The Free Assets Thread

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

  1. Panduhman02

    Panduhman02 Newcomer In Limbo

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    Cybertron
    hqdefault-1.jpg
    (My face after reading your post)

    Well.. That was awkward..m
    Anyways, since THAT doesn't work, I guess I'll have to screw around with sonic 1's code instead of 2' s. Thank you for letting me know how it "works" in-game. I'll contribute at least SOMETHING to this wonderful thread when I finally have something that works. Thank You!
     
  2. Kilo

    Kilo Foxy Fren Exiled

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    Location:
    A warm and lovely place~
    Here's Splats. Recreated by us folks at the Sonic 1 Beta Research Station. This is based on actual code and info gathered from Sonic 2 prototypes. More info below:
    [​IMG]
    Some info is wrong (Eg the symbol leak was actually a source leak by drx), but it's the general idea.
    You will have to add Splats to the PLCs (And tinker with 2(a0)) yourself and make your own mappings, but that's easy enough.

    Edit: Fixes added n stuff.
     

    Attached Files:

    Last edited: Feb 19, 2020
  3. Trickster

    Trickster Well-Known Member Member

    Joined:
    Aug 22, 2018
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    Location:
    Brazil Bad Future
    One of the major flaws of Sonic 3&k is that Sonic has inconsistent arm lenth, so, I'm working on fix it.
    Welp, It's not my fault if Sega doesn't know how important is to give a proper and consistent arm lenth for sonic :T

    upload_2020-4-1_12-13-34.png

    I-WANNA-BE-FUCKED-BY-SONIC.gif

    Currently, I only have the walking sprites done, but I'll update you guys when I complete it.
    I considered Sonic's idle sprite to do this, since It has the perfect arm lenth for sonic.
    upload_2020-4-1_12-11-38.png

    feel free if you want to use this in your hack, considering that a major part of people who played S3K agree that Sonic's inconsistent arm lenth ruined one of another bad sonic games that had potential to be good.

    also, have a great february 30th!
     
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  4. DeltaW

    DeltaW The noob next door Staff

    Joined:
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    377
    I do apologise regarding the thread being bumped but I believe what I'm about to show is a no-brainer.

    In Sonic (3) and Knuckles, when you hit a monitor from below, you hit it rather than it bouncing to the floor like in Sonic 1, 2 and 3. I'll demostrate it for you:

    demo1.gif
    Sonic 3 and Knuckles allows you to hit the monitor from below.

    demo2.gif
    This is not the case for Sonic 1 (applies to its sequel)

    If you want to make the monitor behave like S3K in Sonic 1 and 2, it's pretty simple to do.

    In Sonic 1 (Hivebrain), locate Touch_Monitor and this is what you will get:

    Code:
    Touch_Monitor:
            tst.w    $12(a0)        ; is Sonic moving upwards?
            bpl.s    loc_1AF1E    ; if not, branch
            move.w    $C(a0),d0
            subi.w    #$10,d0
            cmp.w    $C(a1),d0
            bcs.s    locret_1AF2E
            neg.w    $12(a0)        ; reverse Sonic's y-motion
            move.w    #-$180,$12(a1)
            tst.b    $25(a1)
            bne.s    locret_1AF2E
            addq.b    #4,$25(a1)    ; advance the monitor's routine counter
            rts    
    If you look in the last 6 lines of code, it makes sure it reverses Sonic's y-motion in order for the monitor to fall. In S3K, the code is removed in order for this behaviour to occur, so remove the last 6 lines of code.

    In Sonic 2 (GitHub), locate Touch_Monitor and you will see this:

    Code:
    Touch_Monitor:
        btst    #1,status(a0)
        beq.s    loc_3F768
        tst.w    y_vel(a0)    ; is Sonic moving upwards?
        bpl.s    loc_3F768    ; if not, branch
        move.w    y_pos(a0),d0
        subi.w    #$10,d0
        cmp.w    y_pos(a1),d0
        blo.s    return_3F78A
        neg.w    y_vel(a0)    ; reverse Sonic's y-motion
        move.w    #-$180,y_vel(a1)
        tst.b    routine_secondary(a1)
        bne.s    return_3F78A
        move.b    #4,routine_secondary(a1) ; set the monitor's routine counter
        rts
    As I previously said, the last 6 lines reverses Sonic's y-motion in order for the monitor to fall. We don't want that so remove it.

