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Random Hack/Mini Project Thread

#481 User is offline BleuStar 

Posted 03 August 2012 - 02:18 PM

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  • Project:Sonic The Hedgehog (RevBS) [!]
Here are my "BleuStar" revisions of Sonic The Hedgehog and Sonic The Hedgehog 2. The purpose of
these hacks are to add additional features that were edited or cut from the final games and fixes to most
aspects of the games using the SCHGs but at the same time keeping them true to the original games
(No Spin Dash in Sonic 1 and no flight as Tails in Sonic 2).

The hacks can be considered mixes between the later revisions of both games, but these hacks were
created as somewhat of a response to Tiddles' Sonic 3 Complete hack as I wanted to create "complete"
or "fixed" versions of these games with less bugs and more detail.


Posted Image
Posted Image

http://www.4shared.c..._Revisions.html



Features of Sonic The Hedgehog (With credit to)
*Palettes of running sprites fixed. (Using SonMapEd)
*Shoe stripe added to certain sprites. (Using SonMapEd)
*Release date on rom header changed to 1991.JUN
*Level select code is UDDDLR (instead of UDLR) if the console is Japanese.
*Fixed demo playback (FraGag)
*Fixed the race condition with Pattern Load Cues (FragGag)
*Fixed the SEGA Sound (Puto)
*"Press Start Button" text appears on the title screen (Quickman, Not shown above)
*Level Select order is corrected (STHX)
*Fixed the Hidden Points bug (1337Rooster)
*Fixed the Accidental Deletion of Scattered Rings (redhotsonic)
*Fixed the Walk-Jump Bug (Cinossu and Mercury)
*Change Spike behavior/Fixed Spike Bug (FraGag)
*Fixed the Special Stage jumping physics (Mercury)
*Removed the Ground and Air Speed Caps (Tweaker and Puto, respectively)
*Ported the REV01/REVXB Background Effects (jman2050)


Features of Sonic The Hedgehog 2 (With credit to)
*Release date on rom header changed to 1992.NOV
*Copyright text changed to "© SEGA 1992" (Not shown above)
*Fixed demo playback (FraGag)
*Fixed the race condition with Pattern Load Cues (FraGag)
*Fixed Numerous Super Sonic Bugs (MoDule)
*Corrected height when roll jumping (MoDule)
*Fixed Jump Height Bug When Exiting Water (MoDule)
*Fixed Spin Dash Code (GARY M 9887?)
*Fixed Screen Boundary Spin Dash Bug (Flamewing)
*Fixed Camera Y Position for Tails (MoDule)
*Fixed Tails subanimation error (Flamewing)
*Fixed Tails' respawn speeds (redhotsonic)
*Fixed Accidental Deletion of Scattered Rings (redhotsonic)
*Fixed monitor collision bug (redhotsonic)
*Fixed Rexon crash (redhotsonic)
*Fixed EHZ Deformation Bug (qiuu)
*Corrected CPZ boss attack behavior (redhotsonic)
*Fixed Bug in ARZ Boss Arrow's Platform Behavior (MoDule)
*Fixed ARZ boss sprite behavior (redhotsonic)
*Fixed multiple CNZ boss bugs (redhotsonic)
*Fixed HTZ background scrolling mountains (Flamewing)
*Fixed OOZ Launcher Speed Up Glitch (MoDule)
*Fixed DEZ Giant Mech collision glitch (Flamewing)
*Fixed Boss Deconstruction Behavior (Original guide by Esrael, Optimization by redhotsonic)
*Remove the Air Speed Cap (Guide written by Selbi; code by Puto)
*Disabled floor collision while dying (Guide written by Esrael, Alternate fix by flamewing)
*Super Sonic is now enabled by double jumping with any button (Original guide by Vladikcomper, addition by redhotsonic, influnced by Tiddles' Sonic 3 Complete)
*Player retains rings when losing a life or returning from a Special Stage (Mercury)
*Restored lost CPZ boss feature (Esrael)
*Improved ObjectMove subroutines (redhotsonic)
*Imported Labyrinth Zone water ripple effect in CPZ2 & ARZ (MoDule)
*Fixed ARZ "Walk on Air" glitch (MoDule)

Notes:

* The "incorrect" fade in/fade out progression routines in both games are not changed due to them
being a staple of the main Sonic titles.

*In Sonic 1, the beginning of the Green Hill Zone demo doesn't have Sonic moving for five seconds.

*The Labyrinth Zone ripple effect in Sonic 2's CPZ2 and ARZ is said to be obsolete. This could be due to the fact that
the effect will noticeably slow down that act/zone if there are numerous objects on the screen.

