I present to you, Sonic Re-utilization project V 4.2

Discussion in 'Discussion and Q&A Archive' started by Mike B Berry, Jun 9, 2012.

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  1. vladikcomper

    vladikcomper Well-Known Member Member

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    I suppose it's SRAM issue. It looks like you had some SRAM data before, which is likely since ROM's called 's1built', so this wrong data breaks the game.


    I got the same crash at the first run as well. Deleting SRAM data should help here, but level selected worked for me too though.
     
  2. Sonic master

    Sonic master Well-Known Member Member

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    And speaking of saving when in demo mode it appears to either the current level flag is not be cleared or every time a level is loaded it is saved to sram and then when you play the level it loads the data that is saved to sram and moves it to the current level ram address. I program my own genesis games I have not attempted a hack so I am not sure how sonic 1 handles which level to load but I believe that the demo uses the same ram address that the current level flag uses and when you press start the game sets the current level flag to GHZ. A possible fix is before the sega screen move the SRAM save data into a free memory location then after pressing start copy the data that you loaded before the sega screen into the current level flag.
     
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  3. Mike B Berry

    Mike B Berry A grandiose return Member

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    As a quick update: (*__________* means that the problem/oversight is fixed)


    *The SRAM function will be disabled, from this point on*


    *Sonic's afterimages are no more of an issue*


    *I have added water collision when Sonic is hurt*


    *The pallet issues for SYZ act 1 are fixed*


    [​IMG]


    *MZ act 1's pallet is restored*


    [​IMG]


    *The double jump is restored. I also made some extra collision detection in the first bit of GHZ act 2; using invisble blocks and wall chunk objects. (It was possible to double jump into the area with the destroyable blocks and Zip through the boundaries of the stage and die) It still needs a little modification before I move to layout edits. Anyway, heres the demonstartion of what is being presented.*


    http://www.youtube.com/watch?v=BDk-CuITSC0&feature=youtu.be


    *The SEGA chant is swapped with a new chant on a broken background (A new background will be used.) The Level Select menu now has the project name on a custom background. Eggman's voice is heared on the Level Select menu.


    The Bomb object for SLZ and SBZ now emits a voice clip when the fuse animation beigins and other specific objects/power-up's play voice clips (As provided in this video as well (I need the Mega PCM dual channel addition for the next relese)*


    http://www.youtube.com/watch?v=ffHcoBk3co0&feature=youtu.be


    *I have imported a simple title-screen menu, using some Sonic 2 xenowhirl code*


    [​IMG]


    *The running animation is fixed*


    [​IMG]


    *SLZ act 3 will use an even darker pallet than act 2*


    [​IMG]


    *I have eliminated the chkfloor routine of the spilling data code. The reason why is because I have shifted the gravity on the rings as a whole. The reason behind this is because I don't like the fact that the rings can easily be collected once they fly out of the character. With this, you can collect 1 to 3 rings total. Giving the game a bit more of a shortage on ring collecting


    Here is a video:*


    http://www.youtube.com/watch?v=SyqklDTHU60&feature=youtu.be


    -------------------------------------------------------------------------------------------------------------------------------------------------------------------


    These are specific nit-picks that will be in later builds (RED is something Undecided. GREEN is a possibility for the future. BLUE will be for the next release.)


    Custom Bosses, I have already made sketches for GHZ, MZ, SLZ (Phase 2 theme), and LZ. The others will be done soon enough.


    Here are the sketches: SYZ's design features a second phase. and LZ's design features an actual boss. After Robotnik has been defeated a death scene will play with a comedic ending.[​IMG]


    [​IMG]


    SBZ act 3 will have more official art to suit the actual SBZ feel. (it will be far more darkened than SBZ act 2.)


    Super Sonic will be available in the next release (Working out with the gimped form at the moment. Until I make the proper files, he will remain this way.)


    Turbo Super Sonic 3 will be available as an overhaul transformation.


    GHZ , MZ, and SYZ will load foreground pillars.


    Cintiseconds imported on the timer


    There might be a possibility of Tails being imported


    Sonic might has a third walking mode


    An options menu will be added in a future release


    Most bits of art will have a revamp (Mostly objects)


    The unused goggle monitor will serve to have a unique purpose. (An ability that will be used as Sonic Triple trouble ( much like the unused monitor in S2SWB)





    Act transitions are a possibility in a future release



    The credits will not have demos


    The voice clips will sound more clear when MegaPCM 's special add-on is available for the public


    The new intro logo will be centered correctly.


    BETTER PALETTES WILL BE MADE


    If you have any ideas, feel free to suggest them.
     
