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Charmy In Sonic 1 'BEE-BEE-BEEEE! CHARMY BEEE!!!'

#31 User is offline E-122-Psi 

Posted 01 February 2011 - 05:54 PM

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Oh, you guys are members now. Yay.

Anyway thanx for picking my hack for a LP. Don't worry about the wall thing, it's an easy mistake, coding is a confusing matter, all I'm saying is that I'd like to put it in as much as you but wanting to is different from being able to. The collision with walls and the coding and such that should be edited is an anomoly to me, Mercury puts a few useful steps for use above, but I'm still completely stumped as to what and where to code in (not to take away from your tutoring Mercury, I'm just not the quickest learner in regards to ASM). I'll need to look into the game's ASM a bit more.

Anyway I hope you guys make yourselves at home here. smile.png
This post has been edited by E-122-Psi: 01 February 2011 - 06:07 PM

#32 User is offline Emerald Master 

Posted 01 February 2011 - 06:15 PM

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QUOTE (E-122-Psi @ Feb 1 2011, 05:54 PM)
Oh, you guys are members now. Yay.

Anyway thanx for picking my hack for a LP. Don't worry about the wall thing, it's an easy mistake, coding is a confusing matter, all I'm saying is that I'd like to put it in as much as you but wanting to is different from being able to. The collision with walls and the coding and such that should be edited is an anomoly to me, Mercury puts a few useful steps for use above, but I'm still completely stumped as to what and where to code in. I'll need to look into the game's ASM a bit more.

Anyway I hope you guys make yourselves at home here. smile.png


You're very welcome E-122-Psi, it was a surprise though seeing JaxTH reply to Clutchy's video. Also about coding, I may not know anything about ASM except it's one of the most confusing languages I've ever seen but...BOY...I still know what you mean, having to fixes issues in a game is irritating but, it'll always make our desserts taste much better when we've fixed and improved the problems. But, don't you just love desserts when they taste better, I know I do!

Also, thanks for the welcoming, I think we might be here awhile thanks to the warm welcomes. smile.png
This post has been edited by Emerald Master: 01 February 2011 - 06:16 PM

#33 User is offline Clutchy 

Posted 01 February 2011 - 06:20 PM

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QUOTE (E-122-Psi @ Feb 1 2011, 11:54 PM)
Oh, you guys are members now. Yay.

Anyway thanx for picking my hack for a LP. Don't worry about the wall thing, it's an easy mistake, coding is a confusing matter, all I'm saying is that I'd like to put it in as much as you but wanting to is different from being able to. The collision with walls and the coding and such that should be edited is an anomoly to me, Mercury puts a few useful steps for use above, but I'm still completely stumped as to what and where to code in (not to take away from your tutoring Mercury, I'm just not the quickest learner in regards to ASM). I'll need to look into the game's ASM a bit more.

Anyway I hope you guys make yourselves at home here. smile.png


Why thanks for the warm welcoming!

I picked your hack to LP because of the fact me and Emerald Master were talking and he mentioned that a new hack came out, in curiosity I asked and he told me it was "Charmy the Bee in Sonic 1". I was thinking "wat" but I downloaded it and decided "Hey, since I'm probably going to LP Sonic 1 in the future, why not do a hack of the game to kinda set that up for people later on?" So, I decided to LP it to find out I was the first to LP it, hehe.

It's a really nice hack overall, just the charging straight into enemies makes you get hurt and the hit-box is all messed up, plus some minor palette glitches here and there (You'll see in later part of the LP if you watch it). Are they hopefully going to be fixed? o:

#34 User is offline E-122-Psi 

Posted 01 February 2011 - 06:27 PM

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QUOTE (Emerald Master @ Feb 1 2011, 07:15 PM)
QUOTE (E-122-Psi @ Feb 1 2011, 05:54 PM)
Oh, you guys are members now. Yay.

Anyway thanx for picking my hack for a LP. Don't worry about the wall thing, it's an easy mistake, coding is a confusing matter, all I'm saying is that I'd like to put it in as much as you but wanting to is different from being able to. The collision with walls and the coding and such that should be edited is an anomoly to me, Mercury puts a few useful steps for use above, but I'm still completely stumped as to what and where to code in. I'll need to look into the game's ASM a bit more.

