The Free Assets Thread

Discussion in 'Showroom' started by LuigiXHero, Feb 3, 2017.

  1. LuigiXHero

    LuigiXHero Well-Known Member Member

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    So while I was discord a really good point was brought up. That being that there seems to be that free to use assets are usually frowned upon. Even though communities like Super Mario World Central and New Super Mario Bros. Hacking Domain Thrive on it and continually gets new and amazing hacks out faster and with better quality then what you usually see in the sonic hacking scene.

    "But wait, LuigiXHero wouldn't that make the shared assets boring and overused?"

    The answer dear reader is that would you rather have hacks with really nice custom art or music that might be used a lot mixed in with original ideas that make it super fresh? or just Green Hill Zone V3204823947928?

    I thought so.

    So to start i'll share some of my stuff:

    Sonic CD art test:
    ROM
    DISASM
    Most of the Sonic CD levels ported directly to Sonic 1, only art and layouts though, supports incomplete US and JP soundtrack depending on region.

    Sonic 1 Drop Edition:
    ROM
    DISASM
    Yeah that one hack with the Drop Dash back when Mania was first announced.

    Sonic 1 Legends:
    ROM
    DISASM
    Another incomplete hack, has a shield and spike gimmick that isn't seen elsewhere.

    Sonic 1 Jammed:
    ROM
    DISASM
    Sonic 1 but it has all the cool stuff from jam in it
    Nineko SMPS Pack:
    Download

    Feel free to use these disasm for whatever, all I ask is that you give me credit somewhere and no sharing these disasm and saying they are yours.

    Now open the floodgates!

    Edit: Just realized some people would like just the rom of the hacks.
    Edit2: I want no videos of SCD art test on youtube unless it has been modified and you are showing off your work. That means you Amy and Razor. Failure to do so will make me dawn my Youtube Heroes Cape.
    Edit3: Switched the source download to gitlab repos.
    Edit4: Added Nineko SMPS Pack because lol
    Edit5: Added Sonic 1 Jammed
     
    Last edited: Aug 20, 2023
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  2. StephenUK

    StephenUK Working on a Quackshot disassembly Member

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    It's not so much frowned upon, it's just that last time this was tried (Sonic Community Art Archive) just about every single new hack that came through all used the same assets.
     
  3. MainMemory

    MainMemory Well-Known Member Member

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    Might as well put this here:
     
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  4. jubbalub

    jubbalub Mania fanboy Member

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  5. Gamma V

    Gamma V Well-Known Member Member

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    Since we have this thread now, and my SMPS thread sorta died a long time ago, I figure I might as well share a small collection of the functional SMPSes I've made so far. To use these, you'll need to have Clownacy's Sonic 2 Clone Driver V2 installed in your hack.

    SONG LIST
    • Cave Story - Wind Fortress
    • Mariomaniac444 - Decisive Battle
    • Mega Man 10 - Against the Pressure
    • Secret of Mana - Leave Time for Love
    • Secret of Mana - Flight Into the Unknown
    • Sonic 4 Episode I - Casino Street Zone Act 1
    • Sonic 4 Episode II - Sky Fortress Zone Act 2
    • Sonic the Hedgehog (8-bit) - Scrap Brain Zone (16-bit Arrangement)
    • Sonic Chaos (Master System) - Gigalopolis Zone (16-bit Arrangement)
    • Sonic Chaos - Turquoise Hill Zone (16-bit Arrangement)
    • Sonic 3D Blast (Genesis) - Rusty Ruin Zone Act 1 (Sonic 2 Arrangement)
    • Sonic the Hedgehog 2 (8-bit) - Underground Zone
    • Sonic Blast - Green Hill Zone (16-bit Arrangement)
    • Sonic Blast - Red Volcano Zone (16-bit Arrangement)
    • Shatterhand - Area B (16-bit Arrangement)
     

    Attached Files:

  6. LuigiXHero

    LuigiXHero Well-Known Member Member

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    It's really awesome that you are still here. Also this is some nice SMPS. Thanks for sharing!
     
  7. ProjectFM

    ProjectFM Optimistic and self-dependent Member

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    Here's my code for my non-game-breaking jump dash.

    First, in Sonic_JumpHeight, replace:
    Code:
           ble.s   locret_134C2
    with
    Code:
           ble.w   Sonic_JumpDash
    Then, put this in Sonic's code:
    Code:
    Sonic_JumpDash:
            tst.b    $29(a0)        ; was jumpdash flag set
            bne.w    JD_Move
            move.b    ($FFFFF603).w,d0    ; is ABC pressed? (part 1)
            andi.b    #$70,d0            ; is ABC pressed? (part 2)
            beq.w    JD_End            ; if not, branch
            tst.b    $2F(a0)        ; was jumpdash flag set
            bne.s    JD_End
            move.b    #1,$2F(a0)    ; if not, set jumpdash flag
            move.b    #$C,$29(a0)    ; if not, set jumpdash flag
            move.b    #$BC,d0            ; set jumpdash sound
            jsr    (PlaySound_Special).l    ; play jumpdash sound
            move.w    $10(a0),d0
            move.w    d0,($FFFFF63C).w
            btst    #0,$22(a0)        ; is sonic facing left?
            beq.s    JD_NoFlip        ; if yes, branch
            sub.w    #$600,d0
            bra.s    JD_Cont
    
