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Sonic 2 LD

Discussion in 'Engineering & Reverse Engineering' started by doc eggfan, Aug 22, 2008.

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  1. doc eggfan

    doc eggfan

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    Any pixel jockeys interested in finishing the tails sprite sheet?

    tails

    There's these ones, and I'll get the running sprites from the ending too for reference.
     
  2. Polygon Jim

    Polygon Jim

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    All the bitches.
    I'll do it, if I have time.

    He needs all the frames sonic has right?


    Also, if you don't mind if tail's is a bit less colorful, you can use Sonic's pallete. I don't know if in the MS/GG s2 enemys and such use Sonic's pallete or not. If they do, changing that will mess them up won't it?

    [​IMG]

    I'll do them with the pallete you have in those sprites for now, unless it would be better to use the lower color sprite.

    Personally I think the one with less color's matches Sonic's style more.

    [​IMG]
     
  3. Arctides

    Arctides

    I am a bloated bag of hate. Oldbie
    Egg, what emulator are you working with here?
     
  4. doc eggfan

    doc eggfan

    Are you pondering what I'm pondering? Wiki Sysop
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    I swap between Kega Fusion and Mekaw, depends what mood I'm in/computer I'm using. They're both probably old versions, I never bother to update.

    The save states in the archive are fusion

    SONIC SPRITES

    =============




    --------------------------------------------------------------------

    SPRITE RIGHT-FACING/LEFT-FACING

    ---======-----------------------------------------------------------



    Standing: 10D80-10EFF/40D80-40EFF

    Waiting 1-1: 12F80-130FF/42F80-430FF

    Waiting 1-2: 13100-1327F/43100-4327F

    Looking Up: 10F00-1107F/40F00-4107F

    Ducking: 11680-117FF/41680-417FF



    Walking 1: 10000-1017F/40000-4017F

    Walking 2: 10180-102FF/40180-402FF

    Walking 3: 10300-1047F/40300-4047F

    Walking 4: 10480-105FF/40480-405FF

    Walking 5: 10600-1077F/40600-4077F

    Walking 6: 10780-108FF/40780-408FF



    Running 1: 11080-111FF/41080-411FF

    Running 2: 11200-1137F/41200-4137F

    Running 3: 11380-114FF/41380-414FF

    Running 4: 11500-1167F/41500-4167F



    Rolling 1: 11800-1197F/41800-4197F

    Rolling 2: 11980-11AFF/41980-41AFF

    Rolling 3: 11B00-11C7F/41B00-41C7F

    Rolling 4: 11C80-11DFF/41C80-41DFF

    Rolling 5: 11E00-11F7F/41E00-41F7F



    Stopping 1: 11F80-120FF/41F80-420FF

    Stopping 2: 12100-1227F/42100-4227F



    Dying 2: 13680-137FF/43680-437FF

    Drowning: 12400-1257F/42400-4257F

    Inhaling Bubble: 12580-126FF/42580-426FF

    Being hit 1: 12700-1287F/42700-4287F

    Being hit 2: 12880-129FF/42880-429FF



    * Springing: 12A00-12B7F/42A00-42B7F

    + Balancing 1: 12B80-12D7F/42B80-42D7F

    + Balancing 2: 12D80-12F7F/42D80-42F7F

    + Inside Bubble 1: 13280-1347F/43280-4347F

    + Inside Bubble 2: 13480-1367F/43480-4367F



    # Railcart (Entering): 15E00-15EBF/45E00-45EBF

    # Railcart 1: 15EC0-15F7F/45EC0-45F7F

    # Railcart 2: 15F80-1603F/45F80-4603F

    # Railcart (looking up): 16040-160FF/46040-460FF

    # Railcart (crouching): 16100-161BF/46100-461BF




    + Hang glider (gliding up 1): 14000-141FF/44000-441FF

    + Hang glider (gliding up 2): 14200-143FF/44200-443FF

    + Hang glider (gliding up 3): 14400-145FF/44400-445FF

    + Hang glider (gliding 1): 14600-147FF/44600-447FF

    + Hang glider (gliding 2): 14800-149FF/44800-449FF

    + Hang glider (gliding 3): 14A00-14BFF/44A00-44BFF

    + Hang glider (running 1): 14C00-14DFF/44C00-44DFF

    + Hang glider (running 2): 14E00-14FFF/44E00-44FFF

    + Hang glider (running 3): 15000-151FF/45000-451FF

    + Hang glider (running 4): 15200-153FF/45200-453FF

    + Hang glider (running 5): 15400-155FF/45400-455FF

    + Hang glider (running 6): 15600-157FF/45600-457FF

    + Hang glider (gliding down 1): 15800-159FF/45800-459FF

    + Hang glider (gliding down 2): 15A00-15BFF/45A00-45BFF

    + Hang glider (gliding down 3): 15C00-15DFF/45C00-45DFF



    + Loop 1: 18000-181FF
    + Loop 2: 18200-183FF
    + Loop 3: 18400-185FF
    + Loop 4: 18600-187FF
    + Loop 5: 18800-189FF
    + Loop 6: 18A00-18BFF
    + Loop 7: 18C00-18DFF
    + Loop 8: 18E00-18FFF
    + Loop 9: 19000-191FF
    + Loop 10: 19200-193FF
    + Loop 11: 19400-195FF
    + Loop 12: 19600-197FF
    + Loop 13: 19800-199FF
    + Loop 14: 19A00-19BFF
    + Loop 15: 19C00-19DFF
    + Loop 16: 19E00-19FFF
    + Loop 17: 1A000-1A1FF
    + Loop 18: 1A200-1A3FF
    + Loop 19: 1A400-1A5FF
    + Loop 20: 1A600-1A7FF
    + Loop 21: 1A800-1A9FF
    + Loop 22: 1AA00-1ABFF
    + Loop 23: 1AC00-1ADFF
    + Loop 24: 1AE00-1AFFF
    + Loop 25: 1B000-1B1FF
    + Loop 26: 1B200-1B3FF
    + Loop 27: 1B400-1B5FF
    + Loop 28: 1B600-1B7FF
    + Loop 29: 1B800-1B9FF
    + Loop 30: 1BA00-1BBFF

