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Wall Jump in Sonic 1 Hasty Proof of Concept

#31 User is offline E-122-Psi 

Posted 04 February 2011 - 06:57 PM

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This what you had in mind?:



#32 User is offline steveswede 

Posted 04 February 2011 - 07:14 PM

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While the sprite looks good it's going to look odd if he's sliding down like that at that angle.

#33 User is offline Cinossu 

Posted 04 February 2011 - 07:20 PM

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QUOTE (E-122-Psi @ Feb 4 2011, 11:57 PM)
This what you had in mind?:


Actually I think Aquaslash had more of this in mind:


(yes, the sheet Aqua was talking about is one of mine :P)

#34 User is offline MathUser 

Posted 04 February 2011 - 07:25 PM

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That sprite is much better Cinossu. I hope that is used for the Mighty in Sonic 1 hack. You can actually see him holding onto the wall with that sprite.
This post has been edited by MathUser: 04 February 2011 - 07:26 PM

#35 User is offline E-122-Psi 

Posted 04 February 2011 - 07:37 PM

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Does look more Sonic 1-ish. If you want we can make two revisions, one with your sheet and one with the Knux Chaotix sprites for purists. :D

EDIT: Well how about this one? You think it fits?:


This post has been edited by E-122-Psi: 04 February 2011 - 08:15 PM

#36 User is offline Naean 

Posted 05 February 2011 - 12:36 AM

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QUOTE (E-122-Psi @ Feb 4 2011, 07:16 PM)
QUOTE (FeliciaVal @ Feb 4 2011, 03:03 PM)
thanks for this, do you mind uploading this elsewhere? Im getting a virus alert everytime I try to download sad.png


Any better?:

http://www.mediafire.com/?cj3423fb3cdx278

I'm trying to download this and am also getting a malware warning, but from both Sendspace.com and MediaFire. I get the same alert from both websites. sad.png



#37 User is offline FeliciaVal 

Posted 05 February 2011 - 05:56 AM

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QUOTE (Naean @ Feb 5 2011, 01:36 AM)
QUOTE (E-122-Psi @ Feb 4 2011, 07:16 PM)
QUOTE (FeliciaVal @ Feb 4 2011, 03:03 PM)
thanks for this, do you mind uploading this elsewhere? Im getting a virus alert everytime I try to download sad.png


Any better?:

http://www.mediafire.com/?cj3423fb3cdx278

I'm trying to download this and am also getting a malware warning, but from both Sendspace.com and MediaFire. I get the same alert from both websites. sad.png



try downloading the Jdownloader or any other downloader software. I had the same problem as you and getting the file with Jdownloader worked for me

#38 User is offline Jimmy Hedgehog 

Posted 05 February 2011 - 06:05 AM

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I use Free Download Manager as my downloader software, very helpful for all sorts of stuff XD But I was able to download it without any errors this side of things.

#39 User is offline MarkeyJester 

Posted 05 February 2011 - 08:27 AM

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QUOTE (Cinossu @ Feb 5 2011, 12:20 AM)
Actually I think Aquaslash had more of this in mind:
*pic*

(yes, the sheet Aqua was talking about is one of mine :P)

Now that sprite looks cool, definitely a Sonic 1 reminiscent, the Sonic 1 sprite style tends to have more of an attiitude look about it, which works well for mighty I think =)

QUOTE (E-122-Psi @ Feb 5 2011, 12:37 AM)
*pic*

This too is well done! Though it looks like she's holding on by the power of suctional shoes rather than a small bit of friction =P

#40 User is offline Mercury 

Posted 05 February 2011 - 02:39 PM

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QUOTE (Emerald Master @ Feb 4 2011, 11:27 PM)
I made this video. I felt like doing something nice for you Mercury, I hope you're okay with this.


Hey, thanks! I'm more than okay with it.

QUOTE (E-122-Psi @ Feb 5 2011, 12:37 AM)
EDIT: Well how about this one? You think it fits?:


I like this sprite a lot. Lots of times wall jump sprites (not just in Sonic games, but Mario and things too) look more like they're just sliding down the wall, but this retains the feeling (that the Mighty sprite has, too) of crouching on the wall in order to really kick off.

#41 User is offline MoDule 

Posted 05 February 2011 - 03:06 PM

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Your jump is a tad strong under water. Might want to add a check for that.

I'm also curious to see what it would feel like if you didn't let go of the wall after a while.
I'll have to try that later...

