Sonic & Johnny

Discussion in 'Showroom' started by Lone Devil, Oct 11, 2022.

?

BUFF JOHNNY?

Poll closed Oct 16, 2022.
  1. Fine as it is, git gud gamerz

    4 vote(s)
    80.0%
  2. Ultra Peelout

    1 vote(s)
    20.0%
  1. Lone Devil

    Lone Devil Internet War Veteran Member

    Joined:
    Dec 29, 2010
    Messages:
    186
    Location:
    Dallas Texas
    Sonic & Johnny is a heavy modification of Sonic the Hedgehog by Lone Devil where the goal is Racing against your Rival for the first Two Acts while fighting New Bosses along the way. Featuring Johnny from Sonic Rush Adventure and New Zones containing plenty of familiarity.

    STORY:
    After Robotnik's dissatisfaction with his rebellious Metal Sonic, Robotnik and his empire decided to own land, and reclaim all the Chaos Emeralds to mysteriously summon an individual from another dimension who calls himself Johnny. After being sold with Johnny's arrogant skills, Robotnik constructs a deal that would give Johnny the fame and recognition he always wanted by inviting him to his recently funded Atomic Stadium, an small island built for the strongest of racers with a special prize if one of the racers collects all Emeralds.

    Sonic gets a report from Knuckles that his Emeralds is missing and later recieved a letter from Robotnik threatening Sonic to join his 1v1 Grand Prix or else one of his friends will remain kidnapped forever. Sonic calls Tails to fly him to the nearest stadium to join the race to beat Robotnik's latest successor to Metal Sonic and find out what's really going on.


    CONTROLS:

    Sonic the Hedgehog
    • Functions like Sonic 2 Sonic with S3K Slowducking & Controllable Rolljump adapted.
    • Auto Spindash allows Sonic to automatically accelerate at max spindash speed, Mash away!
    • his Shield Ability is a stronger Dropdash (hold A/B midair).
    • The best character to start with mostly due to a busted legacy mechanic, The Spindash.
    Johnny the Sultan of Speed
    • His invulnerability lies in his running speeds like a torpedo.
    • Unable to roll but can stomp like Mario, He can still maintain bounceheight by holding the button.
    • Can Slide by holding down & TurboJump with down + A/B/C.
    • Has a Super Peelout that can Quickdash by letting go of Up early.
    • Underwater he can't drown nor Turbojump.
    • his Shield Ability is a mini HoverJump (press A/B midair).
    • The point of this character is to provide an entirely different moveset to Sonic that shouldn't roll by using different ways of jumping for speed without needing to bloat more than two signature moves, Johnny functions similar to what Mario would in a Sonic game. or should I say... a Luigi Missile.
    Both characters can turn Super by pressing C midair with all six emeralds & 50 Rings.

    ADDITIONAL FEATURES:

    • Special Stages can be entered by hitting an S Monitor or collect 100 Rings into the Goalpost.
    • Co-op Mode that can be played solo like a puzzle game (hold Up to freeze 2p) or with a 2nd controller. This will disable the time limit since neither character is racing.
    • Sonic 1 Mode with slightly different layouts.
    • High Score Leaderboards that can be set after losing all lives or after credits.
    • Hard Mode that contains stricter time limits and slightly modified boss patterns.
    • Skins for Shields and Monitors.
    • Toggleable Random Monitors (Will overwrite S Monitors), it's one way to get free Sneakers & 1Ups without resorting to Sound Test Cheats.