*Locking on Sonic & Knuckles with this version of Sonic The Hedgehog 2 will not work as it exceeds
the size of the required rom combination.



If there are any problems with the games, and are not listed, please let me know
This post has been edited by BleuStar: 20 August 2012 - 01:14 PM

#482 User is offline Dark Sonic 

Posted 03 August 2012 - 02:21 PM

  • Dark Blonic
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^ I like this idea. It's just a simple collection of bug fixes in order to smooth out the original games without adding 17 new features. I'm going to download these.

#483 User is offline BleuStar 

Posted 03 August 2012 - 07:39 PM

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Thank you! I'm actually very flattered considering that these are my first hacks and that they're really just simple tests for future hacks.
One thing I'm trying to work with is the Sega sound's pitch for both games and I'm trying to make it accurate in both, but for Sonic 2,
I'm having trouble with that.

#484 User is offline dsrb 

Posted 04 August 2012 - 12:36 AM

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These are mostly fixes by redhotsonic, Esrael, and other people in the S2 thread, right? If so, it's good to have an otherwise-vanilla ROM of them that isn't part of a large-scale hack, but some credit would be a good idea.

#485 User is offline Aerosol 

Posted 05 August 2012 - 12:53 AM

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Posted Image

Don't expect too much from this. I'm just dicking around with Tile Molester and some sprites I found on Spriters Resource.

#486 User is offline Machenstein 

Posted 05 August 2012 - 10:21 AM

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View PostBleuStar, on 03 August 2012 - 02:18 PM, said:

Here are my "BleuStar" revisions of Sonic The Hedgehog and Sonic The Hedgehog 2. The purpose of these hacks are to add additional features that were edited or cut from the final games and fixes to most aspects of the games using the SCHGs but at the same time keeping them true to the original games (No Spin Dash in Sonic 1 and no flight as Tails in Sonic 2).

These hacks were somewhat influenced by Tiddles' Sonic 3 Complete hack as I wanted to create "complete" versions of these games.

...

http://www.4shared.c...__REVBS__.html?
http://www.4shared.c...__REVBS__.html?

I'm glad to see someone doing this. I attempted to do something like this for Sonic 2, but I didn't get very far. Would it possible to create a customizer for these versions though? Sonic 3 Complete, for example, has both an in-game customizer and an online one. It would be neat to allow the player to choose what features they want in Sonic 1 and 2 and what features they don't.

#487 User is offline Neo Hazard 

Posted 05 August 2012 - 10:44 AM

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View PostAerosolSP, on 05 August 2012 - 12:53 AM, said:

Posted Image

Don't expect too much from this. I'm just dicking around with Tile Molester and some sprites I found on Spriters Resource.


Saw this and a couple other shots from the chat last night, still really cool. Hope to see it finished soon, best of luck!

#488 User is offline BleuStar 

Posted 05 August 2012 - 03:26 PM

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  • Location:New Castle, Delaware
  • Project:Sonic The Hedgehog (RevBS) [!]

Quote

I'm glad to see someone doing this. I attempted to do something like this for Sonic 2, but I didn't get very far. Would it possible to create a customizer for these versions though? Sonic 3 Complete, for example, has both an in-game customizer and an online one. It would be neat to allow the player to choose what features they want in Sonic 1 and 2 and what features they don't.


I'm not exactly sure how to make a customizer, and even then I still have to work out more bugs. I'd love to get to know how to make one though!

#489 User is offline Tiddles 

Posted 05 August 2012 - 04:20 PM

  • Diamond Dust
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An in-game menu is generally a better solution; I'd move everything to one myself if I didn't have a) RAM shortage for keeping track of all the options and b) not enough ROM space to include all the player sprite artwork etc.

The principle of how the ROM customisation works is fairly simple, but putting it together is quite involved. The way I do it is still largely the same as Hayate started implementing for Sonic 3 Customizable. You just do code like

SlotBonus_Clear_Continue_Counter:

;=====================================================================================
		if	patch_option=27		; PATCH OPTION 27 - Old slot machine continue configuration
;-------------------------------------------------------------------------------------
		nop
		nop
		nop
;-------------------------------------------------------------------------------------
		else				; DEFAULT
;-------------------------------------------------------------------------------------
		bclr	#0,($FFFFFE43).w
;-------------------------------------------------------------------------------------
		endif
;=====================================================================================

		move.b	($FFFFFE43).w,($FFFFFE1B).w
		movem.l	d0-d1/a1-a5,-(sp)
		jsr	(Create_New_Sprite).l