    Now save, build and let's test it!

    demo3.gif

    And there we go, it behaves as intended! Enjoy! ;)
     
  5. Speems

    Speems Well-Known Member Member

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    Location:
    Rochester Hills, MI
    For those who imported the Sonic 1 prototype's Sega screen (courtesy of DeltaWooloo) to their disassembly:
    ...an easy yet obvious way to put a jingle there is to go to loc_24BC (which only exists if you port that Sega screen) and add the following code just after the $C00004 line:

    move.b #$96,d0; play Sega screen music
    bsr.w PlaySound_Special​

    The 96 can be a different jingle like the Chaos Emerald one (mainly if you didn't expand the music index), so 93 can be typed instead. Here's a video of the code in action:


    Of course I'll supply the custom jingle, which can be functional if the music index acknowledges it:
    https://mega.nz/file/zXxiFA7R#xyj0M_tnk511xCnTqsvQhoKsJ_2GsvKEXirlH3bn5cI

    No credit/permission is needed as this is a very simple thing to do with Delta's addition. Cheers!
     
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  6. Speems

    Speems Well-Known Member Member

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    Location:
    Rochester Hills, MI
    I present to you...
    the Sonic 2 Chaos Emeralds for Sonic 1!

    I'm sure these will eventually get overused and wear out their welcome eventually, but I still wanted to give these designs some appreciation. It's also to finally make this odd aesthetic change available for most hackers, newcomers or veterans. Plop the files from the folder to artnem in your disassembly, and you're ready to go. GitHub's disassembly may require renaming for the files. These are self-ported by me using Flex 2 with the sprites directly from Sonic 2 with enough palette alterations to work. Please credit me if you use them. The Yamaguchi shades of blue are not included obviously. Be aware this is not compatible for any hacking that requires a 7th emerald unless you modify the files here to make it work.
    s2ems.PNG
     

    Attached Files:

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  7. Techokami

    Techokami For use only on NTSC Genesis Systems. Member

    Joined:
    Oct 29, 2007
    Messages:
    20
    Location:
    LINUX
    Had a spare font lying around in my workspace, and hey it fits into Sonic 1 just fine.
    [​IMG]
    A pre-made Nemesis compressed art file you can just drop into your project? Here you go! Credit is appreciated.
     
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  8. Inferno

    Inferno Rom Hacker Member

    Joined:
    Oct 27, 2015
    Messages:
    133
    Location:
    Sky Base Zone, South Island
    S1D has code for a standalone FG object, in contrast to the pylon. I am happy to provide this, but you will have to adjust it yourself for mappings, art, etc. Made for Github disasm, should be easy enough to port to Hivebrain with enough knowledge. Should work in vanilla S1:
    Code:
    FGObject:
            moveq    #0,d0
            move.b    obRoutine(a0),d0
            move.w    FGObject_Index(pc,d0.w),d1
            jmp    FGObject_Index(pc,d1.w)
    ; ===========================================================================
    FGObject_Index:    dc.w FGObject_Main-FGObject_Index
            dc.w FGObject_Display-FGObject_Index
    ; ===========================================================================
    
    FGObject_Main:
            addq.b    #2,obRoutine(a0)
            move.l    #Map_FGObject,obMap(a0) ; Add mappings here!
            move.w    #$C000,obGfx(a0) ; Tweak this to change VRAM location tied to object!
            move.b    #$14,obRender(a0) ; This must always be at least $10! The $10 in this ensures it displays in front of all level art.
            move.b    #32,obActWid(a0)
            move.b  #$40,obHeight(a0)
            move.b    #0,obPriority(a0) ; This ensures it displays in front of almost ALL sprites.
            move.w    obX(a0), $30(a0) ; Move this here to ensure proper sprite deletion.
    
    FGObject_Display:
        ;-- Thank you based pylon --
            move.w    $30(a0), d1 ; Store the original X position in d1....
            move.w  d1,d2 ; ... and make sure to allow us to readd it in d2 so we don't assume we are at X = 0.
            subi.w  #$A0,d1 ; Subtract A0 from d1.
            sub.w   (v_screenposx).w,d1 ; Subtract the current screen position from d1.
            asr.w    #1,d1 ; Divide d1 by 2. (Tweak this to get different scroll rates!)
            add.w    d2, d1 ; Add the base X position to our offset.
            move.w    d1, obX(a0) ; Here's our new X position!
           
