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Sonic Universe Need help with boss theme

#1 User is offline MXJ 

  Posted 15 July 2009 - 06:03 PM

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So, I guess there's nothing else to say, so I'll get on with the hack!

Screenshots:























Video:
http://www.youtube.com/watch?v=PfpMVvuZuh8


Download:
V.5 http://www.mediafire.com/?mwwmjmuzucf
V1.0 http://www.mediafire.com/?sharekey=dd5b2d8...04e75f6e8ebb871

Credit goes to:
Qjimbo's S1 Art editing guide,
Cinossu's Walk jump fix,
Nineko's music ports,
and Lighting, Puto, and shobiz's source code for the S1 Spindash.

Credit forgoten? Opinions? Suggestions?
This post has been edited by MXJ: 25 July 2009 - 04:18 PM

#2 User is offline Master3k 

Posted 15 July 2009 - 07:17 PM

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Not bad for a start!
However, I must make a note of:
-Title screen is obvious glitched. Also music does not fit at all.
-GHZ music fits, but... could use a bit of PSG work IMO.
-Blue GHZ is a bit overused.
-<3 GHZ layout.
-</3 MZ art. Colors aren't very good, also sky and FG.

Keep it up! smile.png

#3 User is online LordOfSquad 

Posted 15 July 2009 - 07:21 PM

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I don't know why, but I love the background in GHZ.

#4 User is offline MXJ 

Posted 15 July 2009 - 07:38 PM

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QUOTE (Master3k @ Jul 15 2009, 04:17 PM)
Not bad for a start!
However, I must make a note of:
-Title screen is obvious glitched. Also music does not fit at all.


It's a beta, and I'll fix it after vacation.

QUOTE (Master3k @ Jul 15 2009, 04:17 PM)
-GHZ music fits, but... could use a bit of PSG work IMO.


Nineko's port, but I'm not blaming him, I can't use xm4smps at all.

QUOTE (Master3k @ Jul 15 2009, 04:17 PM)
-Blue GHZ is a bit overused.


I guess I could change the BG to a sunset. EDIT: Fix'd

QUOTE (Master3k @ Jul 15 2009, 04:17 PM)
-<3 GHZ layout.


smile.png

QUOTE (Master3k @ Jul 15 2009, 04:17 PM)
-</3 MZ art. Colors aren't very good, also sky and FG.


I'll change it after vacation.


EDIT: Ok, I worked on the GHZ palette a bit. What do you think?


This post has been edited by MXJ: 15 July 2009 - 08:45 PM

#5 User is offline Copafire 

Posted 15 July 2009 - 10:02 PM

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I like the game so far, slight work on the background in Marble Zone Act 2 from what I saw as I played but so far its very good. I also love the Sonic and Knuckles Sandtopolis music for Marble Zone, very nice.

#6 User is online LordOfSquad 

Posted 15 July 2009 - 10:06 PM

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QUOTE (MXJ @ Jul 15 2009, 06:38 PM)


=(

I think he was talking about the foreground.

#7 User is offline The Shad 

Posted 15 July 2009 - 10:41 PM

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Yeah, the problem is trying to find a good color that will go well with green grass that isn't brown. Otherwise, it just looks like GHZ restructured. Its annoying. Keep trying, though.

#8 User is offline MXJ 

Posted 16 July 2009 - 06:23 AM

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QUOTE (The Shad @ Jul 15 2009, 07:41 PM)
Yeah, the problem is trying to find a good color that will go well with green grass that isn't brown. Otherwise, it just looks like GHZ restructured. Its annoying. Keep trying, though.


Ok, I'll come up with something sometime. EDIT:


QUOTE (Copafire @ Jul 15 2009, 07:02 PM)
I like the game so far, slight work on the background in Marble Zone Act 2 from what I saw as I played but so far its very good. I also love the Sonic and Knuckles Sandtopolis music for Marble Zone, very nice.


As for MZ, I have to do a complete overhaul on it.


Maybe for both I'll get some inspirations on vacation. After 6:00 P.M. today I won't be able to work on anything.
This post has been edited by MXJ: 16 July 2009 - 06:44 AM

#9 User is offline Icewarrior 

Posted 16 July 2009 - 07:14 AM

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QUOTE (MXJ @ Jul 16 2009, 01:23 PM)
.


I like that palette.
Since there's mostly water in the background, how about adding a bit of underwater sections, not as deep and as complex as the Labyrinth zone? That would harmonize all the layers and make your first zone unique compared to the other hacks.