;=====================================================================================
		if	patch_option=31		; PATCH OPTION 31 - No slot machine continue HUD
;-------------------------------------------------------------------------------------
		bra.s	$$skip
;-------------------------------------------------------------------------------------
		else				; DEFAULT
;-------------------------------------------------------------------------------------
		bne.s	$$skip
;-------------------------------------------------------------------------------------
		endif
;=====================================================================================

		move.l	#SlotMachine_Continue_Counter,(a1)
	$$skip:
		movem.l	(sp)+,d0-d1/a1-a5
		rts


What I do then is have a customised build script that takes patch number as a parameter, so if you do, say, "build 27" you get the original slot machine mechanics. Then I have a release script that builds each ROM patch number in turn and uses UIPS to generate an IPS patch to change the original into that patch. All the customiser website does is use a web form to decide which of those patches to apply, then uses Derrick Sobodash's apply_ips function for PHP to do that for you and zip it up. (But note that the linked function uses another function called ppack() which I couldn't find documented so I had to make up my own.)

The absolutely critical thing I haven't mentioned is that whenever you do a patch like this, all sides of each if/elseif/else MUST match in binary length. If any of the patches don't obey that rule, you'll get code shifting around, and you won't be able to use multiple patches together, and your patch sizes will get massive (which is the least of your worries in that situation, but at least it helps to see when it's happened). You also have to be careful about how you design these things. You can't do things like "if patch option 27 and 30 are both applied, do this" because that will never happen in the build process - each patch has to be able to stand alone. You can get around that by patching jumps and branches in separate places - so you have a block for patch option 27 that you could never possibly get to unless patch option 30 had been applied to affect something else. This sort of technique gets used a lot with the Big Arm disable patch where a bunch of things have to behave differently.

Frankly, it's a massive pain in the dick, so do yourself and your players a favour and do it all as an in-game menu. Not that that's a walk in the park to program either without a fair bit of experience - my menu stuff is probably the first (mostly) self-contained 68K code I've had to do, and I gnashed my teeth about it for quite a while, but that's partly because I wanted to make something fairly flexible so I'd be able to expand it in future.

While I'm here, though: I haven't played your releases yet, but many thanks for putting these together. I'm all in favour of creative hacks, but sometimes you just want to replay the originals, and it's a real boon to be able to take advantage of engine improvements, tweaks and bugfixes while doing so. That was my whole aim with S3C and I'm glad to see similar releases happening with the other games.

#490 User is offline BleuStar 

Posted 05 August 2012 - 10:42 PM

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Quote

While I'm here, though: I haven't played your releases yet, but many thanks for putting these together. I'm all in favour of creative hacks, but sometimes you just want to replay the originals, and it's a real boon to be able to take advantage of engine improvements, tweaks and bugfixes while doing so. That was my whole aim with S3C and I'm glad to see similar releases happening with the other games.


Coming from the person who made my favorite rom hack (even beating out Megamix), I feel honored!
I just feel as though I can't "really" make them complete with the issues (remaining bugs: see "Notes") in the games.

#491 User is offline KingofHarts 

Posted 06 August 2012 - 11:28 PM

  • Will hack for food.
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View PostBleuStar, on 03 August 2012 - 02:18 PM, said:

Here are my "BleuStar" revisions of Sonic The Hedgehog and Sonic The Hedgehog 2. The purpose of these hacks are to add additional features that were edited or cut from the final games and fixes to most aspects of the games using the SCHGs but at the same time keeping them true to the original games (No Spin Dash in Sonic 1 and no flight as Tails in Sonic 2).

These hacks were somewhat influenced by Tiddles' Sonic 3 Complete hack as I wanted to create "complete" versions of these games.

Posted Image
Posted Image

http://www.4shared.c...__REVBS__.html?
http://www.4shared.c...__REVBS__.html?


Features of Sonic The Hedgehog (With credit to)
*Release date on rom header changed to 1991.JUN
*Fixed demo playback (FraGag)
*Fixed the race condition with Pattern Load Cues (FragGag)
*Fixed the SEGA Sound (Puto)
*"Press Start Button" text appears on the title screen (Quickman, Not shown above)
*Fixed the Level Select menu (STHX)
*Fixed the Hidden Points bug (1337Rooster)
*Fixed the Accidental Deletion of Scattered Rings (redhotsonic)
*Fixed the Walk-Jump Bug (Cinossu and Mercury)
*Change Spike behavior/Fixed Spike Bug (FraGag)
*Fixed the Special Stage jumping physics (Mercury)
*Removed the Ground and Air Speed Caps (Tweaker and Puto, respectively)
*Ported the REV01/REVXB Background Effects (jman2050)