    Last edited by a moderator: Oct 14, 2012
  4. Mike B Berry

    Mike B Berry A grandiose return Member

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    Alright guys. After a long awaited release, (That is far to bugged out to really be getting any publicity at all.) Here we go once again With Sonic: The Re-utilization Project. In my above post, you'll see a pretty heavily provided guide of what has been fixed/added into the game. However this release will provide the source-code it was made with. I am unable to submit to mediafire and fileplanet anymore, so this is my only choice as of now. I hope you understand. I am too shitfaced with two particular glitches that I literally want to start over with this project. But I will not do so, instead I will provide a list of glitches/serious bugs that will mostly hinder specifics of game-play.


    Severity of Glitch/Bug: Blue: Moderate (Not too big of an issue), Orange: Serious (Can cause an instruction error that can glitch the game out.), Red: Game hindering (The most serious bugs that I have found or others have pointed out.)


    Ring spill glitch: Often times, If Sonic is hit, 1 ring will spill off screen and fall from the top boundary to the bottom boundary.


    Level Select Menu choice section glitch: When Selecting a stage on the Level Select, Sonic is ALWAYS brought to GHZ act 1.


    Special Stage Menu selection glitch: No code is selected yet, as of an extremely serious bug occurring once the special stage is loaded.


    Special Stage in general: The standing-point on what separates me from moving on, or pressing forward with it... Once the special stage starts, the game completely goes ape-shit and turns the BG and sprites white. The Clouds and fish/bubble object are still visible, but this point out is just too horrid for me. (I have spent 12 hours on this and couldn't figure this one out.)


    I would really like your help if you have the time. Please and thank you all.

    Sonic 1 Reutilization Project source code.zip
     

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    Last edited by a moderator: Oct 14, 2012
  5. Mike B Berry

    Mike B Berry A grandiose return Member

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    Since the restart of the project, those on Team Medley have been giving and taking a few ideas into realization; most of them revolving around physics edits, level changes and character additions. It may not seem as big an update as I'd like it to have been, though I have been studying some screenshots of the alpha remake of Sonic 1's GHZ:

     [​IMG]

    This isn't a real stage BTW, just a concept art that I made that will simulate some of the objects in game that were present in the Sonic 1 Tokyo Toy Show remake; they are not the same as the unknown build. Although I have even come to the conclusion, I know the idea is relative to the dimensions of the screenshots, that there are more than one finalized version of each object. Ergo, rocks, trees, the clouds, etc. Close visualization might not prove this point, but we no real proof for that, so I'll just play it how I see it.

    Anyway, some other things that have been added:

    Tails (Who loads in the same object table as Sonic to regress object overflow.)

    SuperSonic

    The Mega Drive intro (With my custom chant)

    An HQ SEGA chant.

    New drum samples

    Plans for the future (Color texts represent the agenda: RED= Not on the current agenda, ORANGE= Working in Progress, GREEN= Finalization of the idea.)

    High Quality Digital music for the games tracks. (The sound driver will have to suffer a massive music loss.)

    New Special Stages (Thinking of an idea for a new one)

    The addition of the mascot character in Sonic Medley as a playable character (The link for the character http://i.imgur.com/cxh3g.png)

    New Level Layouts

    New backgrounds

    Higher Quality art aspect

    New title screen (Including Sonic & friends in a newly animated Back ground)

    An extra Zone (Ideas are wrapping around Sky base from S1 GG/SS)

    A recollection of each boss in the Final Zone. (Rings could be toggled on or off when this is implemented.
     
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  6. XtremerSadiqX

    XtremerSadiqX Burning Way Past Cool Member

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    Who's that? Tina the Tiger? And you mean to tell me, on the Final Zone, it's gonna be a boss rush, similar to what Sonic 4 Ep.1 did?
     
    Last edited by a moderator: Mar 27, 2013
  7. Mike B Berry

    Mike B Berry A grandiose return Member

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    No not Tina the tiger. Her name is actually Lyra the Tigris. 
    You See... Sonic Medley got a MASSIVE revamp, going through a change of direction. The fan game is now represented to take place in a time after Sonic CD. The team asked me to make a new character. Seems cheesy enough for a Sonic fan game, however, this character is the only anthropomorphic animal on Little Planet, so the ability of time travel makes sense... If we utilize her abilities correctly that is. I've already made plans for an interesting segment of game play with both Sonic 1 and Sonic 2 that features her and two other characters other than Tails.

    As for the boss rush thing...Fuck Sonic 4, I was thinking more along the lines of Sonic Advance's Zone X Or The famous hack known as Robotnik's Revenge.
     
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