Also, the blue palette you were using before was nice so why not making different daytimes every act (like in Sonic Pixel Perfect) ?
This post has been edited by Icewarrior: 16 July 2009 - 07:20 AM

#10 User is offline MXJ 

Posted 16 July 2009 - 08:06 AM

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I'll try both, but I'm only 11 yrs old so don't expect any major ASM things.

Also, new pic!




EDIT:Okay so I've been messing around with ghz trying to load water but it just refuses to. The level loads pefectly fine without freezing, but it just won't load the water!


Here's my code.


CODE
Level_ClrVars3:
        move.l    d0,(a1)+
        dbf    d1,Level_ClrVars3; clear object variables

        move    #$2700,sr
        bsr.w    ClearScreen
        lea    ($C00004).l,a6
        move.w    #$8B03,(a6)
        move.w    #$8230,(a6)
        move.w    #$8407,(a6)
        move.w    #$857C,(a6)
        move.w    #$9001,(a6)
        move.w    #$8004,(a6)
        move.w    #$8720,(a6)
        move.w    #$8ADF,($FFFFF624).w
        move.w    ($FFFFF624).w,(a6)
        clr.w    ($FFFFC800).w
        move.l    #$FFFFC800,($FFFFC8FC).w
        cmpi.b    #1,($FFFFFE10).w; is level LZ?
        bne.s    ghz_water; if not, branch
        move.w    #$8014,(a6)
        moveq    #0,d0
        move.b    ($FFFFFE11).w,d0
        add.w    d0,d0
        lea    (WaterHeight).l,a1; load water    height array
        move.w    (a1,d0.w),d0
        move.w    d0,($FFFFF646).w; set water heights
        move.w    d0,($FFFFF648).w
        move.w    d0,($FFFFF64A).w
        clr.b    ($FFFFF64D).w; clear    water routine counter
        clr.b    ($FFFFF64E).w; clear    water movement
        move.b    #1,($FFFFF64C).w; enable water

ghz_water:
        cmpi.b    #0,($FFFFFE10).w; is level ghZ?
        bNE.s    Level_LoadPal; if not, branch
        move.w    #$8014,(a6)
        moveq    #0,d0
        move.b    ($FFFFFE11).w,d0
        add.w    d0,d0
        lea    (WaterHeight).l,a1; load water    height array
        move.w    (a1,d0.w),d0
        move.w    d0,($FFFFF646).w; set water heights
        move.w    d0,($FFFFF648).w
        move.w    d0,($FFFFF64A).w
        clr.b    ($FFFFF64D).w; clear    water routine counter
        clr.b    ($FFFFF64E).w; clear    water movement
        move.b    #1,($FFFFF64C).w; enable water



Help?
This post has been edited by MXJ: 16 July 2009 - 08:35 AM

#11 User is offline Blast Processing 

Posted 16 July 2009 - 08:39 AM

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I really, really don't like the layout in GHZ. The object placement is strange, random and at some times doesn't make any sense at all. (Impossible waterfalls, floating bridges, bridges attached to rocks, random nothingness, strange spike placement, choppers jumping out from platforms?)
This post has been edited by Blast Processing: 16 July 2009 - 08:47 AM

#12 User is offline MXJ 

Posted 16 July 2009 - 09:38 AM

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NEW VERSION

V1.0 http://www.mediafire.com/?sharekey=dd5b2d8...04e75f6e8ebb871

Fixes:
Title screen Fix'd
GHZ Palette changed
MZ BG Made 10x Better
GHZ Layout slightly edited

#13 User is offline Metal Knuckles 

Posted 16 July 2009 - 09:45 AM

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By "slightly edited" do you mean you got rid of the wocky collision blocks, made the level more speed friendly, got rid of obstacles that require jumping on enemies to pass, and fixed it so tiles don't cut off suddenly and don't just start out of nowhere? Because, you know, those things needed to be fixed.

#14 User is offline D.A. Garden 

Posted 16 July 2009 - 10:42 AM

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Would you mind fixing this?



If you spindash at the start of a level really quickly, you warp to the end (This only works after you've completed an act or died before trying this from start up).
This post has been edited by D.A. Garden: 16 July 2009 - 10:43 AM

#15 User is offline MXJ 

Posted 16 July 2009 - 11:28 AM

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QUOTE (D.A. Garden @ Jul 16 2009, 07:42 AM)
If you spindash at the start of a level really quickly, you warp to the end (This only works after you've completed an act or died before trying this from start up).


Yeah, I know, I'm not sure why that happens. I just used the Sonic 1 Spindash source code. psyduck.png Any ideas?
This post has been edited by MXJ: 03 August 2009 - 08:43 AM

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