Anyway I hope you guys make yourselves at home here. smile.png


You're very welcome E-122-Psi, it was a surprise though seeing JaxTH reply to Clutchy's video. Also about coding, I may not know anything about ASM except it's one of the most confusing languages I've ever seen but...BOY...I still know what you mean, having to fixes issues in a game is irritating but, it'll always make our desserts taste much better when we've fixed and improved the problems. But, don't you just love desserts when they taste better, I know I do!

Also, thanks for the welcoming, I think we might be here awhile thanks to the warm welcomes. smile.png


True, it's all hard work but it's worth it to have a refined finished project (though admitedly Amy in Sonic 1 is about the one project completely finished right now). I can hopefully take Mercury's notes and after a long look at the ASM I can make something out of them (thanx by the way Mercury). I hope you try out some projects yourself in the future would be interesting to see what you think up. :D

Careful not to waste all your posts however, hopefully you'll get a full membership until then though you have only 20 posts.

The wall jump coding could be useful to get working though. Out of curiosity do you guys think Sally suits having it in her hack? It's something I wanted to work in from the start but couldn't get in.

QUOTE (Clutchy @ Feb 1 2011, 07:20 PM)
QUOTE (E-122-Psi @ Feb 1 2011, 11:54 PM)
Oh, you guys are members now. Yay.

Anyway thanx for picking my hack for a LP. Don't worry about the wall thing, it's an easy mistake, coding is a confusing matter, all I'm saying is that I'd like to put it in as much as you but wanting to is different from being able to. The collision with walls and the coding and such that should be edited is an anomoly to me, Mercury puts a few useful steps for use above, but I'm still completely stumped as to what and where to code in (not to take away from your tutoring Mercury, I'm just not the quickest learner in regards to ASM). I'll need to look into the game's ASM a bit more.

Anyway I hope you guys make yourselves at home here. smile.png


Why thanks for the warm welcoming!

I picked your hack to LP because of the fact me and Emerald Master were talking and he mentioned that a new hack came out, in curiosity I asked and he told me it was "Charmy the Bee in Sonic 1". I was thinking "wat" but I downloaded it and decided "Hey, since I'm probably going to LP Sonic 1 in the future, why not do a hack of the game to kinda set that up for people later on?" So, I decided to LP it to find out I was the first to LP it, hehe.

It's a really nice hack overall, just the charging straight into enemies makes you get hurt and the hit-box is all messed up, plus some minor palette glitches here and there (You'll see in later part of the LP if you watch it). Are they hopefully going to be fixed? o:


Yeah I'm gonna try working on the hitbox and make it smaller (it's TouchResponse, right fellas?). As for the charging, your invulnerability only last as long as his charging animation is running. I could lengthen how long the animation runs but he seems a bit too much of a game breaker as it is.

Pallette glitches? That's odd since the only thing I changed was the yellow (slightly darker to suit Charmy's sprites).
This post has been edited by E-122-Psi: 01 February 2011 - 06:32 PM

#35 User is offline Clutchy 

Posted 01 February 2011 - 06:37 PM

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QUOTE (E-122-Psi @ Feb 2 2011, 12:27 AM)
Yeah I'm gonna try working on the hitbox and make it smaller (it's TouchResponse, right fellas?). As for the charging, your invulnerability only last as long as his charging animation is running. I could lengthen how long the animation runs but he seems a bit too much of a game breaker as it is.

Pallette glitches? That's odd since the only thing I changed was the yellow (slightly darker to suit Charmy's sprites).



Yes, things started shifting colors then the textures itself started breaking. It is weird, isn't it?

#36 User is online JaxTH 

Posted 01 February 2011 - 07:52 PM

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QUOTE (Emerald Master @ Feb 1 2011, 03:15 PM)
it was a surprise though seeing JaxTH reply to Clutchy's video.


Interesting. How so?

#37 User is offline Ranger 

Posted 02 February 2011 - 01:23 PM

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Hahaha, this is amazing. Charmy is such a little spaz when you get him going.
ARE YOU SERIOUSLY A BEE
LOOK AT HOW SMALL YOU ARE

...now I demand big the cat in sonic 1

#38 User is offline BSonirachi 

Posted 02 February 2011 - 01:31 PM

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Great hack just like the Vector one, though Charmy's dash definitely makes him a game breaker and lessens some of the challenge. But hey, with it you could try buzzing around some stages like GHZ2 and continuously fly into badniks without landing to get a monster combo.

#39 User is offline Azukara 

Posted 02 February 2011 - 05:04 PM

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QUOTE (Ranger @ Feb 2 2011, 12:23 PM)
...now I demand big the cat in sonic 1

Bionic Commando plus Sonic. You use the fishing rod to grapple yourself across the stage. You run really slow on flat ground (slower on uphill inclines) but downhill movement equates to ultra speed.

