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Psy's 30 Day Project

#1 User is offline PsychoSk8r 

Posted 16 September 2010 - 06:53 PM

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Thought I may aswell post this, my 30 day project, seeing what I can accomplish in 30 days.

Day 1 is Sonic 1, Day 30 should be the final project.
Here's all days so-far.
CODE
;==============================================
;Work done on Day one, shown in Day 2's build
;==============================================
;- New Sega Screen
;- New “Presents” Screen
;- Modified “SONIC” Text on the title screen
;- Modified Sonic himself, on the title screen
;- Added “30 Day Challenge” to the title screen
;- Completely changed the Title Cards, added “30 Day Challenge” and “=P” to them also
;- Changed the end of level cards
;- Added a Double Jump
;- Added a JumpDash
;- Made Title Screen use seperate art file to GHZ
;- Combined both of GHZs art files
;- Removed the ground speed cap (Sonic can now go faster)
;- Removed the Air speed cap (as above, but in the air)
;- Changed some artwork in GHZ.

Day 2

CODE
;==============================================
;Day Two (For Day 3's build).
;==============================================
;- Spindash Added
;- ---Spindash Dust Added
;- ---Lamppost moved in VRAM
;- ---DMAQueue/processing added
;- Double jump and jumpdash usable once more after destroying a badnik/monitor, to add more flow to the game.
;- Turned into Single Zone Demo. Completing the zone plays the ending. So does selecting any other zone from Level Select.
;- Fixed the Broken Sega Sound.
;- Customised loading system to load a different pallet on a per-act basis
;- Customised loading system to load a different 8x8, 16x16, and 256x256 tilesets
;- Changed Pallet for GHZ Act 2
;- Changed some Art for GHZ Act 2
;- Changed Pallet for GHZ Act 3
;- Changed some Art for GHZ Act 3
;- Fixed an error causing Act 3 not to load.
;- Changed the Credits sequence to suit the new artwork
;- Changed GHZ1's layout.
;- Added SpecialStage monitor code
;- Hidden a SpecialStage monitor in GHZ Act 1

Day 3

CODE
;==============================================
;Day Three (For Day 4's build).
;==============================================
;- Added a new character (Mighty)
;- Made mighty load his own pallet
;- Mighty can't use sonic's moves anymore.
;- Gave sonic another new move, the downward dash, useful while jumping over a badnik/monitor to hit it quickly
;- Fixed some Pattern load cues, now mighty's signpost art loads
;- Added a check before loading "SONIC HAS PASSED" mappings, now it also says "MIGHTY HAS PASSED"
;- Fixed the life icon not loading (BIG problem)
;- Added a 3rd character (Sonic 2's sonic)
;- Gave Sonic 2's sonic only spindash.
;- Added a seperate signpost (from sonic 2) for Sonic 2's sonic.
;- Added a seperate lifeicon to indicate playing as Sonic 2's sonic.
;- Added a seperate art file for monitors, so mighty's head shows in 1up monitor when playing as mighty.
;- Changes "S" monitor art to a spliff.
;- Edited GHZ1's layout, making more possibilities for secret areas, and for mighty to escape being trapped.
;- Removed possible bugs from GHZ1's layout
;- Edited the ending layout to suit sonic's increased speed
;- Created 2 new ending sprites, to fit the ending for mighty, rather than displaying sonic.
;- Created new ending text for when playing as Mighty. Now instead of saying "SONIC THE HEDGEHOG" It says "MIGHTY THE ARMADILLO"
;- Fixed positions of some Fish. Didn't want a release with those in mid-air.
;- Removed Special Stage rings. That code will be used for something else in another build. =3

Day 4

CODE
;==============================================
;Day Four (For Day 5's build).
;==============================================
;- Modified lots of code
;- Created a new breakable wall.
;- Created an "Emerald Monitor"
;- This new breakable wall, at the end of GHZ1 won't break unless you break the emerald monitor. You need to break the monitor to pass the level.
;- Modified GHZ1's layout.
;- Added a new "Restart Level" Monitor (appears as static) so you can go back to look for emerald monitor.
;- Modified GHZ2's layout
;- Added emerald monitor to GHZ act 2, so you need to find it! Hint: it's not far from the start!
;- Modified GHZ3's layout
;- Added emerald monitor to GHZ Act 3, stick to the lower route!
;- Fixed big bug, causing you to be able to get 1 emerald monitor, and get through the rest of the game without searching!
;- Fixed bug causing Mighty's pallet not to load in Special Stage.
;- Fixed bug causing level to restart before entering special stage via monitor.

