It's back after a year! I don't I have to write much about it, as it's on both SHC entry and the website, so I'll write shortly. New features of this version are: New zones & acts playable: GHZ, BHZ (fully), RMZ (fully), FYZ (1&2), BLZ (fully), FLZ (1&2), MBZ (1&2), Special Stages (fully) Bosses in every act, except for Flame Yard 2 Fixed various issues New songs by LuigiXHero, Bakayote & me Other things you may notice Screenshots: Downloads & stuff: Download link SHC Entry C&C as always welcome. Old post: Spoiler "Because Burned Hill wasn't enough"You may know it from somewhere. Maybe YouTube, maybe other Sonic hacking forums. Sonic 1: Burned Edition. Partly inspired by the SHC14 mini-contest, first release of S1:BE was on 26th of October 2014, after 3 days of work of 3 persons: programmer, musician and betatester. Got popular. And scrapped :v But it's back. After almost a half year, the hack was brought back to life, then hardly worked on. Burned Edition returns and it's now more than just a minihack created in 3 days :P After seeing that people like it and wait for new releases, I decided to return to it. After 3 months of work, Team Painto is honored to present to you the result of it. It's a typical Sonic 1 hack, but IT'S ON FIRE!!1! Story: As a mandatory part of most Sonic hacks, this one also has a story, about which nobody cares and it's pretty useless, but it's here to explain why the levels are even burned and to make people focus on the hack instead of writing dumb comments like "zomg, dis hapens if u fre iblis". It's presented in the intro sequence of the game, so I won't write it here again (keep in mind, that English isn't my first language so it may have errors). Features: The second most important part of Sonic hack: new features. The main ones are: Fire - everything is covered in fire, so it's the most important feature New layouts for levels (7) - Burned Hill Zone, Roasted Marble Zone and Flame Yard Zone Act 1 New minibosses and bosses (custom) - Minibosses are called MegaBadniks and take mostly 8 hits. Zone Boss is Eggman with Eggmobile surrounded by fire orbs, which protect him from being damaged by Sonic. New music - all the custom ports and remixes were made by LuigiXHero. Flames Sound Test menu - accessible by pressing A + Start on title. Basically the same thing as Sound Test in Painto Edition 2 (3.0) New Moves - Sonic CD-styled Spin Dash and Super Peel Out. Special Stages - in opposite to most of S1 hacks, we did something more original. By this I mean porting the stage from 8-bit version :> There are 4 stages. Burning Palmtrees other things - you'll discover them during gameplay. Media: Screenshots: Gameplay trailer: http://www.youtube.com/watch?v=yH4JwZ9uvio Credits: Team Painto Staff: Painto maniak (me, lulz) - project leader, programming, level layouts, menu graphics, additional graphics LuigiXHero - music ports, additional programming, additional graphics AsuharaMoon - boss enemy art, additional graphics NeoFusionBox - betatesting, gameplay and boss ideas. Abyssal Leopard - betatesting, additional layout fixes Others: Hcktrox - betatesting various tutorials on SSRG and Sonic Retro you - for playing Very important note Below you'll find two link - one to SHC entry and one to download a fixed ROM. Why, may you ask? It's because of a glitch, which basically if didn't recognised and avoided, stops your progress. It was an issue with Caterkillers code, so - if you want play the SHC version, just avoid them - by this I mean not destroying them. However if you don't want to worry about them, download the fix. Not sure if I can do this, but it's my hack and I can release it how and when I want. Don't blame betatesters for not finding the bug - it's absolutely my fault, because I broke the Caterkiller after then final tests. Download: As said, two versions: 2.0 (SHC2015 exact version) - SHC entry 2.0.1 (with fix) - click! That's all from me. Comments and feedback are welcome. I hope you'll enjoy playing it, and soory for the problem with SHC version.
Now it works perfectly, thank you very much. I got stuck in here, lucky me that I always have a save state at the beggining of the act:
I can't say I'm a fan of your music or level layout choices if I'm honest, but I like what you've done with the bosses, so good job on those!
