Some of you may remember that a few years back I began work on a 32X enhanced port of Sonic 1 I was experimenting with real time rotation of Sprites using the 32X. I haven't touched the project in more than two years, so I figured why not just publish the code for what I have but I don't think it is enough to warrent it's own topic, so here goes. Sonic 1 32X Remix: The actual port of Sonic 1 to the 32X. Includes PWM support and the very beginning of a 32X sprite rendering engine https://github.com/LukeUsher/Sonic-The-Hedgehog-32X-Remix 32XArtEdit: A basic art editor written in C# for creating and editing art data to be used by the 32X rendering functions. https://github.com/LukeUsher/32XArtEdit Hopefully something within this is useful for somebody. I did intend to continue the project, but I just didn't find time.
Sonic Nightmare Simulator was a hack of mine back when I wasn't a member. And well I am working on a Remake due to how badly the initial version went in terms of progress. I did cancel the original but I never posted it here on Retro. Therefor... Sonic Nightmare Simulator shall be seen by you all who aren't also a member off SSRG ofc. Download To check out anything else about this hack... SSRG THREAD
This is an interesting hack! It looks very dark and edgy. Althrough, there are some glitches there. But for an simple Sonic 1 hack, this looks nice. Good luck on working!
By "real-time 3d", do you mean like Virtua Fighter models..? Adding 3D models would be pointless, as you'd only ever see the left or right side of Sonic, and front side of Eggman. Soulless could easily get away with this by using flat, sprite-sheet halves of the 3-d animations from a 3d model, rather than waste space on the game.
KoH Color Converter 2.0 I made this in Game Maker a few years back. I still use it from time to time, actually just used it to convert a large image to MD colors to make a tilemap out of it fairly quickly, but with the way I designed it, you can do more than just MD compatible colors. I hope anyone might find it useful. F1 for instructions on how to use it.
DOWNLOAD http://imgur.com/YUbyFM4 This is a mini hack. Made just for release during my birthday! Basiclly this is the Donnie The Chao SUDZ Boss if the layout was of the original GHZ. ENJOY!
I'm making my first Sonic 2 rom hack. I haven't thought of a good name, besides "Sonic Tries Acid For The First Time And Instantly Regrets It". All of the pallets have been messed with, and the levels are out of order. Tails has a glitch where if he ever jumps, the whole thing crashes. So you can either just switch to Sonic alone, or play the game without tails jumping. The "My Link" thing isn't working for me, so here's the link. http://www.mediafire.com/file/5gelklth837pox5/SouthPaw%27s+first+Sonic+Hack.BIN
Even though it wasn't posted on Retro, I feel this S1 Hebrew translation deserves to be mentioned: http://www.romhacking.net/translations/3054/
I made a hack of Sonic 2 where Tails can lose your rings and can lose your lives. Super annoying and 2 player is broken but whatever. https://drive.google.com/open?id=0B-wgfED3PPa8TlJKal85TzJiUkE
http://youtu.be/7elGV1_L2m8 Download: http://mm.reimuhakurei.net/misc/S3KManiaSS.zip I've converted the 16 new Blue Sphere layouts from Sonic Mania and put them in a Sonic 3 & Knuckles hack. A couple stages had to be tweaked so they would work properly with S3K (freezes, spheres not turning to rings). Unfortunately, two of the stages are only accessible with level select and debug mode enabled. Set the sound test to 07 and select Special Stage 1 or 2 to play the last two stages.
So I made a ROM hack of Naruto from the show Naruto in Sonic the Hedgehog 2. I don't know what exactly compelled me to do this, but I did, so here it is. [media]https://youtu.be/BFPKp-ltgGA[/media] This is the first ROM Hack I've attempted making that works, but it's nowhere near finished. Naruto's missing plenty of animations so... yeah. I did this using SonMapEd and some sprites ripped from a GBA title called "Naruto: Ninja Council 2." Don't really have the skill to make a lot of the animations I'm missing. I also wanted to add Sasuke as Tails while I'm at it. Maybe even give Naruto a special ability. And the ninja run itself, of course. Have a download.
I kinda got bored and made this: asm hack of the level select in sonic 2 what do you think of this code?
New member, first post, fasten your seatbelts! I wanted to try and improve Sonic 2's versus mode after 25 years of frustration at how hacky it is. Changes: - Fixed items mode added to options screen - Timeouts no longer cost a life (losing the act is punishment enough) - Sonic and Tails start at the same position - 1-ups from monitors increment the monitor score for the player that earned them, not the player rewarded them - One pinball launcher replaced with regular spring near the start of CNZ2 to remove linear chokepoint that favours Sonic - Some other small changes It's just on Steam right now, I'll upload it someplace else eventually. Going forward I plan to make some changes based on Mania's vs options and maybe even new content. http://steamcommunity.com/sharedfiles/filedetails/?id=1207432195
The classic jump sound can be a bit annoying after a while, so I've made a mod for Sonic Mania that replace the jump sound to the one from Sonic Runners, which is much nicer. I also added the menu sound from Runners, because why not. http://www.mediafire.com/file/ix7pfe200e0yl3s/Runners_Mania.rar
A Somari/Sonic 3D Blast 5 hack I started some years ago but never showed it before. It started as a palette hack, but after learning how to use the FCEUX debugger changes where made to add bugfixes, fix the controls and complete unfinished stuff... https://youtu.be/kvvU8sFV-N0 Edit: Screenshot comparison:
Looking pretty nice actually. Combine it with the recent music hack and it might end up a rather solid transition. Some of the Labyrinth tiles don't seem to be altering to the water palette though.
Thank you! That's because the game manages de water using twice the same graphic tiles but with different palette and collision, and it is when the "underwater" collision is detected that the character is slowed down and the air countdown starts. The level layout is a mess so the player can see the edges of dry level blocks when still underwater, unfortunately I'm not too good ideating level layouts... At least I managed to use this behavior to trigger a palette swap on Sonic when a underwater tile is touched: But it can be used to change all the level and object palettes at once: https://youtu.be/59Xa8J_XIvo As for the music, I have zero knowledge about music, and almost all of the free space I've managed to find that can be used has been filled with new code. There is also stuff related to the controls and physics I can't change because that bank is full. Only if I could learn how to change between memory banks...