    JD_NoFlip:
            add.w    #$600,d0
    
    JD_Cont:
            move.w    d0,$10(a0)
    
    JD_Move:
            sub.b    #1,$29(a0)
            tst.b    $29(a0)
            beq.s    JD_Reset
            clr.w    $12(a0)            ; clear Sonic's Y-velocity to move sonic directly down
    
    JD_End:
            rts                ; return
    
    JD_Reset: 
           tst.w   $10(a0)
           beq.s   JD_End
           blt.s   JD_Reset2
           tst.b   ($FFFFF63C).w
           bgt.s   JD_Reset3
           bra.s   JD_Reset4
    
    JD_Reset2:
           tst.b   ($FFFFF63C).w
           blt.s   JD_Reset3
    
    JD_Reset4:
           neg.w   ($FFFFF63C).w
    
    JD_Reset3:
           move.w   ($FFFFF63C).w,$10(a0)
           rts
    
    and replace loc_137E4 with this to prevent Sonic from keeping his speed when jump dashing at a ledge:
    Code:
    loc_137E4:
           move.b   #0,$3C(a0)
           move.w   #0,($FFFFF7D0).w
           move.b   #0,$2F(a0)   ; clear jumpdash flag
            tst.b    $29(a0)        ; was jumpdash flag set
            beq.s    locret_12232
            move.b    #0,$29(a0)    ; clear jumpdash flag
            bsr.w        JD_Reset
            move.w    $10(a0),$20(a0)
    
    locret_12232:
            rts    
    Variables:
    $29(a0) - Jump Dash Flag
    $2F(a0) - Jump Dash Timer
    ($FFFFF63C).w - Copy of Sonic's Speed

    It's best to remove the air speed cap, too.

    How it works is it keeps Sonic in the air for a second while going at his speed +$600 before returning him to his normal speed and dropping him.
     
  8. Gamma V

    Gamma V Well-Known Member Member

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    What game and disassembly is that jump dash hack for, ProjectFM? I don't necessarily intend to use it myself, but I do think it would be helpful to specify such things for those who do want to use it.
     
  9. ProjectFM

    ProjectFM Optimistic and self-dependent Member

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    It's made for Sonic 1, but could be added to Sonic 2 and 3K because they don't modify the code being modified here aside from Sonic 3K's double jump actions which should be replaced with this if you want to add this in.
     
  10. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    It looks extremely similar to Selbis' jump dash code. In fact, it looks damn near identical, particularly in regard to the comments by the code. Are you sure you didn't forget about finding it here?
     
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  11. ProjectFM

    ProjectFM Optimistic and self-dependent Member

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    Orono, Maine
    This was based on Selbi's code, explaining the comments. However, this was modified to work completely differently.
     
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  12. Selbi

    Selbi The Euphonic Mess Member

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    While I don't have a problem with it in particular, next time asking first is appreciated.
     
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  13. Gamma V

    Gamma V Well-Known Member Member

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    I did a new SMPS last night. It's a 16-bit arrangement of Clash Man's theme from Mega Man II Game Boy. Of course, one aspect of the arrangement involves lowering the octave.
     

    Attached Files:

  14. kenny0989

    kenny0989 Well-known idiot Member

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    What's the music in GHZ act 1 in S1Legends? It's sound great
     
  15. LuigiXHero

    LuigiXHero Well-Known Member Member

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    Sorry for late reply but it's GHZ good future remix from VGMusic.
     
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  16. Gamma V

    Gamma V Well-Known Member Member

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    These are actually pretty old, but I figured that, since this thread is active again, I might as well post them. There are 8 SMPSes in here, and they all work with the vanilla Sonic 1 sound driver.

    SONG LIST
    Chrono Trigger - Undersea Palace
    F-Zero - Mute City
    Golden Sun - Isaac's Battle Theme
    Mega Man Zero 3 - Trail on Powdery Snow
    Sonic 2 (SMS) - Boss (16-bit)
    Sonic 4 Episode I - Splash Hill Zone Act 1
    Sonic Adventure 7 - Stages 1 & 3 (Non-Earrape Mix)
    Sword of Mana - Seeking the Holy Sword
     

    Attached Files:

  17. LuigiXHero

    LuigiXHero Well-Known Member Member

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    I should say that this thread doesn't seem the type were bumping is a issue since it is a share thread after all.

    Also I like these ports but you should look into getting more voices so that it doesn't sound all samey.
     
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  18. Trinitronity

    Trinitronity Well-Known Member Member

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    Man, kinda sad that non-earrape versions of songs exist for Sonic Adventure 7, but not for POKéMON Adventure... :-\
     
  19. Ziro_

    Ziro_ Mentally Skewed Member

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    Hold on, gotta dig through my shit. I will contribute in a bit. Something simple to help others learn.
     
  20. kenny0989

    kenny0989 Well-known idiot Member

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    I actually spent much more time to finish this
    Notice : S3K drum set S1 SMPS
     

    Attached Files:

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