Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.
Screenshot of one of my projects that is still in early stage (After 2 years : p)
It be in. Was a pain to figure out where to splice this thing into VRAM so that it didn't screw with something else.
So it occurred to me that I never showed off this splash screen here, and since I needed to upload it to YouTube anyway to in order to kick off the official channel for the community @AURORA☆FIELDS have been getting ready to launch, I figured I'd show it here now:
Spoiler: Credits in case anyone is curious
Planning, Logo Art, & Sound Design - Nat The Porcupine
Planning, Screen & Sound Programming - AURORA☆FIELDS
Background Art & Animation - VAdaPEGA
Y'all should join; we're cool :v
And so one of the worst decisions of my life was made
Look, I even replicated the scroll bug at the bottom! :V
The concept of this hack is to have the various 'Green Hills' from the 16 bit games. Green Hill, Emerald Hill, Palmtree Panic, Angel Island, maybe a level from Chaotix if I can fit it in the palette.
Why stop at the 16 bit versions when you also got the 8 bit ones too? There's even Green Hills Zone from Sonic 2 8 bit. xD
Because the graphics are smaller, and they use tilemaps instead of the chunk system. The 8 bit games as a whole just work completely differently.
I think she might be aware of that.
Either way, it's not like you can't remake the zones (although that would admittedly take a ton of work for a fun/gag hack).
Finally got the background in thanks to the help of the Jester (The fixes were so simple, it's kind of embarrassing)
Things are really starting to come together!
Official Hellfire Saga animation by Time Fox Animation!
Shadow and highlight is such a cool feature! And really easy to implement.
Though it's brought down by it's severe limitations...
Spoiler: About Chaotix levels
On a technical level, Chaotix for its levels uses 2 Genesis palette lines each for the FG and BG layers, so you may have trouble getting Isolated Island Zone into the hack without reducing the color count and remapping the FG and BG tiles and palettes to palette lines 3 & 4 respectively. Fortunately, the 2 extra palette lines are usually used to accent certain feature of the level with additional colors, so it should be relatively easy to reduce and to remap. Isolated Island Zone is also a special case in the game, considering its assets are shared between the "Tutorial" and "Introduction" Zones. IIRC, Chaotix also breaks the standard $FF unique Chunk limit (it uses Sonic 2-styled 128x128 px chunks) by replacing chunks with additional ones based on particular Zone/Act/Time-of-day combination ranges via a chunk paging system.
There is also the problem of both Isolated Island Zones being designed around the rubberband mechanic, and Tutorial Zone Act 1 being a vertically wrapped level. It should be quite possible (and a fun technical challenge) to rip the assets for modification using SonED2's Chaotix ROMulan scripts and doable to get it ported into the hack, albeit with some edits to make.
On that note of Chaotix hacking research... I designed Techno Tower Zone Classic Act 2 (Day) today for my Knuckles' Clackers hack.
It features a new monitor subtype, which will temporarily remove the rubberband mechanic until the partner is Called back, allowing loop and path swapping sections to be less clunky. I'm also beginning to understand how Chaotix handles AnimArt (via a simple hex scripting system), and implemented ROMulan support to handle both AnimArt art data and the actual animation of it from that scripting system data.
Still need to research further into how Chaotix handles parallax, DLEs, and palette cycling (probably another scripting system) to fix issues for TTZC.
Technical details to follow for the new monitor type and on the AnimArt system after further research, in another tech video.
Morning, Day, Night, and Sunset level variants of
Techno Tower Zone Classic Act 2 for Knuckles Clackers ROM hack.
Properly working TTZ Classic AnimArt
And a technical breakdown on how to handle AnimArt data scripts within Chaotix
(and the rubberband removal monitor code patch)
I've never actually finished a ROM hack before. Untitled Sonic 1 Hack fizzled out likely due to being too ambitious for my skill level, and the other hack I was planning never got it past planning. But I have been dabbling in ROM hacking again ever since SHC began, and here I present to you Sonic 1 Redux.
My scope is this: Sonic 1, but stuff is different. What a concept.
The level names and the general aesthetic of the levels are the same, but the level designs, music, palettes, and all that other good stuff is different. It also has a whole new set of Sonic sprites that are a mix of Mania, Sonic 2, and my own additions. No complex ASM changes and mechanics here, just a standard ROM hack using the skills in design I've learned. It's like a Redux of Sonic 1... oh, wait.
Spoiler: Title emblem
Hopefully this hack actually comes to fruition unlike my past projects.
Is this a Frog Forest reference?
Started work on a disassembly of Sonic 1 Mega Play at the suggestion of djohe on Discord. It'll be a good while before it's done, and I'd appreciate help. Here's a look at the ROM header!
As per usual I did something dumb someone thought up of on Discord.
Possibly, though the frog badnik is in fact an unused S2 concept (S2 Mania I believe also remade it).
Very special thanx to JDPense for some VRAM tricks to get this running.
I think I did something wrong?
Separate names with a comma.