General Project Thread & Feedback Discuss ideas or issues not pertaining to specific threads.
#1
Posted 08 March 2008 - 04:43 PM

#2
Posted 08 March 2008 - 06:22 PM

Also, if you need a musician for some recorded S2 music, I'm there =P (I was already working on music to use if there ever was a HD version, and for my own use in S2MP3)
#3
Posted 08 March 2008 - 07:59 PM

#4
Posted 08 March 2008 - 08:15 PM

#5
Posted 08 March 2008 - 08:18 PM

#6
Posted 09 March 2008 - 10:55 AM

Sik the hedgehog, on Mar 8 2008, 07:18 PM, said:
He called it "Sonic 2 HD" and didn't cite any improvements other than HD art. Are you thinking of some other game? <_<
At any rate, making a custom version of Gens to swap out graphics seems like a lot less work than completely reimplementing the Sonic engine, though still far from trivial.
#7
Posted 09 March 2008 - 11:07 AM

Besides, there was once a ZX Spectrum emulator (Spec256, I think it was called) that did something similar. It replaced the original graphics (2 colors for each 8x8) with new 256 color graphics you could store externally, so this might be even easier if the palettes are kept the same.
If this is ever coded into a Megadrive emulator, however, I guess it should be constantly checking for any changes on VRAM, and then loading the tile that corresponds with the low-res one, so it might run quite slowly. Also, since the colors would be the same, it would be needed to pay attention when the original tiles were supposed to use the fake-colors or transparency effects and use the vertical lines as needed.
I think it would be an interesting thing to implement, even though it will be hard to make it look right... But perhaps using filtered graphics as a base would help.
#8
Posted 09 March 2008 - 11:27 AM

Rolken, on Mar 9 2008, 01:55 PM, said:
Sik the hedgehog, on Mar 8 2008, 07:18 PM, said:
He called it "Sonic 2 HD" and didn't cite any improvements other than HD art. Are you thinking of some other game? <_<
He said the idea is based from the Sonic 2 DEz HD hoax. That hoax not only has a higher resolution but some other effects such as lighting.
#9
Posted 09 March 2008 - 03:40 PM

But, this is just an idea. As I said before I'm no coder, I'd need to team up with someone who could program such an engine, and I'd do all the graphics.
#10
Posted 09 March 2008 - 04:02 PM

#11
Posted 09 March 2008 - 04:05 PM

#12
Posted 09 March 2008 - 07:05 PM

Sik the hedgehog, on Mar 9 2008, 10:27 AM, said:
Oh, I see. Interesting.
Vangar, on Mar 9 2008, 02:40 PM, said:
But, this is just an idea. As I said before I'm no coder, I'd need to team up with someone who could program such an engine, and I'd do all the graphics.
I don't think the amount of time and energy a coder would have to invest to get a working product out would be worth doing in the context of graphically upgrading Sonic 2, especially in light of that any inaccuracy in the game mechanics would be magnified due to trying to replicate the same game - in particular, I don't think a "good enough" engine like the 360 one would suffice, though it's been awhile since I looked at it so maybe I'm exaggerating its inadequacies. If anything it would be useful to make a general-purpose Sonic engine with this project as its inaugural implementation. But if you don't have any coding expertise yourself, I'm not really sure where you can go with that. Retro Sonic and E02 are both promising but retain the harsh 8x8 tile limitations and E02 hasn't been updated in years.
#13
Posted 09 March 2008 - 07:38 PM

#14
Posted 09 March 2008 - 11:51 PM

- Collision detection between sprites and the ground, rather then collision selected per pixel.
- A level editor that allows placement of images (perferably 24 bit pngs with alpha channel) into the background, with selectable scroll speeds depending on sonics placement in the level (foreground placement as well)
Then alpha'd white light beams or similar could be placed, giving the effect of the lights in the background of that s2HD image.
I might make a concept in flash, to fully explain how this can be done easily.
#15
Posted 10 March 2008 - 04:06 AM

All we need to do is do this with a MD emulator, and then make the art packs. There's also no real limitation on the pallet - if you're replacing MD tiles with external ones, then those external ones could be anything - even 32bpp RGBA PNG. Sure, it might add CPU consumption over top of the emulator itself, especially if you were to use 32bpp RGBA PNGs and thus required alphablending, but I don't think that'll be a problem for most modern computers (and you could always have more simplified 8bpp tiles as well for slower computers). The only possible issue I could see would be supporting tiles that, on the MD side, use multiple pallets throughout the game - but then again the emulator could check for that and either load the same upgrade tiles with a different pallet, or load entirely different tiles (imagine having EHZ and HTZ with the same basic feel but with subtle differences in the tile art, which would give each zone a little bit more of an independent identity instead of HTZ being "the EHZ clone with a few slight differences").
On a tangent, the same thing could be done but instead of generating a 2D image, the emulator peeks the game's RAM and generates a suitable 3D scene (what I like to call 2.5D, sort of like the Smash Bros. camera angle). This would be more work of course, and each individual game would have to have separate support (the S1 support could be used as a base for S2 and S3/S&K though).
I'd be happy to see both of these happen, and I'd also be willing to test them to make sure that nothing is broken. I'd expect to see the former way before the latter, but either one would be fucking epic.