in use.
     
  13. MrLordSith

    MrLordSith Has an obsession with Sonic 1 Alpha Member

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    Has anyone else done this yet???
    I decided to make S1 Prototype air pockets work for Labyrinth Zone in Delta.
    Huge thanks to Inferno and ManiacShard for coding help and ideas, I recommend you read the video's description to understand how this works.
    also please dont kill me for the background I haven't added parallax to it or changed it that much yet!!!!
     
  14. TheInvisibleSun

    TheInvisibleSun Visible Member

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    Ahh man, I thought you made it so that the pockets functioned as 'out of water' areas, like they do in Ecco the Dolphin. Oh well, good on you for implementing it the way you did anyway!
     
  15. MrLordSith

    MrLordSith Has an obsession with Sonic 1 Alpha Member

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    I'm gonna be trying to make Sonic's palette and speed go back to normal when he enters the air pockets soon, adding the water surface will be difficult though, but I think I'll be able to pull it off eventually.
     
  16. Soldaten

    Soldaten The Coilgun Root Admin

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    Clearly since Sonic is breathing CO2 the drowning mechanic is no longer needed :v

    Nice work.
     
  17. Inferno

    Inferno Rom Hacker Member

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    Sky Base Zone, South Island
    Wanna know the secret?

    This is basically just the lava tag object but with a custom reaction type...

    Yea, that easy, for the start of it.
     
  18. TheInvisibleSun

    TheInvisibleSun Visible Member

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    For the water physics, one way you could do it is to create a flag that activates when in the proper proximity of the 'air pocket' object you created (and deactivates once leaving said coordinate proximity), and check for it in the Sonic_Water routine (and have it branch to the 'abovewater' condition if set, like the waterpos1 check does).

    For the palettes, you could use the same logic to make the object load Sonic's normal palette when in range, and make it reload the underwater palette when not in range. If PalLoad1 gives you trouble with doing this quickly, you could also use Gardeguey's awesome PalLoad Loop routine:

    Code:
    ; ||||||||||||||| S U B    R O U T    I N E |||||||||||||||||||||||||||||||||||||||
    
    
    PalLoad_Loop: ;Quick load
         
            move.w    (a1)+,(a2)+              ;Copy pallete data to RAM
            dbf    d0,PalLoad_Loop               ;Loop d0 (length)
            rts
    
    
    and then call for it like this:

    Code:
    move.w #$F,d0                ;Length ($F = full line)
    lea    (Pal_Sonic),a1  ;Palette location
    lea    ($FFFFFA80),a2        ;RAM location ($FB00 = line 1,$FA80 underwater)
    jsr    PalLoad_Loop
    
    [EDIT: What would be more difficult to do, would be to figure out how to render Sonic if partially underwater, not sure how you'd do that, offhand.]

    The water surface would probably need to be a separate object that is loaded as a 'fake' water surface, but using the same art.
     
    Last edited: Feb 7, 2021
  19. Inferno

    Inferno Rom Hacker Member

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    Yea, I came up with the same thing for the water surface, and Rivet actually came up with the same tactic for the pallete, but you did help by reaffirming this stuff, lol.
     
  20. DeltaWooloo

    DeltaWooloo The noob next door Member

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    Also while I was absent, I made GHZ Act 1 look easy but fun to enjoy. I'll try and present the entirety of GHZ Act 1 next month but for now enjoy what I've made.

    Credits to D.A. Garden for bug testing my level and giving me feedback as to improve my level and AURORA☆FIELDS for her AMPS driver.