data: 0a0204020202020202020202020202020202020608080808080808080806020204020202020402020402020402020202 ($0001f5f0)
The Supreme Topic of 'Other' Knowledge. The stuff that simply has no other home.
#2656
Posted 22 April 2012 - 04:50 PM
I did a search for a portion of that data on a complete MD set and a mostly complete SNES, SMS, SG-1000, GG, and TG-16 set and got nothing except the Sonic 2 prototype, so hm.... And gah the clipping would make it sorta useless then :/ Does anyone know of an alternative? Thanks anyway.
data: 0a0204020202020202020202020202020202020608080808080808080806020204020202020402020402020402020202 ($0001f5f0)
data: 0a0204020202020202020202020202020202020608080808080808080806020204020202020402020402020402020202 ($0001f5f0)
This post has been edited by Andlabs: 22 April 2012 - 04:52 PM
#2657
Posted 22 April 2012 - 06:37 PM
It being 8bpp chunky two-dimensional makes me think it's for a non-tile-based platform, possibly VGA/MCGA DOS? Wouldn't be anything from the Amiga as it would be planar in that case.
Also, just thinking, those bytes seem always have the upper nybble as 0 - perhaps it's from a MCD game, data intended for the "1-byte-per-pixel" mode? The bitmap as seen on the wiki certainly doesn't look like it's anywhere near 256 colors.
As far as the clipping goes, gimme a few minutes and I'll make a version that, while not 100% authentic to this data, wraps correctly. I'll post it as PNG and let you handle conversion to tile data.
Edit: Ok, here we go. Got two versions, one at 2x pixel size like the image on the wiki, and one at 1x pixel size. Both are 256x256px, and the latter is tiled so that you can see it does tile properly. Just did a little cut'n'paste and shifted a piece around to make the river part tile as well as the rest.

Also, just thinking, those bytes seem always have the upper nybble as 0 - perhaps it's from a MCD game, data intended for the "1-byte-per-pixel" mode? The bitmap as seen on the wiki certainly doesn't look like it's anywhere near 256 colors.
As far as the clipping goes, gimme a few minutes and I'll make a version that, while not 100% authentic to this data, wraps correctly. I'll post it as PNG and let you handle conversion to tile data.
Edit: Ok, here we go. Got two versions, one at 2x pixel size like the image on the wiki, and one at 1x pixel size. Both are 256x256px, and the latter is tiled so that you can see it does tile properly. Just did a little cut'n'paste and shifted a piece around to make the river part tile as well as the rest.

This post has been edited by LocalH: 22 April 2012 - 07:09 PM
#2658
Posted 22 April 2012 - 11:31 PM
The CD soundtrack for Sonic Adventure (and Sonic Adventure 2) contains the jingles for speed shoes and invincibility in at least twice the duration of the track used in game. I have carved up the OST tracks for the SA1 jingles into pieces which reconstitute the OST track when fully reassembled and when selectively put together form the Game version in lossless glory rather than lossy ADX or WMA compression.
SA1 item jingles.7z
The playlist files OST.m3u and Game.m3u contain the correct lists of parts to form their respective versions.
Hey You! It's Time to Speed Up!!!
sections: 3
game parts: #1, #3
extra to OST: #2
This song has what could be called one repetition halfway through, and of these two halves there is a structural halfway point to each. In the game version of the track, the portion from the first quarter point to the third quarter point was deleted leaving the beginning of the first and the ending of the second.
Invincible ...No Fear!
sections: 5
game parts: #1, #3, #5
extra to OST: #2, #4
The melody repeats eight times in the OST track. Of those, repetitions #1, #6, and #8 are used in-game.
Plenty of other tracks on the OST were trimmed down in-game, such as the Theme of Tikal. Another interesting bit of trivia is that the Theme of E-102γ and Crazy Robo (E101β mk. II boss battle) flow together like one continuous track.
SA1 item jingles.7z
The playlist files OST.m3u and Game.m3u contain the correct lists of parts to form their respective versions.
