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Sonic 3 in 1

#31 User is offline ICEknight 

Posted 16 July 2011 - 02:40 PM

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View Postvladikcomper, on 16 July 2011 - 01:46 PM, said:

  • The logo would look even cooler if, before it started spinning, Sonic would appear and run through it.


1. I had this idea, but refused it because I don't know how to perform such a scene. If Sonic would run quickly from left to right (like in Sonic 2), the logo spinning vertically after his touch would look strange. It would be obviously better to make it spin just like a signpost, but the hardware isn't capable to do it even using VDP-tricks, I would have either to render it by software (like I do in menu, but I hardly find enough resources for that) or keep each spinning frame pre-rendered in the ROM (which will take too much ROM space). Another way I imagine this scene is Sonic falls from the top and touches the logo, then he lands and runs away. But again, I have no idea how to perform it gracefully.

I don't think it would look strange... Think of it like it's one of those pinball thingies that start spinning once the ball passes through them. Like this one:
Posted Image



Quote

  • Original music?

3. Do you mean the new music composed specially for this project? Well, I don't think if I need this, in fact I'm rather content with the current music, which Jet ported for me. I may replace it with more suitable ports if I find ones.

Well... I meant anything that's not from other franchises. It's just odd listening to non-Sonic music in a Sonic compilation, as nice as they sound they don't seem to belong in there.


Quote

  • I think you should remove the "A - Play" message, as everybody is going to press Start anyway...

4. "C - Credits" will stay absolutely alone then =( An extra button to launch a game isn't odd or confusing to my mind.

You can change "A - Play" to "START - Play"... I just don't see why anybody would rather press "A" of all buttons over one that's labeled "START", that is all. =|

#32 User is offline King 

Posted 16 July 2011 - 05:14 PM

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View Poststeveswede, on 15 July 2011 - 05:56 PM, said:

Can you also fix the Super Sonic glitch when he gets stuck in the air after the sign post but also can you add the ability to enable Super Sonic by double jumping?

I have to second this one. Here's the info about fixing this.

#33 User is offline vladikcomper 

Posted 16 July 2011 - 05:48 PM

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View PostICEknight, on 16 July 2011 - 02:40 PM, said:

Quote

  • Original music?

3. Do you mean the new music composed specially for this project? Well, I don't think if I need this, in fact I'm rather content with the current music, which Jet ported for me. I may replace it with more suitable ports if I find ones.

Well... I meant anything that's not from other franchises. It's just odd listening to non-Sonic music in a Sonic compilation, as nice as they sound they don't seem to belong in there.

Ah, that's what you meant.
Personally, I like to choose music by its style, not franchise. I thought a song from Gunstar Heroes is the best choice for my menu. By the way, in beta of this project, there was Music 77 from Megaman: The Wily Wars instead. Few times I was suggested to use some S2/S3 tracks used in their menus, but I found them not really fitting. Maybe, I have a bad music taste.

View PostICEknight, on 16 July 2011 - 02:40 PM, said:

Quote

  • I think you should remove the "A - Play" message, as everybody is going to press Start anyway...

4. "C - Credits" will stay absolutely alone then =( An extra button to launch a game isn't odd or confusing to my mind.

You can change "A - Play" to "START - Play"... I just don't see why anybody would rather press "A" of all buttons over one that's labeled "START", that is all. =|

Actually, I like to press A button a lot =P
My button legend really can be misleading a bit, but I only don't want to touch it, because it seems so beautiful and harmonic with other elements now, that I'm afraid any single change like this will spoil it.

EDIT:

Quote

Can you also fix the Super Sonic glitch when he gets stuck in the air after the sign post but also can you add the ability to enable Super Sonic by double jumping?

Oh, yes, definitely. I forgot about it.
I will do my best to fix known bugs in the games. Please, remember me about other bugs I've missed.
This post has been edited by vladikcomper: 16 July 2011 - 05:57 PM

#34 User is offline Sik 

Posted 16 July 2011 - 05:56 PM

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View PostICEknight, on 16 July 2011 - 09:26 AM, said:

Even if it won't end up working on emulators, that would precisely give the emu authors a reason to upgrade them, so it's a win-win situation.
Unless you get it running on a real cartridge that gets distributed around, nobody will bother. I mean, not even the Everdrive is emulated even though the hardware is documented and there's homebrew that uses Everdrive-specific hardware (SD card access, more specifically).

