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Sonic Worlds Delta 1.4.3 APS Release Thread The Barrel Update...?

#31 User is offline Caverns 4 

Posted 31 January 2014 - 11:08 PM

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Ah, there we go... Sorry about that, I'm not inexperienced with how MMF2 works, but I am unfamiliar with some under-the-hood things that are what ultimately lead to this. I got it all working now though, thank you!

ANYWAY, I have a few bugs, mostly minor or easy to fix stuff:
  • Characters cannot turn super by default, even you force the emerald number to 127. The fix is simple: The game checks if the signpost is triggered (Or, more accurately, is NOT), but there is no signpost so the check fails entirely and so does the event.
  • When Sonic is super, Amy's life icon appears and Super Sonic's fades in and out over it.
  • The CNZ barrels seem to behave a bit funny. They move up and down around 1.5x as fast as they should,
  • Monitors do not crush you when falling on you, and bounce on your head repeatedly.
  • The MTZ nut on the screw is the same.. If you run it into a ceiling, it does not crush you.
All simple fixes, I just thought I'd bring them forward.
This post has been edited by Caverns 4: 31 January 2014 - 11:11 PM

#32 User is offline Techokami 

Posted 01 February 2014 - 10:51 AM

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View PostCaverns 4, on 31 January 2014 - 11:08 PM, said:

Ah, there we go... Sorry about that, I'm not inexperienced with how MMF2 works, but I am unfamiliar with some under-the-hood things that are what ultimately lead to this. I got it all working now though, thank you!

ANYWAY, I have a few bugs, mostly minor or easy to fix stuff:
  • Characters cannot turn super by default, even you force the emerald number to 127. The fix is simple: The game checks if the signpost is triggered (Or, more accurately, is NOT), but there is no signpost so the check fails entirely and so does the event.
  • When Sonic is super, Amy's life icon appears and Super Sonic's fades in and out over it.
  • The CNZ barrels seem to behave a bit funny. They move up and down around 1.5x as fast as they should,
  • Monitors do not crush you when falling on you, and bounce on your head repeatedly.
  • The MTZ nut on the screw is the same.. If you run it into a ceiling, it does not crush you.
All simple fixes, I just thought I'd bring them forward.

  • The fix involves altering this to check if the goal type is a sign, then making another check for if the goal type is anything else. This has been fixed in 1.4.3 (comming whenever), here's an image showing how the event should look.
  • Also fixed in 1.4.3, I accidentally overwrote Super Sonic's icon graphics with Amy's. The fix is to add back in those animations after Amy's, then on line 4148, change the action to Set FlashOffset of GUI_Icon to 8. Herp-a-derp derp derp!
  • But they function! Things like movement speeds can be altered by changing their alterable values to whatever you want. Before I had them too loose, now they're too tight... honestly at this point, screw it. :v:
  • Working as intended.
  • Place a crusher object in the ceiling! This is how it works in the Genesis games, too. (it's the block of Eggman icons, just like it is in Sonic 1 and 2 when you use Debug Mode)

This post has been edited by Techokami: 01 February 2014 - 10:52 AM

#33 User is offline Caverns 4 

Posted 01 February 2014 - 12:14 PM

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View PostTechokami, on 01 February 2014 - 10:51 AM, said:

  • Place a crusher object in the ceiling! This is how it works in the Genesis games, too. (it's the block of Eggman icons, just like it is in Sonic 1 and 2 when you use Debug Mode)

Or just set to nut to be in group 8, which would save a little memory. It still works fine.

In addition, I have one question - just one.
How did you get the music looping properly, trail and error?
Right now, I have a starting and ending loop point set, and by pressing M it sets the some to right before the area the loop should happen, and from there, it's experimenting. Is there an easier way?
This post has been edited by Caverns 4: 01 February 2014 - 12:34 PM

#34 User is offline Azu 

Posted 01 February 2014 - 01:08 PM

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I usually use some audio program that can show the position of the music, for instance GoldWave. Hmm. Maybe I should make a tutorial on looping music. But in simple terms, you just use that program (Audacity should work too) to find your loop points. Change it so that it just shows seconds and copy the seconds to MMF2.

#35 User is offline Caverns 4 

Posted 01 February 2014 - 02:12 PM

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View PostAzu, on 01 February 2014 - 01:08 PM, said:

I usually use some audio program that can show the position of the music, for instance GoldWave. Hmm. Maybe I should make a tutorial on looping music. But in simple terms, you just use that program (Audacity should work too) to find your loop points. Change it so that it just shows seconds and copy the seconds to MMF2.


