General Screenshot/Movie Thread (Archive)

Discussion in 'Showroom' started by Cinossu, Aug 16, 2007.

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  1. nineko

    nineko I am the Holy Cat Member

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    I'm just not a fan of the Peel-Out/figure-8 running style, but this doesn't prevent me from saying that this is a very good technical achievement :)
     
    Last edited by a moderator: Apr 18, 2013
  2. Jareth247

    Jareth247 Well-Known Member Member

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    Does this mean that eventually we'll see a hack that combines Sonic 1+2 w/ 3&K, making all their levels playable in one single hack? Of course, throw in the elements from S2 Heroes and its companion Sonic Classic Heroes, and we might just have the hack to end ALL hacks! Unless that hack throws in all the Character X in Sonic 1 characters and serves as the basis for a future stage in Sonic 1 Megamix's evolution.
     
  3. Alriightyman

    Alriightyman I'm back! Member

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    It's a Lot of back porting....
     
  4. nineko

    nineko I am the Holy Cat Member

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    Ah, the good old "why don't we make a Sonic 123K hack" question, it's been a while since the last time someone asked that.
     
  5. Jareth247

    Jareth247 Well-Known Member Member

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    I guess the issue would be the amount of work it'd take.
     
  6. Selbi

    Selbi The Euphonic Mess Member

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    More like the amount of impossibleness. From what I've heard, there's not enough ROM space to make it possible to combine all 3 (or 4) games, as the maximum lies around 4 MB.
     
  7. Jareth247

    Jareth247 Well-Known Member Member

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    What about porting it to Sega CD? IIRC, there was a proof-of-concept that did that with the first two games, and that's what they did with Sonic 1 Megamix. But then again, I don't know a single thing about the technical side of things.
     
  8. ThomasThePencil

    ThomasThePencil resident psycho Member

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    IIRC, there's only a select handful of hackers that know the secret to porting a Genesis hack (think Sonic Megamix, like you mentioned) to the Sega CD. So there's that :U
     
  9. nineko

    nineko I am the Holy Cat Member

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    The main problem isn't the ROM size. The real maximum isn't 4 megabytes and there are mappers which would easily work on real hardware (and selected emulators). Besides, the amount of data required by Sonic 123K would probably be less than that, since you would be able to recycle a lot of data by doing things right (most notably you can store sprites only once, for example, while Sonic 3 and Sonic & Knuckles both store a complete set of Sonic's sprites).


    Technical difficulties aside, there are simpler problems which would still get in the way. Plot, for example. How would you deal with Chaos Emeralds and super forms? What about big rings and special stages? Sonic 1 & 2: Heroes deals with these two things in an unique way, which actually works very well, but you can't reasonably put Sol Emeralds in Sonic 123K, or invent even more super forms other than Super and Hyper. Bonus stages? Special stages? What about the time bonus? Sonic 1 and Sonic 2 give 50000 points for 0:29 or less, but Sonic 3 & Knuckles gives 50000 points for 0:59 or less. Level transitions in the Sonic 1 and Sonic 2 levels? Sure, it's not impossible, someone did that in the past and someone is about to do that in the near future (see a few pages behind), but it has to be done. After the Sonic 1 and Sonic 2 levels have been ported to the Sonic 3 format, of course. Which also implies a 256×256-to-128×128 tile conversion for Sonic 1 (fortunately, that's another thing which has already been done). Using 3 (or 4!) acts in the Sonic 3 & Knuckles engine? Adding a whole lot of level IDs? Possible, possible, but still annoying. And what if there are more than 256 songs and sound effects combined? I actually didn't count them up, then again most sfxs are recycleable, and a more-than-256 music IDs system isn't that hard to pull, either, as even my hack had 14848 music slots. We'd need Act 2 (and Act 3! (and Act 4!)) remixes of Sonic 1 and Sonic 2 songs for consistency, too.


    tl;dr it's not impossible at all, it's just hard and/or long and/or boring.


    By the way if this will ever be done I demand Big the Cat to be a playable character, or I'll personally issue a 60-months ban to the hacker(s) who released such an unfinished product.
     
    Last edited by a moderator: Apr 19, 2013
  10. ThomasThePencil

    ThomasThePencil resident psycho Member

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    I think I might know the reason why nobody ever does Big The Cat. It's not because he's half-dumb (even though he kinda is :U), or because he had fishing levels in Sonic Adventure (don't ask), but because he is simply too big. If you've ever played Sonic Adventure, you'll have noticed that Big is about 3 or 4 times the size of most, if not all, of the other characters. Essentially, Big would require a lot of things, most of which, as far as I'm concerned, haven't really been accomplished before.

