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Random Hack/Mini Project Thread

#751 User is offline codenamegamma 

Posted 30 April 2018 - 11:45 AM

  • Posts: 71
  • Joined: 29-August 17

View PostCodenameOmega, on 29 April 2018 - 02:13 PM, said:

Thank you, pacguy, for the advice. I got more advice from another thread to make it stand out more. Me and my friend, who wishes to be credited as "Llamatron", will be working on a new art style. Signed, Omega.

so I know this is slightly off topic, but is there a reason you felt the need to chose a username based on mine?

#752 User is offline CodenameOmega 

Posted 30 April 2018 - 02:12 PM

  • Posts: 20
  • Joined: 22-April 18
  • Gender:Male
  • Project:Blaster The Hedgehog

View Postcodenamegamma, on 30 April 2018 - 11:45 AM, said:

View PostCodenameOmega, on 29 April 2018 - 02:13 PM, said:

Thank you, pacguy, for the advice. I got more advice from another thread to make it stand out more. Me and my friend, who wishes to be credited as "Llamatron", will be working on a new art style. Signed, Omega.

so I know this is slightly off topic, but is there a reason you felt the need to chose a username based on mine?

I liked the name, and I took inspiration. I hope you don't mind. Back on topic, I am overhauling the game's art style. This will take a few days.

#753 User is offline codenamegamma 

Posted 30 April 2018 - 08:17 PM

  • Posts: 71
  • Joined: 29-August 17

View PostCodenameOmega, on 30 April 2018 - 02:12 PM, said:

View Postcodenamegamma, on 30 April 2018 - 11:45 AM, said:

View PostCodenameOmega, on 29 April 2018 - 02:13 PM, said:

Thank you, pacguy, for the advice. I got more advice from another thread to make it stand out more. Me and my friend, who wishes to be credited as "Llamatron", will be working on a new art style. Signed, Omega.

so I know this is slightly off topic, but is there a reason you felt the need to chose a username based on mine?

I liked the name, and I took inspiration. I hope you don't mind. Back on topic, I am overhauling the game's art style. This will take a few days.

well, I'm not particularly enthused about it particularly about the few messages I've gotten over the past few days of people wondering if that account is me. I do find it interesting though that you decided to make the account on my birthday, not that you would have known to do that on purpose or anything, just thought that was rather interesting.

#754 User is offline CodenameOmega 

Posted 01 May 2018 - 04:57 AM

  • Posts: 20
  • Joined: 22-April 18
  • Gender:Male
  • Project:Blaster The Hedgehog
What a coincidence. If you want, I can change the name. Anyway, Hidden Palace is being overhauled.

#755 User is offline FrankyPants 

Posted 05 June 2018 - 03:38 PM

  • Posts: 7
  • Joined: 21-May 18
I wrote a little utility that recreates the swirling circles from the menu screens on Sonic Mania. Nothing special, but I needed it for a project I'm doing.

At first I had a little algorithm that drew a series of textures for each available radius for each circle, cycled through them based on current radius and drew them with SpriteBatch, but this was memory intensive and reached the MonoGame limit of 2GB at around 1600x900 resolution, so I replaced it wholesale with a little pixel shader, and now it only uses about 50MB of memory.

It's written in MonoGame for Windows.



The utility doesn't play the music, I added that in a video editor
This post has been edited by FrankyPants: 06 June 2018 - 06:55 AM

#756 User is offline Kurausukun 

Posted 29 June 2018 - 05:20 PM

  • Posts: 15
  • Joined: 09-July 16
  • Gender:Male
I guess I'll post this here. Yesterday I finished my first little proof-of-concept/test ASM hack using the S3K disassembly. The hack is a removal of the invincibility theme while going Super/Hyper. This is a feature I wanted for a long time, but for a large portion of that time I didn't know any ASM, so I had no real hope of making it. Now that I do, I wanted to see how possible it would be, and thankfully, it turned out to be very possible. For the most part it's just a matter of removing a call to load and then play the invincibility music, but there was one situation that required more attention--when a boss appears mid-stage and then goes away, like in MGZ Act 2, the game would start playing the invincibility theme again. This is because when a character goes Super/Hyper, their state is set to "invincible," and the routine that plays level music checks to see if you are invincible, and if you are, it loads and plays the invincibility theme instead of the level music. Luckily there are internal flags for whether or not a character is Super/Hyper, so I was able to write checks using those--it might have been a lot more difficult if I had to write and maintain my own flags.

Anyway, that's enough talking about things that probably nobody cares about. If you want the ROM, it's here: http://www.mediafire...1ux/sonic3k.bin

I haven't tested it completely, so if you play it and run into a weird situation, feel free to let me know, and I'll attempt to fix it. I started this on a whim, but I want to make it the best I can (even if other people have probably done this before).