I understand what you said myself, but a tutorial is always nice. I still have some things to figure out though, right now my loop is seamless in GoldWave but in MMF2 there's a slight stutter.

#36 User is offline Azu 

Posted 01 February 2014 - 09:13 PM

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I think that's just MMF2 being MMF2. You might have to adjust it tweak it a bit in MMF2.

#37 User is offline Caverns 4 

Posted 06 February 2014 - 10:28 AM

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Okay, I noticed a couple of others things, which were quite jarring to me, so I'll point them out here:

Note that I have fixed these myself, they are all easy to fix, but I'm putting these here for you.

  • You cannot break a monitor by jumping into the side. This is inconsistent, at least with Sonic 1 and 2. Don't know about Sonic 3k.
  • The speed shoes and invincibility are much shorter than they should be; They are set to 1,000 frames, when the correct time would be 1,200.
I also have a suggestion on something that could speed things up just a little bit, and make things easier for someone working with the kit, too.


As all monitors are the same, I have an idea which might consolidate the code a bit, and also save a few CPU cycles. You know how the code for bumping a monitor uses group:Parents, but the code for destroying the monitor handles each case separately? Why not just implement the destroying function within group:Parents itself, where when Sonic should destroy a monitor, it applies the needed Y velocity (Which would be 0-yspeed) and sets a flag in the group:Parents object itself? After that, the code for destroying the actual monitor could just be as easy as simply checking if the monitor object has that flag is set.



#38 User is offline Techokami 

Posted 06 February 2014 - 01:30 PM

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View PostCaverns 4, on 06 February 2014 - 10:28 AM, said:

  • You cannot break a monitor by jumping into the side. This is inconsistent, at least with Sonic 1 and 2. Don't know about Sonic 3k.
  • The speed shoes and invincibility are much shorter than they should be; They are set to 1,000 frames, when the correct time would be 1,200.
I also have a suggestion on something that could speed things up just a little bit, and make things easier for someone working with the kit, too.

  • Hm, I tried to implement this just now real quick, but it is either too sensitive (just press jump while standing next to a monitor and you'll break it, which is incorrect) or not sensitive enough (collision isn't detected). I'd like to see your version of the fix, please. EDIT: Wait, I got it. This will be fixed in 1.4.3!
  • This has now been fixed for 1.4.3. Funfact: Before, it was waaaaaay too long. :v:
Also, that's a good suggestion, but it assumes that qualifiers work well in situations like this. Sadly, they don't. It's something being fixed in Fusion 3.
This post has been edited by Techokami: 06 February 2014 - 08:38 PM

#39 User is offline Azu 

Posted 06 February 2014 - 09:30 PM

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Umm, how much of a pain would it be to add reverse gravity?

#40 User is offline Techokami 

Posted 06 February 2014 - 09:59 PM

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View PostAzu, on 06 February 2014 - 09:30 PM, said:

Umm, how much of a pain would it be to add reverse gravity?

Very much. It would require altering a LOT of low level stuff. :/

#41 User is offline Caverns 4 

Posted 06 February 2014 - 10:34 PM

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View PostTechokami, on 06 February 2014 - 01:30 PM, said:

Also, that's a good suggestion, but it assumes that qualifiers work well in situations like this. Sadly, they don't. It's something being fixed in Fusion 3.


Really? I had it working in an earlier build without fault. I'll give it a try again next time I get the chance.

#42 User is offline Azu 

Posted 07 February 2014 - 05:51 PM

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Question about Camera limits. There are points in the stage where I would want to disable the X or Y scrolling, disable both X/Y scrolling and enable camera follow for other objects, like an even off screen or something.

#43 User is offline Techokami 

Posted 07 February 2014 - 10:12 PM

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View PostAzu, on 07 February 2014 - 05:51 PM, said:

Question about Camera limits. There are points in the stage where I would want to disable the X or Y scrolling, disable both X/Y scrolling and enable camera follow for other objects, like an even off screen or something.

Set up custom camera modes. There are currently 4 defined: Player Follow (0), Boss Mode (1), Return from Boss (2), and Death (3). So if you want to lock an axis from scrolling, define a new mode and copy/modify events from other modes.

#44 User is offline Techokami 

Posted 27 February 2014 - 07:33 PM

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Should have posted this earlier, but I was doing things. 1.4.3 is out! You can grab it from SAGE or at the start of the thread.

#45 User is offline Azu 

Posted 28 February 2014 - 12:40 AM

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Posted Image
Someone had to do something with that unused water gush sprite that's been sitting there for like 30 revisions. Posted Image
This post has been edited by Azu: 28 February 2014 - 12:40 AM

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