    BUGS & OVERSIGHTS (as of v1.01):
    • LET THE TITLE SCREEN SIT OUT until demo plays since playing straight away
      without viewing the High Score Leaderboard first WON'T set your first new record,
      this will only happen once.
      FIXED
    • Labyrinth's Water palette on a full playthrough may crash if Paused underwater. FIXED
    • PAL is prone to crashes on most emulators, Also Labyrinth is likely to crash on PAL Mega Drive. Video games are meant to be played at 60fps anyway.
    • Near the end of the 2nd Zone's Act 1 is terrible for solo Co-Op that requires holding Up for 2p to let go of the hovering grapple object. FIXED
    • Near the end of Marble Zone Act 2, Ignore two Ring monitors as the ceiling will unintentionally kill you. FIXED
    • Johnny's worst matchups is the 4th Boss by only relying on SuperJump combos & The Final Boss FIXED
    • Any obvious VRAM-related issues such as (Game/Time Over tiles over Rings) are purposely left out due to my mixture of uncalculated burnouts and growing disinterest of rom hacking since the last five years as I'm getting old and tired of Sonic shit.

    SOUND TEST CHEATS
    :

    (Note: All Cheats except Level Select & Debug Mode will disable when entering Options again.)
    • 02, 02, 04, 08 - Unchains Two Players for Co-op Mode, turning your rival into a Tails-style partner,
      This is basically Easy Mode without the time limits since neither character is racing.
    • 01, 03, 03, 07 - Unlocks Shield Abilities without a Shield.
    • 03, 06, 09, 12 - Gives you Sonic 1 Sonic while both characters receive speed caps,
      for S1 fanatics and for those looking for another challenge.
    • 08, 12, 20, 13 - Sonic becomes RedHotSonic.
    • 19, 65, 09,17 - Unlocks Level Select, When enabled Press A on Character Select screen.
    • 01, 01, 02, 04 - Gives 10 Continues, you'll NEED it champ.
    • 04, 01, 02, 06 - Have All Emeralds at the start. (Level Select's Sound Test only)
    • 01, 09, 09, 02, 01, 01, 02, 04 - Unlocks Debug Mode (Level Select's Sound Test only)
    • 05, 10, 15, 20 - Reset High Score Leaderboard (Level Select's Sound Test only)


    CREDITS:
    • JdPense - Rival racer at the start&end of acts 1&2 + Partner a.i coding, Combi-Ring for Co-op mode, Every Boss coded, True Ending implementation, etc programming.
    • RandomName - Titlescreen Menu, Options Screen, and Level Select programming. Auto Spindash implementation, Sonic's Dropdash, and First Boss programmed.
    • Pacca - Hovering Grapple Object coded for the 2nd Zone.
    • ProjectFM - High-Score Leaderboard with SRAM implementation.
    • KCEXE - Music & SFX Ports from various Genesis games and
      Modified Sonic 2 Clone Driver by Clownacy with expanded Music & SFX IDs.
    • Lil-G - Music for Sound Test 01, 05, 0B, 0D, and 13. (from Megaman ZX Advent & Persona 4)

      Disassembly used: ReadySonic 2012 by Mercury,
      basically Sonic 1 Git with a dozen obscure fixes, it may explain the PAL crash on most emulators & one janky physics related bug related to going up a slope at mach speed at the early section of the 1st Zone Act 1 and being stopped on the center ceiling of SLZ's loop.

      Some of the background level art is ripped from Sonic Crackers (SelectScreen skies), Dynamite Headdy (2nd Zone), Ristar (5th Zone Act 1), Dr'Robotnik's Mean Bean Machine (1st Zone's clouds), Sonic 2 Beta (4th Zone), Sonic CD (5th Zone Act 2) and Sonic 3 & Knuckles (3rd Zone). The rest of the art is original.

      Special Thanks to JdPense for being a huge factor to making this project see the light of day, RandomName for the essentials, and KCEXE for supporting me for all these years since Metal Sonic Hyperdrive.