        @displaydelete:
            jsr    DisplaySprite
            out_of_range    @delete,$30(a0)
            rts  
           
    @delete:
            jmp DeleteObject
     
  9. Nik Pi

    Nik Pi Well-Known Member Member

    Joined:
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    Location:
    Kazakhstan
    I wanna present here my recreation of Sonic 2 Nick arcade prototype's Emerald hill zone act 1 & 2 layout for realization in final game (GitHub disasm)
    It's part of my (at this moment) cancelled hack of S2, which was recreated some content from prototypes.
    At that moment, when i start it- i hasn't assets from proto, so, i made it using SonEd2 and SonLVL
    I spend for this 3 MONTHS!!1!
    So, you can use it. I wanna place it here, because it can be lost media. Once- i accidentally delete this from my another disasm, and THIS was preserved purely by chance.
    P.S.: nameoffile(O).bin- objects; nameoffile(R).bin- rings
    P.P.S: If you want to make a hack with restoring of proto features- write me. I really can help with things ;)
     

    Attached Files:

    Last edited: Sep 18, 2022
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  10. Techokami

    Techokami For use only on NTSC Genesis Systems. Member

    Joined:
    Oct 29, 2007
    Messages:
    20
    Location:
    LINUX
    Hey remember that font I posted a year ago? It was pretty neat to see it used in hacks in the Hacking Contest, so to add some more variety I dug deeper into my archives to make some more... 5 more, in fact! Click the image to download a pre-compressed file that can be dropped into a Sonic 1 hack project.
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  11. BL3H

    BL3H idiot sandwich Member

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    Jul 19, 2022
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    Location:
    Tails' Workshop, Angel Island
    Is there a version of the round one but for the SONIC TEAM PRESENTS & credits font? The original seems overused and I kinda want a change for it. It would be appreciated!
     
  12. Techokami

    Techokami For use only on NTSC Genesis Systems. Member

    Joined:
    Oct 29, 2007
    Messages:
    20
    Location:
    LINUX
    Yeah, I just whipped one up, here's the file. However it isn't completely ready to use, you will need to use a sprite mappings editor to reorganize the credits layout where the letter "M" is used, since the one in this font is narrower than the original (and trying to make it wider made it look like arse).
     
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  13. Psi

    Psi Well-Known Member Member

    Joined:
    Dec 20, 2014
    Messages:
    103
    Okay, since someone asked for a link different from the user-exclusive Retro one, here is my Sand Shower level assets (Amy not included).
    [​IMG]

    Okay fine, it's not the REAL Sand Shower assets, but I tried making as plausible replica as I could of the mockup art. You also get a sneak peak of the new animated tiles I've yet to implement into Pink Edition.

    The scroll data is still incredibly primitive but it's programmed to work in 2 Player mode if you want an extra level to race in. :p

    (Also I'm afraid the ASM data is all in Xenowhirl, though this kind soul made a Github translation.)
     

    Attached Files:

  14. Dark Shamil Khan

    Dark Shamil Khan TASer lol Member

    Joined:
    Nov 7, 2021
    Messages:
    95
    Location:
    Pakistan
    So I am happy to give you guys smps' of stuff I did over the past week and so that I think are good. First one is Jungle Zone as well as another version with a different instrumentation[named Jungle Zone.1 obviously =P]. A GHZ Night smps thingy. Let me know what you think of these. I hope you enjoy these smps'. Take Care.
     

    Attached Files:

  15. Nik Pi

    Nik Pi Well-Known Member Member

    Joined:
    Feb 14, 2022
    Messages:
    110
    Location:
    Kazakhstan
    Yo guys.
    Yesterday I tried to improve Slot Machine icons in S&K for my hack/translation, to make it looks more like prototype.
    I found, that S3 alone uses the same palette as Nov.3 proto, and tried to recreate it with needs of final S&K Palette doesn't makes another graphics looks like trash (I hope, that I have checked all, but if there will be problems- say me)
    Btw, it uses only one palette line, because idk, lol
    2 - копия.png

    Options alt.bin- graphics (should be renamed to Options.bin)
    Main.bin- palette file (Shouldn't be renamed :p)
     

    Attached Files:

  16. EddyTF

    EddyTF 단순 한 사람 Member

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    Jan 9, 2022
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    Location:
    Russia
    @Nik Pi friend, this is fun. A very good addition to hacks.
     
