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Sonic 2 LD Episode 02 - CPZ in progress

#1036 User is offline Jan Abaza 

Posted 19 December 2010 - 07:54 AM

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QUOTE (tokumaru @ Dec 19 2010, 05:17 AM)
I never knew the GG version had this. I wonder why they used the crappy effect with high priority dithered tiles if they could use what the Genesis/MD games use. On the other hand, Sonic 1 SMS also combined both types of water... GHZ has the dithered tiles and LZ had the palette change. They probably wanted to have water pools at different heights. But it's still a mystery why Sonic 2 on the GG has the rising water while the SMS version doesn't.


It's a long shot, but maybe since the Game Gear version's screen is smaller, there's less stuff on it at a time and therefore more visual ram space to work with and not experience slowdown. Also, the GG version is pointlessly missing the speed shoes, maybe they took them out to make even more room for the rising water effect?

#1037 User is offline Neo 

Posted 19 December 2010 - 09:52 AM

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QUOTE (Jan Abaza @ Dec 19 2010, 12:54 PM)
QUOTE (tokumaru @ Dec 19 2010, 05:17 AM)
I never knew the GG version had this. I wonder why they used the crappy effect with high priority dithered tiles if they could use what the Genesis/MD games use. On the other hand, Sonic 1 SMS also combined both types of water... GHZ has the dithered tiles and LZ had the palette change. They probably wanted to have water pools at different heights. But it's still a mystery why Sonic 2 on the GG has the rising water while the SMS version doesn't.


It's a long shot, but maybe since the Game Gear version's screen is smaller, there's less stuff on it at a time and therefore more visual ram space to work with and not experience slowdown. Also, the GG version is pointlessly missing the speed shoes, maybe they took them out to make even more room for the rising water effect?

I just tried playing the stage in Kega Fusion's "FullSMS" mode, which lets you see the whole virtual screen, beyond the Game Gear's standard borders, and there's no graphical glitching whatsoever, so that might not be the reason. I did notice something, though: while the water is rising, the rotating palette effect used for the water fountains doesn't work properly, which I guess could be a reason for removing it?

I think you're onto something with the speed shoe item, though. Isn't that the one single time it appears in the game? It's pointless, and removing it would make room in VRAM for the water surface sprites.
This post has been edited by Neo: 19 December 2010 - 09:52 AM

#1038 User is offline Mercury 

Posted 19 December 2010 - 08:11 PM

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QUOTE (Neo @ Dec 19 2010, 12:26 PM)
Not to deviate even further, but may I ask, a mistranslation of what?

I assumed the notes on Chemical Plant in the Japanese manual, but when I checked it doesn't mention メガマック anywhere. (When you Google it, all you get is hamburgers!)

SatAM mentions Mega Muck at least once (and I'm pretty sure more than once), so I've always thought of it as "more correct". The fact that it's in the cartoon and in the manual (misspelt in such a way as to suggest Japanese translation) leads me to believe it must come from somewhere and isn't completely random, but I admit the evidence is scant.

No one has any Japanese Sonic 2 players guides, do they? v.png

#1039 User is online doc eggfan 

Posted 22 December 2010 - 08:29 AM

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It's a start. If any pixel monkeys want to have a play, I've also got a spare colour in the palette.




#1040 User is offline MathUser 

Posted 22 December 2010 - 11:33 AM

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That's awesome. Go with that title card. The zig zagging path there plays a big part in the level.

#1041 User is online doc eggfan 

Posted 23 December 2010 - 02:55 AM

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Made the colours a bit richer. Better or worse?

Any other changes, is Tails too orange?

#1042 User is online McAleeCh 

Posted 23 December 2010 - 04:24 AM

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TBH, I'd stick with the old version. Without doing a pixel-for-pixel comparison, the only majorly noticable difference I can see is the shading on Sonic, which honestly looks less detailed on the new version. Also, I wouldn't say Tails looks too orange - if anything, he looks much closer to his MD colours than on the original S2SMS title cards or your EHZ title card. I'd only change it if you plan on trying to keep Sonic and Tails' colours consistent across all the title cards - and to be honest, if you're doing that I'd suggest going back and making the EHZ card consistent with this one, since IMO the colours for the characters here are much more accurate to the characters' appearence in the MD version of the game.

Good job on fixing it for the correct aspect ratio, BTW. Was this actually done with the EHZ title card, though? If not, might be an idea to see if anyone can do a fixed version for consistency, assuming you plan on this being done to all future title card pictures.
This post has been edited by McAleeCh: 23 December 2010 - 04:26 AM

#1043 User is offline emrabt 

Posted 23 December 2010 - 03:25 PM

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I liked the colours on the first one better.

QUOTE (Mercury @ Dec 19 2010, 03:18 AM)
I think the crossing paths are very indicative of Chemical Plant, and when I first saw that you chose that for the picture I thought it was spot on perfect.


now the question is, crossing paths, are they possible with the engine?

#1044 User is online doc eggfan 

Posted 23 December 2010 - 04:43 PM

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QUOTE (emrabt @ Dec 24 2010, 07:25 AM)
I liked the colours on the first one better.

QUOTE (Mercury @ Dec 19 2010, 03:18 AM)
I think the crossing paths are very indicative of Chemical Plant, and when I first saw that you chose that for the picture I thought it was spot on perfect.


now the question is, crossing paths, are they possible with the engine?

Not really, but I have an idea on how to produce an approximation, but I haven't tested it yet.

#1045 User is offline Blue Emerald 

Posted 23 December 2010 - 05:38 PM

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QUOTE (doc eggfan @ Dec 23 2010, 01:55 AM)


Made the colours a bit richer. Better or worse?

Any other changes, is Tails too orange?

I think this one's better, since the objects in the picture don't blend into each other as much as they do in the first one.

#1046 User is online doc eggfan 

Posted 26 December 2010 - 11:19 PM

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Upon Entering Limbo Zone:



YOU SHALL NOT PASS:



If you do as your told:





Of course, this may look impressive, but it is easily crackable/hackable/bypassable.
This post has been edited by doc eggfan: 26 December 2010 - 11:20 PM

#1047 User is offline Jaseman 

Posted 26 December 2010 - 11:38 PM

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Patched save state? The strait-up saved ones we had won't work?

#1048 User is online doc eggfan 

Posted 27 December 2010 - 12:53 AM

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QUOTE (Jaseman @ Dec 27 2010, 03:38 PM)
Patched save state? The strait-up saved ones we had won't work?

Nope, need to restart the level count.

#1049 User is offline MoDule 

Posted 29 December 2010 - 07:08 PM

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Here's the tiles and palettes for CPZ.

#1050 User is offline Spanner 

Posted 29 December 2010 - 07:18 PM

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Eggfan, I am unsure if this has been asked or not, but will you be using the split disassembly for Episode 02?

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