View PostAndlabs, on 16 July 2011 - 10:20 AM, said:

Most, if not all, emulators hardcode the SSFII mapper to only work with SSFII.
Definitely not Fusion, which enables the mapper whenever a game makes uses of the ports. It also emulates all pages, although it only supports up to 12 banks (6MB).

#35 User is offline KingofHarts 

Posted 16 July 2011 - 06:50 PM

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I find this somewhat interesting... as it is similar to a fangame project I'm working on (Sonic Trilogy: Enhanced). Mine will not be limited by restrictions of Emulators and ROMS, and it will have many more features... downside, is that it needs to be coded correctly from scratch. If you, or anyone would be interested in assisting with the physics engine, I'd be more than happy for the help.

#36 User is offline Retroman 

Posted 16 July 2011 - 07:15 PM

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this hack made me smile :)
It's awesome! Well done making the first ever fan-made Sonic Compilation!

The intro really surprised me, as-well as the game selection screen! :o
Very nostalgic!

On Gens 2.14, There's a bug I got when choosing Sonic 2. I was playing through Emerald Hill Zone to Chemical Zone and at Act 2 the title-screen froze. Disregard, this happens on some other hacks. Probably the emulator is outdated.

Never thought putting 3 games would work considering MegaDrive limitations. Well done!
This post has been edited by Retroman: 16 July 2011 - 07:47 PM

#37 User is offline KingofHarts 

Posted 17 July 2011 - 06:25 AM

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To provide my input on the menu music... some hacks/fangames (including mine) use the evening time music from Knuckles Chaotix that plays in the HUB (also the music in the HUB on Sonic 1 SAGE 2010 Edition).

I personally love that track... I dunno about everyone else, but it is a favorite of mine.

#38 User is online LordOfSquad 

Posted 17 July 2011 - 12:04 PM

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I think the Gunstar Heroes track is just fine, I really like it. But if vladik desides to go with a tune from Sonic after all, I'd either go with the Sonic 2 options music or the Sonic 3 file select music. Or maybe the competition theme.

#39 User is offline ICEknight 

Posted 17 July 2011 - 03:39 PM

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Or something like this?


#40 User is offline King 

Posted 17 July 2011 - 05:31 PM

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View Postvladikcomper, on 16 July 2011 - 05:48 PM, said:

Please, remember me about other bugs I've missed.

There's a list of of some bugs with bugfixes found in this topic: http://forums.sonicr...opic=25273&st=0

#41 User is offline Captain Yossarian 

Posted 17 July 2011 - 08:52 PM

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Very interesting project. The only glitch I found is that some of the tiles in Green Hill Zone Act 2 and 3 flicker, which I didn't notice with the original ROMs. Other than that, it works perfectly. Keep up the good work.

#42 User is offline BSonirachi 

Posted 22 July 2011 - 01:29 PM

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Interesting stuff. Though when I tried it out on the Genesis Plus GX emulator for the Wii it doesn't work properly, as attempting to load Sonic 2 makes the game freeze, and trying to load Sonic 3 crashes the emulator.
This post has been edited by BSonirachi: 22 July 2011 - 01:30 PM

#43 User is offline ICEknight 

Posted 22 July 2011 - 02:14 PM

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View PostBSonirachi, on 22 July 2011 - 01:29 PM, said:

Interesting stuff. Though when I tried it out on the Genesis Plus GX emulator for the Wii it doesn't work properly, as attempting to load Sonic 2 makes the game freeze, and trying to load Sonic 3 crashes the emulator.

You should tell Eke-eke about that. If this ROM works in real hardware, then the emulator authors should find a way of emulating it correctly.

#44 User is offline Andlabs 

Posted 22 July 2011 - 07:20 PM

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By the time you read this Eke-eke would probably have fixed the emulator to work correctly. The guy's dedicated to making everything work, I swear :| (This is a good thing, of course =P )
This post has been edited by Andlabs: 22 July 2011 - 07:21 PM

#45 User is offline vladikcomper 

Posted 23 July 2011 - 01:48 PM

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Tiddles tested beta versions of it on real hardware and it surprisingly they worked. =)
Sega logo and the menu seemed to work perfectly, there were some issues with Sonic 3 though. I'm not sure about it, actually, Tiddles said there might be something wrong with his flash-cartridge, Sonic 3 worked once, but then crashed on later runs.

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