Features of Sonic The Hedgehog 2 (With credit to)
*Release date on rom header changed to 1992.NOV
*Copyright text changed to "© SEGA 1992" (Not shown above)
*Fixed demo playback (FraGag)
*Fixed the race condition with Pattern Load Cues (FraGag)
*Fixed Numerous Super Sonic Bugs (MoDule)
*Corrected height when roll jumping (MoDule)
*Fixed Jump Height Bug When Exiting Water (MoDule)
*Fixed Spin Dash Code (GARY M 9887?)
*Fixed Screen Boundary Spin Dash Bug (Flamewing)
*Fixed Camera Y Position for Tails (MoDule)
*Fixed Tails subanimation error (Flamewing)
*Fixed Tails' respawn speeds (redhotsonic)
*Fixed Accidental Deletion of Scattered Rings (redhotsonic)
*Fixed monitor collision bug (redhotsonic)
*Fixed Rexon crash (redhotsonic)
*Fixed EHZ Deformation Bug (qiuu)
*Corrected CPZ boss attack behavior (redhotsonic)
*Fixed Bug in ARZ Boss Arrow's Platform Behavior (MoDule)
*Fixed ARZ boss sprite behavior (redhotsonic)
*Fixed multiple CNZ boss bugs (redhotsonic)
*Fixed HTZ background scrolling mountains (Flamewing)
*Fixed OOZ Launcher Speed Up Glitch (MoDule)
*Fixed DEZ Giant Mech collision glitch (Flamewing)
*Fixed Boss Deconstruction Behavior (Original guide by Esrael, Optimization by redhotsonic)
*Remove the Air Speed Cap (Guide written by Selbi; code by Puto)
*Disabled floor collision while dying (Guide written by Esrael, Alternate fix by flamewing)
*Super Sonic is now enabled by double jumping with any button (Original guide by Vladikcomper, addition by redhotsonic, influnced by Tiddles' Sonic 3 Complete)
*Player retains rings when losing a life or returning from a Special Stage (Mercury)
*Restored lost CPZ boss feature (Esrael)
*Improved ObjectMove subroutines (redhotsonic)
*Imported Labyrinth Zone water ripple effect in ARZ with S3K type of ripple effect (MoDule and Alriightyman)

Notes:

* The "incorrect" fade in/fade out progression routines in both games are not changed due to them
being a staple of the main Sonic titles.

*In Sonic 1, the demo playback may have been fixed, but the as a result of removing the speed
caps, the actual demos are now broken, leading to Sonic getting hurt and having him idle for a small amount of time
as if the demo playback fix was never implemented.

*In Sonic 2, The Aquatic Ruin Zone "walking on air" bug is still present and the Spin Dash from Tornado death is still intact
(due to fixing the bug not making it look presentable).

*The Labyrinth Zone ripple effect in Sonic 2's ARZ is said to be obsolete. This could be due to the fact that
the effect will noticeably slow down that hack if there are numerous objects on the screen. However, I used Sonic 3K's ripple effect.

*I could not get the ripple effect to work properly in CPZ. If I put it in there, the first act will have it's entire background ripply.
I'm just going to say that there's no ripple because the chemicals prevented it from producing them!




If there are any problems with the games, and are not listed, please let me know because I'm still
trying to improve these games.


Anger... I was working on the exact same thing...Posted Image
Ah, no matter. Posted Image Are these disassemblies by any chance?

#492 User is online RedQuartz 

Posted 07 August 2012 - 12:04 AM

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I was playing around with Sonic 1 Music Editor when I had an idea. What would happen if I got the rest of the songs in Sonic 1 to use Green Hill Zone's samples? I then spent around 40 minutes doing just that. Almost every song has GHZ's sample data, minus the credits. There's also two palette changes, as well as edits to the level select, but that's pretty much it.

http://www.4shared.c...Music_Edit.html

#493 User is offline BleuStar 

Posted 07 August 2012 - 01:33 AM

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Quote

Are these disassemblies by any chance?

Nope, these are full rom releases.

#494 User is offline BleuStar 

Posted 10 August 2012 - 11:03 PM

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I think my hack is pretty much complete. I managed to create workarounds for certain things.

#495 User is offline Ell678 

Posted 11 August 2012 - 02:23 PM

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While I stopped working on this a very long time ago, I thought I'd upload it anyway. It's the work I did on Sonic 2 Alt, before I seemed to lose creativity, got frustrated and left it. It's woefully unfinished and bugged, but EMZ to CPZ are fully playable, just use level select to bypass the bosses (they are broke).

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