Random Hack/Mini Project Thread
Posted 01 February 2014 - 05:55 PM
Sonic 1 The Ring Ride 3
Go on, give it a go!
Posted 02 February 2014 - 04:22 PM
Sonic 1 The Ring Ride 3
Go on, give it a go!
Well, I wasn't expecting THAT when I downloaded it! I didn't even know Sonic 1 was capable of that sort of graphical effect! How many more Ring Rides are there going to be?!
Posted 02 February 2014 - 10:57 PM
There are some really amazing effects (both audio and graphical) that can be performed, and while I do share a sense of enjoyment for splash screens, demos, or even menus showing these effects. My real interest of respect goes to those effects working in-game. Anyone can do a variety of effects, but to get them functioning while a game is actually being playing, especially for a 2D platform game with complex physics that take up a lot of processing time, that, is where the true work of art is held, and that is what gains my ultimate respect.
These ring rides are basically tests, they are to see what effects can or cannot work while there's a complex platform game with heavy code physics running in the background. And instead of trying it and saying "oh yeah, it works alright", I turn it into a gaming feature to induce a bit of fun and some local interest in the community. It becomes more value-able that way.
So as long as there are more effects to try out, and as long as they can be made into some interesting gaming feature, the ring ride series will continue.
Posted 23 February 2014 - 01:28 AM
There are two files for each act of GHZ - One of them is set up to use a single, combined 8x8 file, the other is set up to use both (as the disassembly does by default).
EDIT: Can't believe I forgot to mention - The object definition file included assumes that 03 is the object being used for the planeswapper. If you're using KoH's HG port, the planeswapper is object 10 - to fix this in SonED2, open s1obj.lst in Notepad++ (or similar), and on line 767 and 1619, exchange 10 for 3 and vice versa (the "Object ID" line).
Posted 05 April 2014 - 09:11 AM
Reason for edit: Please don't relay messages for pending members, it's against the rules to do so.
Posted 22 July 2014 - 05:37 PM
He calls it "Springy Sonic". In this hack, you press and hold up to bounce and press jump upon landing to bounce higher.
Posted 23 July 2014 - 04:07 AM
First we had Sonic 1 Invincible. Where he is invincible against all and any hazard sonic games throw at him. Even bottomless pits. Very fun to muck around in.
Now we have Sonic 1 Wall Editon. Where he is utterly unaffected by gravity when on the ground. You'll see what I mean. Can help speedrunning a lot and people might not even notice.
Edit there's a bug where you cant accelerate on the ground sometimes... only had it in LZ, oh well.
Posted 23 July 2014 - 10:06 PM
A little bug in the gravity one: if you try to stand still where you're not supposed to be, Sonic keeps on walking on the place.
Also in the invincible one: jump when you're inside a crushing pillar in MZ, and get stuck.
I'd play them more but I don't have much time. Still, awesome works.
Posted 05 August 2014 - 03:12 PM
Sonic 1 32X with Chaotix Soundtrack.
There are no other changes to the game besides audio, and the playlist is probably strange, it's just a rom to show PWM support.
I still have no method of testing this on hardware, so if somebody could try it and get back to me, that would be nice.
Posted 21 August 2014 - 02:24 AM
Okay, well, what if... It was underwater, there were no objects (besides a signpost), and you had no air bubbles to grab?
(Yeah yeah, the title screen shot isn't from THIS build.)
Sanik Quest mini-build
I was adding a few more zone slots to the hack, and had some "Dummy" layout/object/ring layouts in place, and the water height table wasn't fully extended, but I notice that it's beatable, with a bit of trickery, and a friend thought it was cool, so you guys give it a try and have fun.
As there are NO object minus the signpost, loops DO NOT work.
Important stuff you almost certainly won't know prior to reading this:
-Sanik's spindash requires multiples revs to GOTTAGOFAST, and pays off better than the base game.
-Pressing jump in the air does a jumpdahs, functionally identical to Sonic 3k's fire shield
-Jumping or jumpdashing into a wall while holding the appropriate direction will make Sanik cling to the wall. Jumping while clinging will, as you would assume, make him perform a wall-jump.
Quick credits: Thanks to Deebs for the Sonic sprites, .Luke for a few sprite adjustments I couldn't do myself, Mercury for the wall-jumping code from ReadySonic which I modified, Clownancy and the rest for the new and improved Clone driver. The usual faces such as MarkeyJester and Mainmemory too. Also, KingofHarts and ShadowsofYesterday, for a lot of miscellaneous help.
Yes, this is part of a much larger-scale hack, that's why I need to plug so many credits.