    SOUNDTRACK:
    01: Megaman ZX Advent - Path to the Truth SMPS by Lil-G
    02: Outrunners - Niagara Falls
    03: Dynamite Headdy - Tower of Puppet
    04: McDonalds Treasureland Adventure - Space Chase
    05: Megaman ZX Advent - Dive into Depth SMPS by Lil-G
    06: Zaxxon's Motherbase 2000 - Stage 8
    07: The Hybrid Front - Earth: PETO Fight BGM 2
    08: The Hybrid Front - Earth: PETO Fight BGM 1
    09: Yuu Yuu Hakusho: Makyou Toitsusen - Mountain Peak
    0A: Yuu Yuu Hakusho: Makyou Toitsusen - Overworld
    0B: Persona 4 - Junes MIDI by Jonas Evant & SMPS by Lil-G
    0C: McDonalds Treasureland Adventure - Train
    0D: Megaman ZX - Snake Eyes SMPS by Lil-G
    0E: Virtua Racer Deluxe - Laps 2
    0F: Virtua Racer Deluxe - Game Over
    10: Virtua Racer Deluxe - Pit-In
    11: Gunstar Heroes - Smash Daisuke
    12: Stellar Assault - Mission 5
    13: Megaman ZX Advent - Trap Phantasm SMPS by Lil-G
    14: Outrunners - Title Screen
    15: Virtua Racer Deluxe - Laps 3
    16: Virtua Racer Deluxe - Pit-Out
    17: Chou Kyuukai Miracle Nine - Sega Logo
    18: Metal Head - Medallion
    19: Chou Kyuukai Miracle Nine - Final Results
    1A: Virtua Racer Deluxe - Bay Bridge
    1B: Virtua Racer Deluxe - Fastest Lap
    1C: Virtua Racer Deluxe - Time Extend 1
    1D: Virtua Racer Deluxe - Sand Park
    1E: Virtua Racer Deluxe - Replay
    1F: Yuu Yuu Hakusho: Makyou Toitsusen - As You Like It

    BONUS SONGS FOR SONIC 1 MODE:
    8C: Green Hill Zone Act 3
    8D: Labyrinth Zone Act 3
    8E: Marble Zone Act 3
    8F: Star Light Zone Act 3
    90: Spring Yard Zone Act 3
    91: Scrap Brain Zone Act 3
     

    Attached Files:

    Last edited: Mar 29, 2023
  2. nineko

    nineko I am the Holy Cat Member

    Joined:
    Mar 24, 2008
    Messages:
    1,902
    Location:
    italy
    This is so fantastic, I just had to make not one but two speedruns of it: Sonic, Johnny.
     
    ProjectFM and Lone Devil like this.
  3. Lone Devil

    Lone Devil Internet War Veteran Member

    Joined:
    Dec 29, 2010
    Messages:
    186
    Location:
    Dallas Texas
    SPOONFEEDME30MORESECONDS UPDATE (Will call this v1.0 since the first build has a few more oversights than glitches):
    • Estimated timers are extended to 30 more seconds on both Normal & Hard.
    • Some Layouts are slightly tweaked to be less annoying.
    • Every Boss is toned down while the Final Boss' jetfuel no longer damages the player, SYZ Boss's 16 spooky hits is now only reserved for Hard Mode.
    • Special Stages time limit is now 2 mins long with slightly easier layouts.
    • Johnny's Peelout & Quickdash gets a little tuned up to feel like a just-frame Spindash, Peelout speed was Sonic's 4th spindash speed, now it's 6th.
    • Signpost result bonuses are now easier to gain lives.
    • New Record bug on the first playthrough is Fixed.
    • Pause_loop crash is Fixed. (10/18/2022 EDITED)
    • New Record bug for S1 High Scores & Rare Co-op softlock Fixed. (10/22/2022)

    I've mentioned this before that this is my final rom hack as it was originally suppose to be a one & done for the contest that only started development very slowly for less than 4 to 2 months since 2019-2022, the only time I'd ever consider a v2.0 is if any artist is willing to revamp every zone's art (Except the stadium but a unique take is welcomed last if it uses less tiles for more banners, animated crowd needs to be intact.) with 256x256 chunks. while maintaining the level's theme & preferably palettes, mainly the 2nd-6th zone in which I'm open for DMs about it. Enjoy as this is likely to be my final post for now. Godfuckingspeed.

    Fun Fact:
    The 1st Zone's previous revision was a generic tropical theme level before I've thought of Atomic Stadium a year or two ago.
     
    Last edited: Oct 22, 2022