    1. Firstly, Big would need enough art tile space to handle his sprites, which would need to be much larger than the other characters, because of his size and because fishing pole :U

    2. Second, Big would need to have much bigger x_radius and y_radius values than the others, again because of his size, but this can easily be accomplished, so yeah =P

    3. Something else that I can't be arsed to try and remember at the current time =P

    But yeah, Big would be kinda difficult to add.

    Although I will admit, it would be quite funny to see Big The Cat running at such insane speeds in the Chemical Plant Zone XD

    I think I've said enough about Big The Cat for now :U

    There's the Emerald Hill Zone Act 2 remix from Sonic 2: S3 Edition (which I really like), so maybe the songs could be something along the lines of that. Just giving my two cents about it.
     
  11. nineko

    nineko I am the Holy Cat Member

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  12. ThomasThePencil

    ThomasThePencil resident psycho Member

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    Yes, but the difference between Eggman in Sonic 1 and Big The Cat in...well, anything, is that Egghead's sprites are already in the game. Big's sprites would need to be made manually.

    Also, I'm working on an Aquatic Ruin Zone Act 2 song, if anyone cares.
     
  13. TheFurryFox

    TheFurryFox http://vyrissthevixen.deviantart.com/ Member

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    Okay. After I watched that, my desktop screen turned black. WHAT THE FUCK?
     
  14. fdswerty

    fdswerty Well-Known Member Member

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    Hi everybody, Here's a video of my S3 hack:

    http://www.youtube.com/watch?feature=player_embedded&v=Yqd4GRjUZXE

    Also, I'm using this video as a emulator recording test, and I wanted to keep some of the original game layout. Enjoy :)

    psst, It took me 4 hours to upload this video D:
     
  15. ThomasThePencil

    ThomasThePencil resident psycho Member

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    You have some good things and some bad things in this level and in the hack in general. Allow me to give my feedback.

    Pros:

    • Pretty good palette. Green appears to fit in this particular zone.
    • Rusty Ruin Zone 1 music = win in my eyes.
    • Life counter edit. 'Nuff said.
    Cons:

    • There are WAY too many spikes in this level. Trust me, I put waaaaaaaay too many spikes in a level of my hack, and everyone was complaining about it. So please, put spikes as you wish, but don't put them in stupid places like right above a red spring.
    • There aren't really many ASM edits. But hopefully that can be changed.
    Despite the problems, I see a good future in your hack's future. Keep at it, and most importantly, don't ever give up.
     
  16. SpirituInsanum

    SpirituInsanum Well-Known Member Member

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    The object placement may be unnecessarily perverse or complicated in some areas, but the layout looks very good.
     
  17. D.A. Garden

    D.A. Garden Sonic CD's Sound Test Member

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    Looking good Electroball. I love to see more edits of Sonic 3 and Knuckles.

    There are some cheap object placements (already been covered by ThomasSpeedRunner) but it's definitely coming along nicely.

    I do see quite a bit of the original layout in there, but as you say, it's early days.

    The music port from Sonic 3D is pretty cool although the sfx edits are a little questionable, especially the iconic ring sound.

    Just my opinion, mind.

    I look forward to more of this.
     
  18. fdswerty

    fdswerty Well-Known Member Member

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    I edited the pitch of some SFX, mainly the rings and other sounds used in Sandopolis.

    Also, there was a Knux event in MGZ1, but I had to delete it due to palette issues.

    Thanks all for your feedback and comments, really appreciated  :) .
     
  19. DanielHall

    DanielHall Well-Known Member Member

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    Never place spikes on a pathway that you can't avoid, i.e the starting position, and the spring around 30~. I'm sure it isn't your intention to create a 'Kaizo' brand of Sonic hacks, so keep away from layout ideas like that.

    Aside from various cheap shots, it looks like a unique and fun layout design!
     
  20. redhotsonic

    redhotsonic Also known as RHS Member

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    As already mentioned, too many spikes, especially in gangways where it's almost impossible to avoid them.

    Otherwise, your level layout is a lot better than I expected.  It actually looks professional most of the time.  Most of your tile placements all fit and don't look out of place, nice objectives, multiple pathways.  All I can say is that the only negative about the layout was the spikes.  Just remove some of them and you'll do good.

    The music seems to match the design and the palette too, but I think that palette could improve just a little.  They just need to blend a bit more, otherwise, very good work.
     
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