#40 User is offline Shadow Hog 

Posted 02 February 2011 - 05:13 PM

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QUOTE (Azukara @ Feb 2 2011, 05:04 PM)
QUOTE (Ranger @ Feb 2 2011, 12:23 PM)
...now I demand big the cat in sonic 1
Bionic Commando plus Sonic. You use the fishing rod to grapple yourself across the stage. You run really slow on flat ground (slower on uphill inclines) but downhill movement equates to ultra speed.
Not to mention you can confuse the heck out of Ganondorf.

Still, I, personally, was thinking less fishing rod, and more of that latter part. You wouldn't even have to roll, your weight would handle everything.

Unfortunately the game would come to a screeching halt as soon as you met your first loop.


#41 User is offline Azukara 

Posted 02 February 2011 - 05:17 PM

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QUOTE (Shadow Hog @ Feb 2 2011, 04:13 PM)
QUOTE (Azukara @ Feb 2 2011, 05:04 PM)
QUOTE (Ranger @ Feb 2 2011, 12:23 PM)
...now I demand big the cat in sonic 1
Bionic Commando plus Sonic. You use the fishing rod to grapple yourself across the stage. You run really slow on flat ground (slower on uphill inclines) but downhill movement equates to ultra speed.
Not to mention you can confuse the heck out of Ganondorf.

Still, I, personally, was thinking less fishing rod, and more of that latter part. You wouldn't even have to roll, your weight would handle everything.

Unfortunately the game would come to a screeching halt as soon as you met your first loop.

Not necessarily. Just make it where as soon as Big hits a downward incline he goes into rolling mode, except with the force of the roll being three times stronger than an ordinary character rolling down the same hill. Then let ordinary rolling physics control him from there.

Since there is a downhill area before the first loop in GHZ, that one hill would be enough to propel Big through the rest of the stage with the same design logic I'm using.

#42 User is offline Emerald Master 

Posted 02 February 2011 - 06:55 PM

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QUOTE (JaxTH @ Feb 1 2011, 07:52 PM)
QUOTE (Emerald Master @ Feb 1 2011, 03:15 PM)
it was a surprise though seeing JaxTH reply to Clutchy's video.


Interesting. How so?


Well honestly, both Clutchy and I weren't excepting the comment you made on his video. When I seen your statement (I was the first to see it since Clutchy was in bed from what I was told) it was first a thought that you were from here, I searched your name and BANG...there you were, it stunned me when I seen that you were an Oldbie here and I really didn't know how or what to think at that moment. When Clutchy seen it, he was surprised-and well...it was extremely unexpected. Okay, I'm going to start using my trial posts else where too before I use them all up in this topic, not to offend anyone but it needs to be done, I'll still reply but not as often as I have to prevent post usage since I am a Trial Member.

#43 User is offline Mercury 

Posted 03 February 2011 - 02:04 AM

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QUOTE (E-122-Psi @ Feb 1 2011, 10:54 PM)
The collision with walls and the coding and such that should be edited is an anomoly to me, Mercury puts a few useful steps for use above, but I'm still completely stumped as to what and where to code in (not to take away from your tutoring Mercury, I'm just not the quickest learner in regards to ASM). I'll need to look into the game's ASM a bit more.

Well, you might be in luck because I went ahead and implemented the Wall Jump, so you can take a look at that.



Howzat? =P

#44 User is offline E-122-Psi 

Posted 03 February 2011 - 08:48 AM

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QUOTE (Mercury @ Feb 3 2011, 03:04 AM)
QUOTE (E-122-Psi @ Feb 1 2011, 10:54 PM)
The collision with walls and the coding and such that should be edited is an anomoly to me, Mercury puts a few useful steps for use above, but I'm still completely stumped as to what and where to code in (not to take away from your tutoring Mercury, I'm just not the quickest learner in regards to ASM). I'll need to look into the game's ASM a bit more.

Well, you might be in luck because I went ahead and implemented the Wall Jump, so you can take a look at that.



Howzat? =P


Thanx, I'll take a look. :D

#45 User is offline MathUser 

Posted 03 February 2011 - 10:05 AM

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Wall grab in this hack will make it even more awesome. I hope you hold off till putting in the smaller collision boxes before releasing a new version though cause that really bugs me. I'm not going under things I should be able to.

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