Sonic and Sega Retro Message Board: My Sonic 1 Hack - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
Loading News Feed...
 

My Sonic 1 Hack

#1 User is offline ComPro 

Posted 28 February 2004 - 06:38 PM

  • Just hangin' around.
  • Posts: 572
  • Joined: 24-December 03
  • Gender:Male
  • Location:Illinois, USA
  • Wiki edits:4
I have decided to start a hack of Sonic The Hedgehog 1. Right now, it is nothing more than a slight level layout change in Green Hill Zone Act 1.

However, I am already running into some troubles. I placed a "loop-the-loop", and when I have Sonic run around it, he falls out when he reaches the top.

Seeing that I am a turd when it comes to hacking, I'm not quite sure why this is happening.

Would any of you guys be able to assist me?

Thanks,
ComPro
This post has been edited by ComPro: 29 February 2004 - 01:06 PM

#2 User is offline Quickman 

Posted 28 February 2004 - 07:01 PM

  • Posts: 5558
  • Joined: 03-December 03
  • Gender:Male
  • Location::x
  • Project:omg porjcet
  • Wiki edits:10
I've been able to recreate the same effect somehow in Sonic 2... I don't remember why... might even have been in Sonic 1 and been the same thing. I dunno, quite frankly.

#3 User is offline Rika Chou 

Posted 28 February 2004 - 07:05 PM

  • Adopt
  • Posts: 4952
  • Joined: 11-January 03
  • Gender:Not Telling
  • Location:CA US
  • Wiki edits:4
If I remember correctly from my Sonic 1 hacking days, in GHZ there are two sets of loops, one that works, and another that dosen't. Try using the other loop.

Quote

I've been able to recreate the same effect somehow in Sonic 2... I don't remember why... might even have been in Sonic 1 and been the same thing. I dunno, quite frankly

That's because Sonic 2 uses a tag objects to switch between the high plain and the low plain. If you don't place these tag objects in the corect locatons then the loop will not work. Sonic 1 does not use a tag oject.
This post has been edited by Rika Chou: 28 February 2004 - 07:07 PM

#4 User is offline ComPro 

Posted 28 February 2004 - 07:07 PM

  • Just hangin' around.
  • Posts: 572
  • Joined: 24-December 03
  • Gender:Male
  • Location:Illinois, USA
  • Wiki edits:4
I tried using the other loop, and with that one, Sonic couldn't even enter it.

#5 User is offline ComPro 

  Posted 29 February 2004 - 01:01 PM

  • Just hangin' around.
  • Posts: 572
  • Joined: 24-December 03
  • Gender:Male
  • Location:Illinois, USA
  • Wiki edits:4
I fixed the problem. It appears that there are 4 loops in the game, of which at least two don't work.

I fixed that and also did a little palette editing. Here's a screen from my hack. Comments, good or bad, would be nice.

-ComPro

Attached File(s)

  • Attached File  hack1.gif (14.68K)
    Number of downloads: 0


#6 User is offline Mustapha 

Posted 29 February 2004 - 01:09 PM

  • Posts: 902
  • Joined: 16-October 03
  • Gender:Male
  • Location:Edmonton, Alberta, Canada
  • Project:Selling PS2's and PS2 games to poor people.
  • Wiki edits:5
Good, so far. I'll be awaiting the first release.

#7 User is offline ComPro 

Posted 29 February 2004 - 04:33 PM

  • Just hangin' around.
  • Posts: 572
  • Joined: 24-December 03
  • Gender:Male
  • Location:Illinois, USA
  • Wiki edits:4
Here is Tie-Dyed Sonic Alpha 1

Green Hill Zone Act 1 is the only level that has been changed, but just so you know, it is NOT AT ALL fully playable.

I'll be amazed if you can get to the end of Act 1 without debug. It's not necessarily hard, but the level layout is so incomplete that it is impossible to get any farther.

I just wanted to share what I've done so far so I can get some input and so you can see my current progress.

