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Sonic the Hedgehog Remix

#1 User is offline OrdosAlpha 

Posted 24 August 2007 - 12:46 PM

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Check this link for an insight into this project.
This post has been edited by OrdosAlpha: 30 October 2010 - 05:26 PM

#2 User is offline 87th 

Posted 24 August 2007 - 02:18 PM

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Hmm... this shows incredible potential, but the first release almost seems disappointing after reading such great ideas. I look forward to a more complete version, but this release doesn't show off many of the great things about this hack.

#3 User is offline Hez 

Posted 24 August 2007 - 02:31 PM

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I wasn't to disappointed...the music remix was far past amazing.

#4 User is offline Covarr 

Posted 25 August 2007 - 12:43 AM

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It would be more enjoyable if the Sega logo sound wasn't destroyed.

This music is awesome; it's nice to hear something that I haven't already heard twenty million times either in an original Sonic game or in a hack.
This post has been edited by Covarr: 25 August 2007 - 12:43 AM

#5 User is online ICEknight 

Posted 25 August 2007 - 01:06 PM

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Do you know what exactly causes it to hang in Kega Fusion? Just curious.
This post has been edited by ICEknight: 25 August 2007 - 01:09 PM

#6 User is offline Tweaker 

Posted 25 August 2007 - 01:10 PM

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Fusion generally hangs with odd address errors - in this particular case, it might be due to word references on odd addresses. This is easily corrected. In the case that art or something may be uneven, this is also easily fixed. Gens doesn't seem to care all too much about odd address errors, so things will generally run fine in it and not in others.

#7 User is offline Upthorn 

Posted 25 August 2007 - 03:47 PM

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View PostTweaker, on Aug 25 2007, 11:10 AM, said:

Gens doesn't seem to care all too much about odd address errors, so things will generally run fine in it and not in others.

This isn't entirely true. Because gens runs everything byteswapped in RAM (because Starscream is little endian), word reads at odd addresses will result in reading totally incorrect data. Gens generally won't care too much about this, but if your ROM data isn't aligned properly, a jump to an odd address will result in illegal instructions freezing your ROM, whereas fusion will play it fine from there.

(they're sort of like the reverse of each other. Fusion can't deal with word data access at odd addresses, Gens can't deal with word instruction access at odd addresses.)

#8 User is offline SMTP 

Posted 25 August 2007 - 04:31 PM

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Only the title screen crashes Kega though. If you take a savestate from gens, and then play it in Kega the game will work fine.

#9 User is offline SMTP 

Posted 26 August 2007 - 10:32 AM

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Ok, I have a question. Why does the uncompressed animated art take so long to load..?

#10 User is online ICEknight 

Posted 26 August 2007 - 12:04 PM

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Those are some sweet music ports in there.

Are you going to port the 8-bit levels or make new levels based on them? Having the unchanged originals in 16-bit form would be godly, including the different Green Hill, Labyrinth and Scrap Brain zones (either making them acts 4, 5 and 6 or just replacing the MD levels we've played thousands of times already).

EDIT: Oops, I've just read there will be major alterations. Oh well, I'm sure it will turn out quite nice either way.
This post has been edited by ICEknight: 26 August 2007 - 12:21 PM

#11 User is offline StephenUK 

Posted 30 October 2010 - 05:35 PM

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So, hallowe'en is upon us, so it seems appropriate to bring up something else from the dead - this topic.

Having restarted the project using MarkeyJester's S1 128 hack as a base, the project has been moving a lot quicker than it ever has. As a result, significant progress has been made on the first of the new zones, Bridge Zone. Although it's still a WIP, it seems to be coming together quite nicely.



What I would like to know, is if there are any alterations that could be made to increase the quality of the art, and what people feel should be added, whether it be basic art or gimmicks, to make Bridge Zone come alive. There are already plans to add the SMS gimmicks, but I feel there is room for more to make this zone special. What do you think?

EDIT: By the way, the screen does have the TV filter applied on it. I did it to get an idea of how things would look on hardware, such as the reflection, and I couldn't be bothered to take another pic with no filter applied.
This post has been edited by StephenUK: 30 October 2010 - 05:36 PM

#12 User is offline Banoon 

Posted 30 October 2010 - 06:07 PM

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WOW, that is incredibly pretty. Background looks really fantastic. The top of the screen looks a bit plain compared to the rest, though.
This post has been edited by Banoon: 30 October 2010 - 06:08 PM

#13 User is offline MarkeyJester 

Posted 30 October 2010 - 06:16 PM

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If you are looking for suggestions on this particular image, then the tree's brown log/stump (whatever it's called, I forget) seems a bit cartoony compared to the rest of the design which looks more realistic, I would also suggest making the fence more wood like too, but that's just my opinion, I'm not one who's always good for knowing what the best look is in a colour sense. So besides those two minor differences the rest is fantastic and very real looking, not much complaining here really =)

#14 User is offline Random Number 

Posted 30 October 2010 - 08:11 PM

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Finally, this project is back! I wondered what happened to it. Now I have something else to look forward to. I can't wait to see what's to come with this hack. As for suggestions, I agree with Markeyjester, but I don't really see anything else besides that, that would really need to be changed.

#15 User is offline E-122-Psi 

Posted 30 October 2010 - 08:48 PM

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Made another grass scheme then. Has a clump style that beckons to the original a bit.

The tree is an interesting addition. Admitedly makes the landscape look less empty. Looks okay to me, though the TV quality screen makes it hard to judge.
This post has been edited by E-122-Psi: 30 October 2010 - 08:49 PM

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