    MAPPINGS

    Standard
    1 3 5
    2 4 6
    7 9 B
    8 A C

    + Alternative

    1 3 5 7
    2 4 6 8
    9 B D F
    A C E 0

    * Spring

    1 3
    2 4
    5 7
    6 8
    9 B
    A C

    # Railcart

    1 3 5
    2 4 6

    I prefer to be as accurate to the original as possible, but there shouldn't be a problem using what ever palette you like. There's always a way to make it fit.
     
  5. doc eggfan

    doc eggfan

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    All known pre-existing Sonic 2 Tails sprites
    [​IMG]
    [​IMG]
     
  6. Polygon Jim

    Polygon Jim

    Eternal Tech Member
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    All the bitches.
    I'll get to work on Tails for you.
     
  7. MoDule

    MoDule

    Tech Member
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    Procrastinating from writing bug-fix guides
    While you're at it you could correct a mistake in the sprite palette. I'll use some images to show you what I mean:
    [​IMG]
    From top to bottom the palettes are
    -Normal palette used in every zone (sms)
    -Intro sequence (sms)
    -Intro sequence (gg)
    -ALZ Under water (gg)
    [​IMG]
    The chaos emeralds. Take a look at the purple, red and green ones. See what's wrong with the red one?
    If you'll look at the tenth color from the left you'll see that in the top palette it's a dark blue.This color is wrong and it's used very often. It's supposed to be dark red, like in the other three palettes. The other color I'd like to direct your attention to is the fifteenth (the pink one). This color is used by Robotnik's eggmobile, but it's usage suggests that it's supposed to be dark yellow, like in the third palette.
    If you'll take an other look at the emeralds, the purple one specifically, you'll see that it also uses the fifteenth color. Fortunately, this isn't a problem, because as far as I know, each act has it's own version of the sprite palette (they're all identical).
    My point is, in act 3 of each zone you can make the fifteenth color dark yellow and in act 2 you can use colors 15 and 16 for the chaos emeralds (so the 'purple' one can actually be purple). Also, see how the green chaos emerald is mostly gray? You can use color 15 for an extra shade of green, because SEZ act 3 doesn't need the dark yellow.
     
  8. Shadix

    Shadix

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    hmm... This is a neat project and all, but where is the genesis port of S2MS? Needs to happen some day.
     
  9. JcFerggy

    JcFerggy

    Do you want to taco 'bout it? Member
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    Knowing how much you love Silver Sonic combined with the fact that you are trying to "create a true Master System port of the 16-bit Mega Drive/Genesis title Sonic the Hedgehog 2 using the engine of the 8-bit version of Sonic the Hedgehog 2", I thought I'd make you a present [​IMG]

    [​IMG]
     
  10. doc eggfan

    doc eggfan

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    Schweeeeeeeeeet.

    Do you want to do the other frames too?
     
  11. JcFerggy

    JcFerggy

    Do you want to taco 'bout it? Member
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    I don't mind, I just want to know of any restrictions, like if any tiles are shared, and it would be useful if I had a palette to work off, since I just used the colors in the sprite you posted earlier.
     
  12. MoDule

    MoDule

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    Well, here's the full, unbrightened, Mastersystem palette in it's 6-bit glory
    [​IMG]
    and this is the sprite palette with one of the corrections I suggested earlier
    [​IMG]

    Btw, does s2 use 4bpp graphics exclusively, or are there 3bpp graphics in there, too?
     
  13. JcFerggy

    JcFerggy

    Do you want to taco 'bout it? Member
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    Opinion?

    [​IMG]

    -Edit- It looks darker since I'm using MoDule palette that he provided.
     
  14. doc eggfan

    doc eggfan

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  15. Polygon Jim

    Polygon Jim

    Eternal Tech Member
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    All the bitches.
    Sorry for not working on tails the last few days. My power has been out since Sunday.
     
  16. MoDule

    MoDule

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    Procrastinating from writing bug-fix guides
  17. doc eggfan

    doc eggfan

    Are you pondering what I'm pondering? Wiki Sysop
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    Don't stress, there's no deadline. I haven't done anything lately either.

    Capital idea. That would be perfect for the first demo I intend to release with a completed EHZ.
    GHZ boss has more pixel real estate, so should new art be commissioned?

    Yes please. corrimalnews[ack)optusnet$com%au
     
  18. MoDule

    MoDule

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    Fresh tiles up for grabs. Get 'em while they're hot.
    Enjoy.
    Can't wait for the first demo.

    Oh, I should add, that ALZ's and SEZ's emeralds will need a palette change to look right.
     
  19. doc eggfan

    doc eggfan

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    [​IMG]
    YES!

    [​IMG]
    NO!

    [​IMG]
    YES!

    [​IMG]
    NO!

    GOD DAMN "PRESS START BUTTON" FLASHING CODE!

    The title screen is a mess. The final art has been tacked on over the top of the beta art, and it's severely hampering my efforts to modify the title screen. As you can see, only the Game Gear portion of the screen has been edited,

    Has anyone ever restored the beta title screen before? I think I would be more successful editing that instead, but I don't know how to restore it.
     
  20. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    being an asshole =P
    XDDDDDDDDDD
     
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