-ComPro

http://compro.vektah...tiedyesonic.bin

#8 User is offline The Wanderer 

Posted 29 February 2004 - 05:52 PM

  • Never really posted
  • Posts: 165
  • Joined: 08-August 03
  • Project:Flash Animations
The checksum on the rom is not right, thus it is generating the redscreen error for me. I went ahead and fixed it on my version, and right now its not a big deal considering you are still working on it, but when you finally do release another version, it would helpful to the others to fix it. ;)

Anyways, the game so far looks good, but as you said, there still a lot of work to be done. The pallet looks ok, but the level layout requires a lot of work. There are several holes (caused by the unaligned tiles) which can cause sudden death (unless you purposefully did this). Still, it looks like it has potential, especially due to a small number of Sonic 1 hacks out there. Keep working on it! :(

#9 User is offline ComPro 

Posted 29 February 2004 - 06:02 PM

  • Just hangin' around.
  • Posts: 572
  • Joined: 24-December 03
  • Gender:Male
  • Location:Illinois, USA
  • Wiki edits:4
I purposely left holes to make it more challenging.

As for the checksum error, I'll be sure to fix that for my next release.

I'm planning on releasing the next version after I've completed GHZ 1.

-ComPro

#10 User is offline ComPro 

Posted 01 March 2004 - 12:45 PM

  • Just hangin' around.
  • Posts: 572
  • Joined: 24-December 03
  • Gender:Male
  • Location:Illinois, USA
  • Wiki edits:4
Is it possible to port music from Sonic 3 and Knuckles to Sonic 1? I'd love to have some of that music in my hack.

Thanks,
ComPro

#11 User is offline SM87 

  Posted 02 March 2004 - 02:43 PM

  • Posts: 20
  • Joined: 12-February 04
It would take a LOT of skill but I think you might be able to do it ;)
If your good at hex editing =P.

#12 User is offline ComPro 

Posted 02 March 2004 - 05:40 PM

  • Just hangin' around.
  • Posts: 572
  • Joined: 24-December 03
  • Gender:Male
  • Location:Illinois, USA
  • Wiki edits:4
I've never really attempted hex editing before, however, I don't want that to stop me. I want Sonic and Knuckles music in my hack.

Where's a good site to learn about hex editing and everything?

Thanks,
ComPro

#13 User is offline Quickman 

Posted 02 March 2004 - 05:46 PM

  • Posts: 5558
  • Joined: 03-December 03
  • Gender:Male
  • Location::x
  • Project:omg porjcet
  • Wiki edits:10
Look in the pinned topic on 68k resources. There's a hex primer there.

#14 User is offline Mustapha 

Posted 02 March 2004 - 07:44 PM

  • Posts: 902
  • Joined: 16-October 03
  • Gender:Male
  • Location:Edmonton, Alberta, Canada
  • Project:Selling PS2's and PS2 games to poor people.
  • Wiki edits:5

ComPro, on Mar 2 2004, 05:40 PM, said:

I want Sonic and Knuckles music in my hack.

I am sorry, I don't think it is possible at the moment.
This post has been edited by Mustapha: 02 March 2004 - 07:57 PM

#15 User is offline BtCE 

Posted 02 March 2004 - 08:24 PM

  • Butterfree, the Confusing Evolution
  • Posts: 2064
  • Joined: 14-August 03
  • Gender:Male
  • Location:U.S

Mustapha, on Mar 2 2004, 07:44 PM, said:

ComPro, on Mar 2 2004, 05:40 PM, said:

I want Sonic and Knuckles music in my hack.

I am sorry, I don't think it is possible at the moment.

Correct. It is impossible for music from Sonic and Knuckles to be placed in Sonic 1. It would be almost impossible for music porting. You would have to actually edit the games music, and when I say edit, I mean manually change the notes. The tool they used to produce the music for each game was different. Yes, I know that Genesis Music runs on Z80 Processor, but the system in which the music was made was different for each game, therefor making it impossible/nearly impossible to directly port music. I believe the only know Music hack is Saxman's Jingle Bells Oil Ocean hack.

  • 2 Pages +
  • 1
  • 2
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users