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Sonic the Hackable Previously: A Generic Sonic 1 ROMhack

#1 User is online CHRdutch 

Posted 08 September 2017 - 09:18 AM

  • Master of Disaster
  • Posts: 67
  • Joined: 30-September 16
  • Gender:Male
  • Location:Earth, I think.
  • Project:Sonic the Hackable (A.K.A. "A generic Sonic 1 ROMhack")
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Sonic the Hackable (formerly known as "A Generic Sonic 1 ROMhack") is a ROM hack which main focus is level design. The second and third acts of a zone have their own unique gimmicks to make them stand out from the original.

The current levels are modified: GHZ 1-3, MZ 1-3 and Special Stages 1&2.

Crush Dr. Eggman!

After Dr. Eggman's defeat in Sonic the Hedgehog 4: Episode II, the Death Egg MK II has crashed into the ocean next to South Island. The giant wave created by the Death Egg MK II's collision with the ocean surface has even caused parts of the island to go underwater!
Not long after Dr. Eggman managed to escape to land, he became enraged upon seeing where he was. South Island was the place where his first defeat by the hands of Sonic the Hedgehog had happened, so this island held a particularly bad memory for him. Filled with rage, Dr. Eggman swore that this is the island where he will end Sonic once and for all.

Now, by using his past knowledge of the Island and by renovating his old base, Dr. Eggman built his new fortress on South Island.
Dr. Eggman has also planned to use the six chaos emeralds (which Sonic apparently lost, again) as a power source to relaunch the Death Egg MK II. It's up to Sonic to stop him (again)!


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Tools used

Original Game: Sonic Team
Sonic 1 GitHub disassembly: Hivebrain, Stealth, drx & Esreal
SonLVL: MainMemory
S1SSEdit: MainMemory
SonED2: Stealth
Tilemolester: SnowBro
Sonic One Music Editor: fuzzbuzz
Sonic 2 GitHub disassembly: Nemesis, Aurochs & Xenowhirl
NewNeko Palette Editor: Nineko
Music Pointer Fixer: Erik JS
SMPSConv: ValleyBell
SMPS research pack: ValleyBell
mid2smps: ValleyBell
Nineko Midi Event Editor: Nineko
The Sega Data Compressor: Magus
SonMapEd: Xenowhirl
Sonic 4 Episode I midi's rip: evilhamwizard

Guides used

Spindash Guide Part 1: Lightning & kram1024
Spindash Guide Part 2: Puto
Spindash Guide Part 3: shobiz
Spindash Guide Part 4: Mercury
Different songs per Act: nineko
Dynamic Palettes: PsychoSk8r
PAL Music Tempo Guide: Crash
Walk Jump Bug fix: Cinossu & Mercury
Spike Bug fix: FraGag
Fix the SEGA sound: Puto
Display Press Start Button Text: Quickman & Egor305
Water Guide: Tornado
How to make a good custom palette: Mr. Cat
SMPS Guide: Markeyjester
Use Dynamic Tilesets in Sonic 1: HPZMan (Only Dynamic Pattern Load Cues were used)
How to make a good sounding mid2smps conversion: A-S-H
Remove the speed cap: Tweaker & Puto
Fix Song Restoration Bugs in Sonic 1's Sound Driver: Markeyjester & Clownacy


All credit goes to the original creators.

SMPS Remixes

GHZ2 - Sylvania Castle Act 1: Jubbalub
GHZ3 - Splash Hill Zone Act 3: Jubbalub
MZ2 - Lost Labyrinth Act 2: CHRdutch
MZ3 - Sylvania Castle Act 3: CHRdutch

Level Design


Bug fixing help





Sonic Title Font: SEGA Enterprises
Meow Mix Commercial: Smucker's (used in Sega Sound)
Jontron (used in Sega Sound)

Special thanks to LuigiXHero for letting me use my Sylvania Castle Act 3 SMPS remix, which ended up sounding the same as his.


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This post has been edited by CHRdutch: 01 September 2018 - 10:08 AM

#2 User is offline Techokami 

Posted 08 September 2017 - 12:14 PM

  • For use only on NTSC Genesis systems
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  • Project:Sonic Edge
  • Wiki edits:63
ACT 1: I do not like how GHZ1 opens. It is too dangerous and too difficult for the very first action a player takes in the game. At least you added the spindash.

Also, the area below the broken bridge? That is too mean for the first level! You need to ease players into the game and ramp up difficulty appropriately.

Everything else in that level seems alright, though I had quite a bit of sprite flickering when breaking down walls leading to lots of items, objects, and enemies.

ACT 2: The underwater stuff was a nice change of pace! But some of the spike placement was a bit dickish. Also, having Chopper jump out from an area that is not a bridge felt very wrong.

On top of needing to fix the graphical issues with the water graphics, you should look into having a different background for the underwater areas. It doesn't look right the way it currently is. This can be achieved pretty easily with clever use of the chunks to obscure the main background.

Also, that platform you land on after that big automated sequence at the start shouldn't fall out under the player's feet into a pit of spikes. That's just mean.

ACT 3: Aside from a sequence involving jumping across moving platforms above a spike pit, I've got no real issues with this stage.
This post has been edited by Techokami: 08 September 2017 - 12:32 PM

#3 User is offline Epsilonsama 

Posted 17 September 2017 - 04:50 AM

  • Posts: 630
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  • Location:Earth
  • Wiki edits:7
Liked what you did with Act 2 and Act 3 but Act 1 was not as good. It was too hard for a first level and it had dickish bottomless pits. Rule of thumb on a Sonic game is to let the player know when bottomless pits are and use em sparingly.

#4 User is online CHRdutch 

Posted 22 October 2017 - 11:33 AM

  • Master of Disaster
  • Posts: 67
  • Joined: 30-September 16
  • Gender:Male
  • Location:Earth, I think.
  • Project:Sonic the Hackable (A.K.A. "A generic Sonic 1 ROMhack")

(Thanks for the feedback, by the way)

#5 User is online CHRdutch 

Posted 01 September 2018 - 10:15 AM

  • Master of Disaster
  • Posts: 67
  • Joined: 30-September 16
  • Gender:Male
  • Location:Earth, I think.
  • Project:Sonic the Hackable (A.K.A. "A generic Sonic 1 ROMhack")
Bump: new update and the download is back up.

Check the opening post for more details.
This post has been edited by CHRdutch: 01 September 2018 - 10:26 AM

#6 User is offline Timaeus 

Posted 04 November 2018 - 11:16 PM

  • Posts: 20
  • Joined: 25-October 18
I played the latest built, and i liked what i got. The gimmicks per act idea is very good, but here are some critism:

I did not liked that the act 1 of both stages are just as the originals, but since the others have different stuff i can see why its like this. The Lost Labyrinth SMPS is high pitched and doesnt sound so good, while the title screen SMPS is kinda loud and highpitched, but an instrument change may solve the pitch thing. I hope you don't plan to use more water acts because it will it way hard and annoying, And finally, the Marble zone act 2 and act 3 palettes could be better and more different than the original. But I can see the effort you putted into it, and the hack is taking an interesting way. I hope to see more of it.
This post has been edited by Timaeus: 04 November 2018 - 11:17 PM

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