Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.
I wholeheartedly agree with Pacguy, he clearly has the right idea!!!!!
After a failed attempt sometime last year due to not being able to figure out the existing level editors, I finally got into Sonic hacking thanks to SonLVL. Here is my first completed level.
For an opening act, I would say that this is pretty spot on for what would normally be expected out of a level layout, this is rather well done indeed, I probably would say the same for the upper route(s) if we are ever to see them in action.
The colour choice for it is very reminiscent of that of Green Hill Zone in Misadventure/Dragon Edition, a worthwhile Morning palette for sure, helps make the adventure have a more welcoming feel for the start of it; I hope that such simple changes are well liked, you definitely have a good eye when it comes to palettes and layouts, I view you going far if you keep up this in future projects.
This palette looks very mellow for my eyes and I really like your colors choice.
I'd say that this palette is pretty good for a first attempt.
But chunks look odd. like, there's some small squares that look out of place there, i'd suggest that you fix it.
You know, a level layout is something I usually evaluate by testing it myself via gameplay, but at first glance it seems pretty well put together. Bravo!
The old background was getting kind of boring, so I decided to spice it up a little bit:
Spoiler: Out with the old...
Spoiler: ...in with the new
Looks OK to me!
A new challenger appears...
A huge thanks goes to Clownacy for taking the time to write a decompressor for the Rocket Knight Adventures compression format. Although a compressor is still required at this stage, I've been able to identify the art quickly and easily and it has allowed me to establish the purpose of certain routines, for splash screens, title screen and that sort of thing. Hopefully now I'll be able to make significant progress on the disassembly and have something buildable and usable in the not too distant future.
For anyone interested, you can find the decompressor here.
I later ported it to Flamewing's framework, adding support for compression in the process. You can find that version here.
I know without a compressor. That this is a bad question but how does its compression format compre to what the sonic games use?
I just said I made a compressor :U
The format, dubbed 'Rocket', is an LZSS variant, just like Kosinski, Saxman, and Comper. That said, it's kind of just in the middle: Kosinski has it beat in compression ratio, and Comper has it beat in speed.
The format does have a strange quirk though, where part of its buffer is initialised to a series of '$20's, and some compressed files (namely plane maps) make reference to them, as if they were actual data. In that sense, it's a bit like Saxman, which could create a sequence of 0's out of nothing.
To add to that, the game has a couple of other odd ways of handling things. The first word of the compressed file in 99% of cases will be the size of the uncompressed file in bytes, whereas the second word is the compressed size. However there has been one case where the value for the first word has been significantly smaller (stating 20 bytes instead of around the 1000 mark). The game also has an unusual way of calling the art in. Rather than loading in art on a per level and per object basis to specific VRAM addresses, it loads the data in a modular format to specific VRAM locations. This means that you might find a bit of object art packaged in with standard level art quite often. It's almost like they filled out the VRAM, took a snapshot of it and then split it down into equal pieces. I can imagine it's going to be a bit of a pain to work with.
One screenshot from the first level of Sonic Star Adventure:
This hack is still very work in progress
This...could work as a unique art style if you consider taking on the following things, Stardust Gear.
1. Match the objects and HUD to the level art style (flat and vibrant colors).
2. Smooth out the flat art style to give it a crisp look.
3. Add more detail like flowerbeds, buds, vines, rocks/pebbles, etc.
Do these things, and I'd say you'd really have something nice to look at. Would take a lot of work, but it'd definitely pay off the way I see it.
4. Add the same cartoon style of art to Sonic, HUD, lives counter and monitors.
You just repeated what he said EK.
Anyway, the art style does carry a nice uniqneas and freshness to it, but at the same time it looks a little too simplistic. If you could make the area you're supposed to stand on lean backwards a bit more, I think it could clear up the issue.
It's almost here guys! (Provided I can fit it in the ROM of course).
Looks a lot more optimized, less pixelated, and less laggy from that demo build from I think 2012. Very nice!
Coming soon to a RAGE near you...
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