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
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.
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)
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.
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.
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.
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?
This was based on Selbi's code, explaining the comments. However, this was modified to work completely differently.
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.
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
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.
Man, kinda sad that non-earrape versions of songs exist for Sonic Adventure 7, but not for POKéMON Adventure... :-\
Hold on, gotta dig through my shit. I will contribute in a bit. Something simple to help others learn.