Since SSRG is still down, I guess I'm posting this here... Rant time. Spoilers maybe. Firstly, you've probably heard enough of it, but the opening's spelling and grammar needs addressing. The music also pauses in between screens, for some reason. It's also pretty annoying that, as you're trying to understand the awkward English, the cutscene goes to the next screen automatically. As for the levels, Green Hill has bottomless pits, blatant ones at that. You wanna see what alternate route lies under that burned bridge? Nope. Death. Also, you ported REV01's background deformation, but not REV01's chunks, meaning MZ's background has some clouds that scroll with the mountains. Speaking of MZ, act 1 starts with lava, a fireball spawner, and no rings. What an easy way to lose lives. SYZ 1 has a vertical yellow spring that doesn't have its art loaded, as well. The hack in general desperately needs optimisation. When SSRG comes back, I'll add a link to MarkeyJester's optimised water ripple/heat wave code. Porting S3K's priority manager isn't that hard, either, though I imagine it depends on the flexibility of your disasm. The bosses have some problems, too: the Giant Orbi's a little hard to figure out on your first try, mainly because normal orbinauts are red, but that doesn't mean they hurt you if you jump into them, especially when they don't have any projectiles around them. Maybe if they flashed using a palette cycle? The implication could even be that the Flame Emeralds made them go super. Speaking of flashing, when the boss goes from blue to red, after you hurt it, the flicker isn't too obvious. On my hardware, the boss goes a near-unnoticeable shade darker, which made me think it wasn't changing at all, only for me to get hurt when I went to hit it again. The act 2 boss has the same problem where it looks and acts normal for the most part, yet you can't hit it when it's flying across the ground, despite the badnik variant not hurting you if you hit it when it does that. Same goes for the Yadrin boss. Why does it have spikes if the rest of it hurts you? Oh, right. He's red, not purple. In a game where's everything's tinted red (even Eggman), is it that inexcusable to see light red as purple or pink? At least this isn't the case with the Basaran, which isn't normally red, but that boss is just misleading in a different way: you hit it, it goes purple, so I assume it's turning red, like the first boss, but when it goes off-screen and comes back, it will occasionally still be blue. Also, when the boss is red, it doesn't turn purple to indicate it's turning blue again; it will just come on-screen suddenly blue without any coordination. GHZ act 3's boss has the same problem, coming on-screen either vulnerable or not, with no reason or warning. Some bosses also have a problem of flying in from the right side of the screen, hitting anyone that isn't hugging the other side. People didn't like this in Cybernetic Outbreak, so I assume I'm not the only one that doesn't like it here. In fact, there's a problem most bosses share: they behave like S1's final boss, where, most of the time, you can't even hit them. You just spend most of your time waiting, or dodging some slow-moving projectiles. It's more forgiveable with bosses like MZ act 3, where you're not the one hurting Eggman, but still. Maybe I'm forgetting something, but the usual S1-S3K bosses let you hurt them whenever. Maybe it's intentional, I mean, hacks don't have to be Sonic-style, but still, I liked it when the player was the deciding force of the battle, not the boss. Really, who likes FZ's boss or SCZ for making the player wait? Anyway, since you seem to be going for an SCD-style Sonic, might I recommend removing the roll-jump control lock? This is something SCD did, and I love how it improves mobility. The quick and dirty way of removing it is to go to Sonic_ChgJumpDir, and comment out the 'btst #4,$22(a0)' and 'bne.s Obj01_ResetScr2'.
Do I have to explain my grammar, of all things? I didn't say "SCZ's boss" or "FZ's boss or SCZ's"; I said "FZ's boss or SCZ", as in "FZ's boss" and "SCZ in general".
To be fair, I thought you meant SCZ boss too, but then, my grammar isn't the best, as you already know. You spotted that in my hack too. You defintely have a keen eye... sometimes =P EDIT: Spellings, but at least it wasn't grammar lol
Sorry, Im a little dumb. Anyway, I had to search in all sonics to find a zone that matches SCZ... boy, I really don't remember Sonic 2...
(Bump for a reason I guess) We are working hard on our hack and from the SHC version we added a lot of things: corrected the spelling, changed the name, added few new songs, new boss fights, title screen and we even brought back to life a well-known Sonic's enemy. We also changed the Special Stages a bit and it's a thing we wanted to show, because we want to keep in secret almost all of the new things. More information about the stage you'll find in video's description. I hope you'll like it. Comments and feedback as always are welcome. http://www.youtube.com/watch?v=u6IPxKDJfQM
Looking really good! I very much enjoyed this hack in the Hacking Contest, and I always did like that style of bonus stage from the Master System game so it's nice to see it here and fleshed out a bit.
Looks pretty cool. I think you should make flame emeralds look more unique, they look a bit too similar to the regular Chaos Emeralds.
I don't think the Flame Emeralds looking similar to Chaos Emeralds is an issue considering in the series itself we have the Time Stones which look pretty much just like Chaos Emeralds.
It was silly in SCD, so why treat it any different here? We criticise hacks for not fixing bugs the original had, after all.