Day 5

CODE
;==============================================
;Day Five (For Day 6's build).
;==============================================
;- Fixed a bug in demo mode to detect a button being held as a button being repeatedly pressed.
;- Fixed a bug allowing sonic to double-jump over the end of act wall.
;- Created a new breakable Block Object
;- Added Marble Zone
;- New breakable block object only breaks if emerald monitor was found.
;- Modified MZ1's layout
;- MZ1 Now requires Emerald Monitor to pass.
;- Modified MZ1's artwork
;- Made MZ2 and MZ3 load seperate artwork and mappings to MZ1
;- Modified MZ2s Artwork and Pallet
;- Modified MZ2's Layout
;- MZ2 Now requires Emerald Monitor to pass.
;- Modified MZ3s Artwork and Pallet
;- Modified MZ3's Layout
;- MZ3 Now requires Emerald Monitor to pass.
;- Added rings in places near MZ emerald monitor hidden locationsas clues (you have to walk through walls to get them)
;- Changed ROM header (Date and Title)
;- Edited the breakable wall (with emerald monitor) object to load art differently for other levels.
;- Fixed up some code

Day 6

CODE
;==============================================
;Day Six (For Day 7's build).
;==============================================
;- Ported the Sonic 2 Level Select
;- Cleaned up and rearranged level select code
;- Heavily modified the level select code
;--- Removed Sound Test from the level select
;--- Added a Character Select to replace sound test
;--- Made S2 Level icons match character
;- Added character art to icons
;- Added character pallets to icons
;- Created new background mappings for the new menu
;- Created new background art for the new menu
;- Fixed a bug causing Mighty's emerald monitor to show goggles.
;- Edited level select menu background again, to improve even more.
;- Rewritten how moves are loaded per character. Character is check on a per-move basis, rather than moves loaded on a per-character basis.
;- Updated ROM Header
;- Changed emerald monitor sound, music now continues playing once emerald monitor is broken
;- Fixed position of some rings in GHZ1

Day 7

The reason I'm posting here is to get some feedback. =P

#2 User is offline theocas 

Posted 16 September 2010 - 07:39 PM

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QUOTE (PsychoSk8r @ Sep 16 2010, 04:53 PM)
words.gif

I tried Day 7, and I like it! Do you mind telling me where you got that Sega Splash, I like how it changes to show the TM when you're on a US or JAP console smile.png

#3 User is offline PsychoSk8r 

Posted 16 September 2010 - 07:41 PM

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I beleive there's a guide to achieve the same screen on SSRG, with the choice of taking it from a few different games.

#4 User is offline theocas 

Posted 16 September 2010 - 08:55 PM

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QUOTE (PsychoSk8r @ Sep 16 2010, 05:41 PM)
I beleive there's a guide to achieve the same screen on SSRG, with the choice of taking it from a few different games.

Ah, that's pretty cool.
Anyways, I got around to playing it, and I liked your art edits to GHZ and MZ. GHZ is just awesome :P
This post has been edited by theocas: 16 September 2010 - 08:55 PM

#5 User is offline E-122-Psi 

Posted 16 September 2010 - 09:01 PM

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Not bad at all, some nice implementations.