EDIT: A while after posting this, I found a bug on my own. Transforming into Super Sonic (and possibly Hyper Sonic) triggered the Hyper Sonic dash-attack without any button input. It turns out that the final call to Play_Sound that normally starts the invincibility music contains a crucial rts (return to subroutine) instruction. Since I removed the call, the code just went and executed whatever came after the transformation subroutine, which happened to be the Hyper Sonic dash attack subroutine. Thankfully it wasn't anything worse, or some really weird stuff could've happened. Simply adding a rts instruction to the end of the subroutine seems to fix everything.

I've updated the link above with a fixed version; I doubt many people have seen and downloaded this since it was posted, but just in case, re-download if you downloaded before this edit.

EDIT 2 (I'm really bad at this): I discovered another issue while testing; Knuckles' transformation routine is located in a different section, so I totally missed it, causing Knuckles' transformations to play the invincibility theme anyway. I've fixed this and reuploaded the ROM, so please re-download if you downloaded an earlier version. Not to jinx anything, but I think the hack is finally complete with this.
This post has been edited by Kurausukun: 03 July 2018 - 02:03 PM

#757 User is offline SuperSonicRider 

Posted 21 July 2018 - 09:16 PM

  • Sonic Colors DS enthusiast
  • Posts: 120
  • Joined: 03-July 09
  • Gender:Male
  • Wiki edits:101
I made a couple of really, really minor graphics mods for Sonic Mania.

Here's one that changes all graphical instances of "Tails" to "Miles." I was trying to do some audio splicing jank with Mitsuyoshi's clips of "Mighty" & "Knuckles" to make "Miles," but I couldn't quite get a satisfactory result, so I just decided to release the modified graphics. Think of it as a callback to Sonic Adventure, where Tails is called Miles internally and in a lot of the menus, but as far as I know, no other character actually refers to him as such. :eng101:

Here's another with colors based on the classic palettes for each character, with variants of Sonic using colors from Sonic 1, 2, 3, & SEGASonic. Ray and Mighty's colors are also based on SEGASonic. (Also, a supplementary mod that makes Tails use the player palette in the pinball bonus stage and the special ending.)
This post has been edited by SuperSonicRider: 05 August 2018 - 09:57 AM

#758 User is offline Hitaxas 

Posted 23 August 2018 - 05:57 PM

  • Pokemon and Sonic themed Twich streamer
  • Posts: 1438
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  • Location:Litchfield,CT
  • Project:Becoming a Twitch partner, and getting my life back together
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I got bored today and did a small Sonic 3 hack. When playing as Sonic & Tails, you can hold up and press jump twice to make Tails fly to you and pick you up (you might have to spam it a bit but it works). The C button makes Tails ascend, A and B will make Sonic jump out of Tails' hands. I had fun messing around with it and might improve/expand on it later.

Also, pretty sure this breaks 2P in every way, since I basically changed all control mappings for Tails to use controller 1.
This post has been edited by Hitaxas: 23 August 2018 - 05:58 PM

#759 User is offline SegaRelatedThings 

Posted 15 October 2018 - 12:00 PM

  • Posts: 1
  • Joined: 23-September 18
Here's a hack that I've been wanting to make since 2014 and I have finally gotten around to making a not-so-great demo to it. There's not much that has been changed except for the level layout and palette. Also, some of the art has been changed, too. Other than that, it really is just something I rushed to show off a hack that I hope won't be like this in the future.

If you want a try at it yourself, here's the link to download the demo:
http://www.mediafire...o%2529.bin/file ,

and you can check out this video just to show off the hack:
https://youtu.be/1orANo2so3Y
This post has been edited by SegaRelatedThings: 15 October 2018 - 12:01 PM

#760 User is offline Modern 

Posted 15 October 2018 - 12:10 PM

  • what tu hecc is modern!
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  • Joined: 05-August 17
  • Gender:Male

View PostSegaRelatedThings, on 15 October 2018 - 12:00 PM, said:

Here's a hack that I've been wanting to make since 2014 and I have finally gotten around to making a not-so-great demo to it. There's not much that has been changed except for the level layout and palette. Also, some of the art has been changed, too. Other than that, it really is just something I rushed to show off a hack that I hope won't be like this in the future.

If you want a try at it yourself, here's the link to download the demo:
http://www.mediafire...o%2529.bin/file ,

and you can check out this video just to show off the hack:
https://youtu.be/1orANo2so3Y


Hey new guy! Welcome to the forums. Make yourself at home.

Anyways, your hack seems interesting enough. I'll give it another looksee this afternoon.

#761 User is offline Ralakimus 

Posted 27 October 2018 - 06:27 PM

  • Posts: 285
  • Joined: 16-April 13
  • Gender:Male
I've attempted to restore the original songs in the levels in Mean Bean Machine by changing the song IDs to the Puyo Puyo tracks.

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