#42 User is offline E-122-Psi 

Posted 08 February 2011 - 09:58 AM

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By the way, for anyone who wants to use the original Knuckles Chaotix control scheme (hold jump button instead of direction pad), first go to Sonic_JumpHeight and change and add as such:


CODE
Sonic_JumpHeight:        ; XREF: Obj01_MdJump; Obj01_MdJump2
    ;Mercury Wall Jump        tst.b    $2C(a0); on wall?
        beq.s    JmpToWJskip
        move.b    ($FFFFF602).w,d0; get jpad
        and.b    $2D(a0),d0; compare jpad to stored L,R button states
        beq.s    WJAnyway    ; if still held, branch
        move.b    ($FFFFF602).w,d0
        andi.b    #$70,d0
        bne.s    JmpToWJskip; if yes, branch
        tst.b    ($FFFFFFA8).w    ; was jumpdash flag set?        
        bne.w    WJAnyway        ; if yes, branch
        move.b    #1,($FFFFFFA8).w; if not, set jumpdash flag
WJAnyway:
        move.w    #0,$2C(a0); clear Wall Jump data
        move.b    #1,$3C(a0)
        move.b    #2,$1C(a0); use "jumping" animation
        btst    #6,$22(a0)    ; is player underwater?
        beq.s    WJNotUnderwater    ; if not, branch
        move.w    #-$400,d0
        btst    #0,($FFFFF602).w
        bne.s    JmpToWJuponly
        move.w    #-$300,d0
        move.w    #-$500,$10(a0)
        jmp    WJ_Animate
JmpToWJskip:
        jmp    WJskip
JmpToWJuponly:
        jmp    WJuponly
WJNotUnderwater:
        move.w    #-$600,d0
        btst    #0,($FFFFF602).w
        bne.s    WJuponly
        move.w    #-$400,d0
        move.w    #-$700,$10(a0)
WJ_Animate:
        btst    #0,$22(a0)
        beq.s    WJuponly
        neg.w    $10(a0)
        
WJuponly:
        move.w    d0,$12(a0)
        move.w    #$A0,d0
        jsr    (PlaySound_Special).l;    play jumping sound
        
WJskip:
    ;end Wall Jump
        tst.b    $3C(a0)
        beq.s    loc_134C4
        move.w    #-$400,d1
        btst    #6,$22(a0)
        beq.s    loc_134AE
        move.w    #-$200,d1

loc_134AE:
        cmp.w    $12(a0),d1
        ble.s    locret_134C2
        cmp.b     #1,($FFFFFFA8).w; check if bit 2 of the Air Attack flag is set
        beq.s    locret_134C2; if yes, branch
        move.b    ($FFFFF602).w,d0
        andi.b    #$70,d0    ; is A,    B or C pressed?
        bne.s    locret_134C2; if yes, branch
        move.w    d1,$12(a0)
locret_134C2:
        rts...


Then go to WallJump and change:

CODE
        move.b    ($FFFFF602).w,d0; get jpad
        andi.b    #$C,d0; keep just L and R state
        beq.s    @return; fail if neither are pressed
        cmpi.b    #$C,d0; fail if both are pressed
        beq.s    @return

into:
CODE
        move.b    ($FFFFF602).w,d0; get jpad
        andi.b    #$70,d0; keep just L and R state
        beq.s    @return        ; fail if neither are pressed
        move.b    ($FFFFF602).w,d0; get jpad
        andi.b    #$C,d0; keep just L and R state
        beq.s    @return        ; fail if neither are pressed
        cmpi.b    #$C,d0; fail if both are pressed
        beq.s    @return


Then add the obvious clr flag for ($FFFFFFA8) in Sonic_ResetOnFloor.

This is for the Hivebrain assembly though it shouldn't be too hard to convert. Special thanx to Aquaslash and Fragag.
This post has been edited by E-122-Psi: 13 February 2011 - 08:20 PM

#43 User is offline Jimmy Hedgehog 

Posted 13 February 2011 - 06:56 PM

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I'm having an odd issue with this, with the GHZ Solid Wall, it's sticking to some of the wall, but not all...mostly not when I go for one from the right...

#44 User is offline E-122-Psi 

Posted 13 February 2011 - 08:15 PM

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QUOTE (Jimmy Hedgehog @ Feb 13 2011, 07:56 PM)
I'm having an odd issue with this, with the GHZ Solid Wall, it's sticking to some of the wall, but not all...mostly not when I go for one from the right...


Not all walls can be clung onto sadly, similar to Knuckles' climb move. It seems certain surfaces don't interact the same.

#45 User is offline Jimmy Hedgehog 

Posted 14 February 2011 - 01:51 AM

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But some of the solid walls can, and Mercury said the obj44 Wall was clingable

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