Minor complaint may be that while Sonic's moveset is almost cluttered with extra abilities poor Mighty has nothing.
This post has been edited by E-122-Psi: 16 September 2010 - 09:02 PM

#6 User is offline PsychoSk8r 

Posted 16 September 2010 - 09:07 PM

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Hint: Sonic's double jump is better in tomorrows version.
Hint2: Mighty is meant to play just like Sonic 1 (minus speed cap) :V

#7 User is offline MarkeyJester 

Posted 16 September 2010 - 09:17 PM

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That, is an awesome title card, it says "I'm smooth, and I let simple do my job of looking good". Good work so far, I've noticed one or two Level design edits, like the bush I saw in act 2 of GHZ which are pleasing and well designed =)

#8 User is online steveswede 

Posted 16 September 2010 - 09:44 PM

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QUOTE (PsychoSk8r @ Sep 17 2010, 12:53 AM)
words.gif


Your hack is quite off it's tits. It gave me a giggle when you smashed the spliff monitor and you went to trippy trippy land. Those restart level monitors are in right arsehole positions. By the way if you run out of time. You just continue to lose your lives.

#9 User is offline PsychoSk8r 

Posted 16 September 2010 - 10:01 PM

  • HighKnights
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QUOTE (steveswede @ Sep 17 2010, 03:44 AM)
QUOTE (PsychoSk8r @ Sep 17 2010, 12:53 AM)
words.gif


Your hack is quite off it's tits. It gave me a giggle when you smashed the spliff monitor and you went to trippy trippy land. Those restart level monitors are in right arsehole positions. By the way if you run out of time. You just continue to lose your lives.

Noted, I'll fix the time issue. =P

Edit: Fixed, it'll be in tomorrows build, along with quite a lot of (behind the scenes) changes, causing a couple of noticable changes. It is technically ready for release, but I don't release until around 1pm GMT, because after sleeping, I tend to get some interesting ideas. =P
This post has been edited by PsychoSk8r: 16 September 2010 - 10:09 PM

#10 User is offline Ravenfreak 

Posted 17 September 2010 - 01:45 AM

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I like this, though I only downloaded Day 5's build and Day 7's. Haven't played Day 5's yet, but Day 7's is pretty damn good. Also it seems great minds think alike, I added a double jump to my Sonic 2 hack, though I need to fix some bugs with it of course. xP (But of course that happens most of the time with hacks. xP) And I love the title screen, the letters look awesome and Sonic flipping the bird is hilarious. xD

#11 User is offline GenesisFan64 

Posted 17 September 2010 - 02:00 AM

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QUOTE (PsychoSk8r @ Sep 16 2010, 06:53 PM)
words.gif


I made the SEGA logos
And why you deleted the watermark?

#12 User is offline PsychoSk8r 

Posted 17 September 2010 - 02:59 AM

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What watermark? I've been keeping all code as clean as possible, so I don't clutter everything up, and it's easy to edit if needed.

#13 User is offline GenesisFan64 

Posted 17 September 2010 - 03:34 AM

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code.asm:

Syntax Highlighted Code: ASM
LoadASCII_3_AddSpace:
add.l #$800000,d5 ;Espacio
bra.w LoadASCII_2
;==============================================================================
dc.b "GF64" ; Watermark, don't delete this please...
 

I added that string just to make sure the SEGA screen mode is not stolen (it's hidden in ROM anyway)

#14 User is offline PsychoSk8r 

Posted 17 September 2010 - 05:33 AM

  • HighKnights
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Well, a pointless watermark like that takes up 4 bytes. Might not seem much, but it adds up!
Anyway, no point worrying about it, because if you release a simple copy/paste tutorial like you did (and a lot of other people do this), then it's going to be used everywhere. You'll be able to tell if it's your sega screen with or without a watermark. =P

Anyway, I'm going to have Day 8 released soon.

#15 User is offline Spanner 

Posted 17 September 2010 - 05:49 AM

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PsychoSk8r, I still think that at the end of those 30 days you're going to end up remaking your old hack but in a better way.

Maybe I should set myself a similar 30 day thing on S2Dimps on something, although I'll just forget things and not work in it in a while.

Talking of S2Dimps, there has been some minor work made to the hack in terms of the Hub Zone, but other than that nothing is new. Considering adding the Sonic 4 "classic progression button" thing and maybe using menus as well in some form.

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