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Knuckles In Sonic 1 - A Possibility

#1 *GenoSonic*

Posted 18 April 2003 - 06:20 PM

I was talking to my good friend Cyan Helkaraxe (of Sonic hacking fame) about if it were possible for him to implent Knuckles into the original Sonic The Hedgehog correctly with all his moves and such. He said it was, but it would be a big project, and he doesn't think its that big a thing to pursue. If you think it is, reply here and I shall link him over here to show that it might be something worth the trouble.

#2 User is offline Schala 

Posted 18 April 2003 - 06:27 PM

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If someone finds a Sonic & Knuckles beta, they may lock it on to Sonic 1 and dump the ROM.

#3 User is offline Rob Jinnai 

Posted 18 April 2003 - 10:09 PM

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Well, the original "lock on" for Sonic 2 was simply a patch program for Sonic 2 (the infamous 256KB) and just used the Sonic 2 cartridge for graphics data...

Such a project WOULD be a major undertaking, but it's kind of like the work being done on the Sonic 2 Delta hoax project. On that note, that guy is probably more "in" with the Sonic engine code than Cyan would be. :P

#4 User is offline Meat Miracle 

Posted 19 April 2003 - 11:52 AM

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People are working on this as we speak.

#5 *GenoSonic*

Posted 19 April 2003 - 03:52 PM

Yea, I've heard a few other people say someone's working on this. One that's trying to use C++ to work with things, and then someone said someone at Sonic Cult is trying it as well.

And Rob, what are your doubts within Cyan?

#6 User is offline Rob Jinnai 

Posted 19 April 2003 - 09:36 PM

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Quote

And Rob, what are your doubts within Cyan?


Nothing. I barely know the guy, but he helped me with some tech info when I was trying some experimental Genesis programming way back when... just from what I [limitedly] know about Cyan, it sounds like he's more a general "Genesis Technician" than expert in Sonic engine code specifically. But I could be wrong, don't mind me.

#7 User is offline LOst 

Posted 21 April 2003 - 10:54 AM

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It's easy to put Knuckles or whatever into Sonic 1. Just reprogram the first object, and the eyepoint with follow it. Here's the source:

TST.W $FE08
BEQ SONIC_PLAYER
JMP DEBUG_PLAYER

SONIC_PLAYER
moveq #0,d0
move.b $0024(a0),d0
move LAB_0(pc,d0),d1
jmp LAB_0(pc,d1)

LAB_0
dc.w LAB_1-14
dc.w LAB_2-14
dc.w LAB_3-14
dc.w LAB_4-14
dc.w LAB_5-14

LAB_1
addq.b #2,$0024(a0)

LAB_2
LAB_3
LAB_4
LAB_5

rts

DEBUG_PLAYER
rts

#8 User is offline Drakmyth 

Posted 21 April 2003 - 02:57 PM

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But does that allow him to glide/climb walls? I don't think so.

#9 User is offline LOst 

Posted 21 April 2003 - 03:57 PM

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Quote

But does that allow him to glide/climb walls? I don't think so.


There are some functions you can call for that, I believe.

#10 User is offline ICEknight 

Posted 25 April 2003 - 11:45 AM

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0_o

L0st, have you ever considered making a hack like that by yourself?

#11 User is offline LOst 

Posted 26 April 2003 - 07:00 PM

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Quote

0_o

L0st, have you ever considered making a hack like that by yourself?


I was on my way to make one just before A51 died. Since then, it hasn't been any reasons for me to do hacks.

With Nemesis decompressor, nothing is inpossible. It just takes time.

#12 User is offline Jan Abaza 

Posted 27 April 2003 - 03:15 AM

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Quote

With Nemesis decompressor, nothing is inpossible. It just takes time.


True. Everything the system is capable of can be done in assembly. ASM is difficult to learn, though.

(I sent the MD disassembler to Cyan over ICQ back in 1999, but he didn't do anything with it...so far. Also, I gave him this program SEGA used to make some 8-bit games, which I don't believe I have anymore.)

#13 User is offline Simon 

Posted 27 April 2003 - 05:09 AM

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Quote

Also, I gave him this program SEGA used to make some 8-bit games, which I don't believe I have anymore.)

Where did you get this program in the first place? Do you remember its name?

#14 User is offline Jan Abaza 

Posted 27 April 2003 - 06:17 AM

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Quote

Where did you get this program in the first place? Do you remember its name?


No and no. It was useless anyway, since it required SEGA's official emulator for testing, and I didn't have that.

I do remember graphics files having *.gan extension, if that's of any importance...

#15 User is offline LOst 

Posted 27 April 2003 - 07:58 AM

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Quote

Quote

Where did you get this program in the first place? Do you remember its name?


No and no. It was useless anyway, since it required SEGA's official emulator for testing, and I didn't have that.

I do remember graphics files having *.gan extension, if that's of any importance...


I thought Sega never released any 8-bit information :shock:

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