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  17. giovanni.gen

    giovanni.gen It's still Joe-vanni, not Geo-vanni. Member

    Joined:
    Apr 16, 2015
    Messages:
    319
    Location:
    Italy
    This post contains outdated assets. For the updated version, please look at the next post. The original text is preserved below.

    This zip folder contains a bunch of blocks and tiles that you should be able to easily add to Marble zone, allowing you to create a curved slope of size equal to that used in GHZ. The tiles can be added right after all of the art of MZ, with no issue as far as VRAM is concerned. As far as blocks go, there is a convenient seven block long row list of blank blocks, but feel free to add them wherever you get no issues. You will need to set up collision yourself (the slope in question uses collision entries $6D-$73, by default), and making the chunk(s) is up to you.

    The art is in stock MZ palette.

    EDIT: As of now, the graphics only come in their "facing left" variant, and are not designed to be mirrored. The facing right variant will be made available soon.
     

    Attached Files:

    Last edited: Jan 31, 2023
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  18. giovanni.gen

    giovanni.gen It's still Joe-vanni, not Geo-vanni. Member

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    319
    Location:
    Italy
    Apologies for the double post, but I felt this update may have been missed if I just edited the main post.

    I went ahead and created some additional tiles. Now you can create more slopes in Marble Zone! In the zip folder included below, you'll find tiles and blocks for the following:
    - Left facing curved slope ($6D-$73)
    - Right facing curved slope ($6D-$73)
    - Left facing 22.5° straight slope ($1C-$1D)
    - Right facing 22.5° straight slope ($1C-$1D)

    The numbers to the right are the collision pieces the blocks need to use.

    The individual tiles can be safely imported right after all of the MZ art, without VRAM concerns. The individual blocks can be added anywhere that does not cause conflicts.

    The art uses the standard MZ palette.
     

    Attached Files:

  19. HighHog

    HighHog Newcomer Trialist

    Joined:
    Jan 15, 2023
    Messages:
    3
    Have some free HUD maps! (If you're using Hivebrain, go to _maps/obj21.asm)


    Map_282c:
    Map_282c_0: dc.w Map_282c_8-Map_282c
    Map_282c_2: dc.w Map_282c_2C-Map_282c
    Map_282c_4: dc.w Map_282c_50-Map_282c
    Map_282c_6: dc.w Map_282c_74-Map_282c
    Map_282c_8: dc.b $7
    dc.b $F, $D, $80, $20, $28
    dc.b $1F, $D, $80, $10, $0
    dc.b $1F, $D, $80, $28, $28
    dc.b $2F, $D, $80, $8, $0
    dc.b $2F, $9, $80, $30, $30
    dc.b $40, $5, $81, $A, $0
    dc.b $40, $D, $81, $E, $10
    Map_282c_2C: dc.b $7
    dc.b $F, $D, $80, $20, $28
    dc.b $1F, $D, $80, $10, $0
    dc.b $1F, $D, $80, $28, $28
    dc.b $2F, $D, $A0, $8, $0
    dc.b $2F, $9, $80, $30, $30
    dc.b $40, $5, $81, $A, $0
    dc.b $40, $D, $81, $E, $10
    Map_282c_50: dc.b $7
    dc.b $F, $D, $80, $20, $28
    dc.b $1F, $D, $A0, $10, $0
    dc.b $1F, $D, $80, $28, $28
    dc.b $2F, $D, $80, $8, $0
    dc.b $2F, $9, $80, $30, $30
    dc.b $40, $5, $81, $A, $0
    dc.b $40, $D, $81, $E, $10
    Map_282c_74: dc.b $7
    dc.b $F, $D, $80, $20, $28
    dc.b $1F, $D, $A0, $10, $0
    dc.b $1F, $D, $80, $28, $28
    dc.b $2F, $D, $A0, $8, $0
    dc.b $2F, $9, $80, $30, $30
    dc.b $40, $5, $81, $A, $0
    dc.b $40, $D, $81, $E, $10
    even
    image_2023-02-26_163904157.png
     
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  20. EddyTF

    EddyTF 단순 한 사람 Member

    Joined:
    Jan 9, 2022
    Messages:
    72
    Location:
    Russia
    @HighHog dude, putting a HUD in this place is pointless, don't you think?