Hey You! It's Time to Speed Up!!!
sections: 3
game parts: #1, #3
extra to OST: #2
This song has what could be called one repetition halfway through, and of these two halves there is a structural halfway point to each. In the game version of the track, the portion from the first quarter point to the third quarter point was deleted leaving the beginning of the first and the ending of the second.
Invincible ...No Fear!
sections: 5
game parts: #1, #3, #5
extra to OST: #2, #4
The melody repeats eight times in the OST track. Of those, repetitions #1, #6, and #8 are used in-game.
Plenty of other tracks on the OST were trimmed down in-game, such as the Theme of Tikal. Another interesting bit of trivia is that the Theme of E-102γ and Crazy Robo (E101β mk. II boss battle) flow together like one continuous track.
#2660
Posted 26 April 2012 - 04:50 AM
UK comic artist Lew Stringer (Dandy, Viz, Toxic Magazine and others) once tried out as an artist for Fleetway's Sonic the Comic but was rejected. I don't know why, I think it's pretty good work.
#2661
Posted 26 April 2012 - 06:23 AM
^It beats like 75% of the crap art that was in that comic. Seriously, even if the plot is better then the Archie comics at some points, wtf is with the art? It's just bad IMO (Granted, the Archie art was also consistently bad up until issue 160 or so when they decided to add some consistency in the art style).
This post has been edited by Dark Sonic: 26 April 2012 - 06:30 AM
#2662
Posted 26 April 2012 - 06:25 AM
I know, right? I mean Lew draws a bit loose and lumpy, but I like his work nonetheless. Some of the shapes here remind me a lot of the early Archie stuff, actually.
#2663
Posted 26 April 2012 - 06:30 AM
Jayextee, on 26 April 2012 - 06:25 AM, said:
I know, right? I mean Lew draws a bit loose and lumpy, but I like his work nonetheless. Some of the shapes here remind me a lot of the early Archie stuff, actually.
Ya I was gonna say, it reminds me a lot of Scott Shaw's art style.
Like wtf is this all about:
This post has been edited by Dark Sonic: 26 April 2012 - 06:32 AM
#2665
Posted 26 April 2012 - 03:58 PM
Jayextee, on 26 April 2012 - 04:50 AM, said:
UK comic artist Lew Stringer (Dandy, Viz, Toxic Magazine and others) once tried out as an artist for Fleetway's Sonic the Comic but was rejected. I don't know why, I think it's pretty good work.
In any case, yes, StC had some real clangers, even in my very limited reading. They clanged in a different way from this, though!
#2666
Posted 26 April 2012 - 03:59 PM
This isn't really surprising since Sonic Team are in charge these days, but Puyo Puyo!! (20th anniversary) has a hidden Green Hill Zone background
not that it has much of a point or anything
not that it has much of a point or anything
#2667
Posted 26 April 2012 - 07:15 PM
Black Squirrel, on 26 April 2012 - 03:59 PM, said:
This isn't really surprising since Sonic Team are in charge these days, but Puyo Puyo!! (20th anniversary) has a hidden Green Hill Zone background
not that it has much of a point or anything
not that it has much of a point or anything
Not really, it's just a texture hack. There's no hidden GHZ background in the game.
#2668
Posted 01 May 2012 - 03:44 PM
What would be the best tool for viewing sprites in Chaotix? Chaotix Art Editor gave me an error upon loading. All I'm really looking to get is the mace sprites from the Special Stages, hence why screenshots alone aren't very helpful.
#2669
Posted 07 May 2012 - 04:51 PM
Her's a video about the History of Sonic book that was recently released in France.
Take a look at 02:43. Is that a new Aquatic Ruins concept-art ?
Take a look at 02:43. Is that a new Aquatic Ruins concept-art ?
#2670
Posted 07 May 2012 - 06:01 PM
Welp, that settles it, that book needs to be dug through for new stuff. it even fucking covers X-treme!
