Wow! A hack from me! And for a Genesis game, no less. What is this world coming to? :P
Anyway, a while back, I had this silly idea of making a hack of S2 that was a throwback to the "M" mode in Super Mario 64. For those of you who don't know, the "M" mode was triggered when you got 1000 coins in a certain battle with Bowser. Upon getting that 1000th coin, your life counter was set to 25 (with an "M" next to it), and whenever you did something that would cause you to gain a life, your life counter would go down by one, and if you did something that would cause you to lose a life, your counter would go up by one.
So why not in S2?
Using my very limited knowledge of 68K ASM, a couple of pages on SHS/SHaC, and the Tomsoft Genesis debugger (let's just say I await the moment that DebuGens has a debugger), I've created...
...Sonic the Hedgehog 2 "S." I've attached it, because...well, I'm guessing a 100 byte IPS is within the filesize restrictions. :D
Changes:
-You start with 6 lives (strangely, there are two different pieces of code used to set Sonic's life counter to 3 when you press Start at the title screen and when you start from the level select).
-Getting 100 (and maybe 200; I don't remember if I was able to get collection of 200 working the way I wanted it to) rings makes your life counter go down by one.
-Breaking open an extra life monitor knocks your counter down by one.
-Dying should bring your life counter up by one.
-You can't get any continues, although the game acts like you still get one. It's just that the continue byte isn't incremented. :P
Maybe I'll release an updated version at some point, when I get better at ASM hacking, but for now, enjoy.
Anyway, a while back, I had this silly idea of making a hack of S2 that was a throwback to the "M" mode in Super Mario 64. For those of you who don't know, the "M" mode was triggered when you got 1000 coins in a certain battle with Bowser. Upon getting that 1000th coin, your life counter was set to 25 (with an "M" next to it), and whenever you did something that would cause you to gain a life, your life counter would go down by one, and if you did something that would cause you to lose a life, your counter would go up by one.
So why not in S2?
Using my very limited knowledge of 68K ASM, a couple of pages on SHS/SHaC, and the Tomsoft Genesis debugger (let's just say I await the moment that DebuGens has a debugger), I've created...
...Sonic the Hedgehog 2 "S." I've attached it, because...well, I'm guessing a 100 byte IPS is within the filesize restrictions. :D
Changes:
-You start with 6 lives (strangely, there are two different pieces of code used to set Sonic's life counter to 3 when you press Start at the title screen and when you start from the level select).
-Getting 100 (and maybe 200; I don't remember if I was able to get collection of 200 working the way I wanted it to) rings makes your life counter go down by one.
-Breaking open an extra life monitor knocks your counter down by one.
-Dying should bring your life counter up by one.
-You can't get any continues, although the game acts like you still get one. It's just that the continue byte isn't incremented. :P
Maybe I'll release an updated version at some point, when I get better at ASM hacking, but for now, enjoy.
Attached File(s)
-
Sonic2_S.ips (100bytes)
Number of downloads: 39

