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Sonic 2 LD Episode 02 - CPZ in progress

#16 User is offline Master Emerald 

Posted 09 September 2008 - 07:58 PM

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Why not a Hidden Palace Based on Scrambled Egg? =)
This post has been edited by Master Emerald: 09 September 2008 - 07:58 PM

#17 User is offline doc eggfan 

Posted 12 September 2008 - 07:01 PM

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Posted Image
Intro's done ;)

Not sure what to do with the title screen. Going to try and add the island to the background, but don't know if I'll have the space. We'll see how I go.
This post has been edited by doc eggfan: 12 September 2008 - 07:03 PM

#18 User is offline Dark Sonic 

Posted 12 September 2008 - 09:30 PM

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One question. Are you trying to make Tails playable in this hack or not?

Besides that though I'm loving the intro.

#19 User is offline doc eggfan 

Posted 12 September 2008 - 10:57 PM

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View PostDark Sonic, on Sep 13 2008, 12:30 PM, said:

One question. Are you trying to make Tails playable in this hack or not?

Besides that though I'm loving the intro.

I'm pretty good at modifying things that already exist. Not so good at adding in new things. For instance, ideally with the intro, I would have liked to have split it into two screens like 16-bit, but I don't know how. Some sort of Z80 machine code knowledge would probably be required (MS is Z80 isn't it?)

It could be possible to release 2 versions, one with sonic, and one with sonic's sprite edited to look like Tails. Not an elegant solution, but a solution all the same. No flying though, but I guess there was no flying in 16-bit either.

#20 User is offline muteKi 

Posted 12 September 2008 - 11:17 PM

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Yeah, it would be Z80 (also the main CPU in the TI 83/84 calculators, amusingly enough).

#21 User is offline doc eggfan 

Posted 13 September 2008 - 03:58 PM

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Any pixel jockeys interested in finishing the tails sprite sheet?

tails

There's these ones, and I'll get the running sprites from the ending too for reference.
This post has been edited by doc eggfan: 13 September 2008 - 04:00 PM

#22 User is offline Polygon Jim 

Posted 13 September 2008 - 04:05 PM

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I'll do it, if I have time.

He needs all the frames sonic has right?


Also, if you don't mind if tail's is a bit less colorful, you can use Sonic's pallete. I don't know if in the MS/GG s2 enemys and such use Sonic's pallete or not. If they do, changing that will mess them up won't it?

Posted Image

I'll do them with the pallete you have in those sprites for now, unless it would be better to use the lower color sprite.

Personally I think the one with less color's matches Sonic's style more.

Posted Image
This post has been edited by Polygon Jim: 13 September 2008 - 04:28 PM

#23 User is offline Arctides 

Posted 13 September 2008 - 04:57 PM

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Egg, what emulator are you working with here?

#24 User is offline doc eggfan 

Posted 13 September 2008 - 05:27 PM

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View PostArctides, on Sep 14 2008, 07:57 AM, said:

Egg, what emulator are you working with here?

I swap between Kega Fusion and Mekaw, depends what mood I'm in/computer I'm using. They're both probably old versions, I never bother to update.

The save states in the archive are fusion

Quote

I'll do it, if I have time.

He needs all the frames sonic has right?


SONIC SPRITES

=============




--------------------------------------------------------------------

SPRITE RIGHT-FACING/LEFT-FACING

---======-----------------------------------------------------------



Standing: 10D80-10EFF/40D80-40EFF

Waiting 1-1: 12F80-130FF/42F80-430FF

Waiting 1-2: 13100-1327F/43100-4327F

Looking Up: 10F00-1107F/40F00-4107F

Ducking: 11680-117FF/41680-417FF



Walking 1: 10000-1017F/40000-4017F

Walking 2: 10180-102FF/40180-402FF

Walking 3: 10300-1047F/40300-4047F

Walking 4: 10480-105FF/40480-405FF

Walking 5: 10600-1077F/40600-4077F

Walking 6: 10780-108FF/40780-408FF



Running 1: 11080-111FF/41080-411FF

Running 2: 11200-1137F/41200-4137F

Running 3: 11380-114FF/41380-414FF

Running 4: 11500-1167F/41500-4167F



Rolling 1: 11800-1197F/41800-4197F

Rolling 2: 11980-11AFF/41980-41AFF

Rolling 3: 11B00-11C7F/41B00-41C7F

Rolling 4: 11C80-11DFF/41C80-41DFF

Rolling 5: 11E00-11F7F/41E00-41F7F



Stopping 1: 11F80-120FF/41F80-420FF

Stopping 2: 12100-1227F/42100-4227F



Dying 2: 13680-137FF/43680-437FF

Drowning: 12400-1257F/42400-4257F

Inhaling Bubble: 12580-126FF/42580-426FF

Being hit 1: 12700-1287F/42700-4287F

Being hit 2: 12880-129FF/42880-429FF



* Springing: 12A00-12B7F/42A00-42B7F

+ Balancing 1: 12B80-12D7F/42B80-42D7F

+ Balancing 2: 12D80-12F7F/42D80-42F7F

+ Inside Bubble 1: 13280-1347F/43280-4347F

+ Inside Bubble 2: 13480-1367F/43480-4367F



# Railcart (Entering): 15E00-15EBF/45E00-45EBF

# Railcart 1: 15EC0-15F7F/45EC0-45F7F

# Railcart 2: 15F80-1603F/45F80-4603F

# Railcart (looking up): 16040-160FF/46040-460FF

# Railcart (crouching): 16100-161BF/46100-461BF




+ Hang glider (gliding up 1): 14000-141FF/44000-441FF

+ Hang glider (gliding up 2): 14200-143FF/44200-443FF

+ Hang glider (gliding up 3): 14400-145FF/44400-445FF

+ Hang glider (gliding 1): 14600-147FF/44600-447FF

+ Hang glider (gliding 2): 14800-149FF/44800-449FF

+ Hang glider (gliding 3): 14A00-14BFF/44A00-44BFF

+ Hang glider (running 1): 14C00-14DFF/44C00-44DFF

+ Hang glider (running 2): 14E00-14FFF/44E00-44FFF

+ Hang glider (running 3): 15000-151FF/45000-451FF

+ Hang glider (running 4): 15200-153FF/45200-453FF

+ Hang glider (running 5): 15400-155FF/45400-455FF

+ Hang glider (running 6): 15600-157FF/45600-457FF

+ Hang glider (gliding down 1): 15800-159FF/45800-459FF

+ Hang glider (gliding down 2): 15A00-15BFF/45A00-45BFF

+ Hang glider (gliding down 3): 15C00-15DFF/45C00-45DFF



+ Loop 1: 18000-181FF
+ Loop 2: 18200-183FF
+ Loop 3: 18400-185FF
+ Loop 4: 18600-187FF
+ Loop 5: 18800-189FF
+ Loop 6: 18A00-18BFF
+ Loop 7: 18C00-18DFF
+ Loop 8: 18E00-18FFF
+ Loop 9: 19000-191FF
+ Loop 10: 19200-193FF
+ Loop 11: 19400-195FF
+ Loop 12: 19600-197FF
+ Loop 13: 19800-199FF
+ Loop 14: 19A00-19BFF
+ Loop 15: 19C00-19DFF
+ Loop 16: 19E00-19FFF
+ Loop 17: 1A000-1A1FF
+ Loop 18: 1A200-1A3FF
+ Loop 19: 1A400-1A5FF
+ Loop 20: 1A600-1A7FF
+ Loop 21: 1A800-1A9FF
+ Loop 22: 1AA00-1ABFF
+ Loop 23: 1AC00-1ADFF
+ Loop 24: 1AE00-1AFFF
+ Loop 25: 1B000-1B1FF
+ Loop 26: 1B200-1B3FF
+ Loop 27: 1B400-1B5FF
+ Loop 28: 1B600-1B7FF
+ Loop 29: 1B800-1B9FF
+ Loop 30: 1BA00-1BBFF

MAPPINGS

Standard
1 3 5
2 4 6
7 9 B
8 A C

+ Alternative

1 3 5 7
2 4 6 8
9 B D F
A C E 0

* Spring

1 3
2 4
5 7
6 8
9 B
A C

# Railcart

1 3 5
2 4 6

Quote

Also, if you don't mind if tail's is a bit less colorful, you can use Sonic's pallete. I don't know if in the MS/GG s2 enemys and such use Sonic's pallete or not. If they do, changing that will mess them up won't it?

I'll do them with the pallete you have in those sprites for now, unless it would be better to use the lower color sprite.

Personally I think the one with less color's matches Sonic's style more.


I prefer to be as accurate to the original as possible, but there shouldn't be a problem using what ever palette you like. There's always a way to make it fit.
This post has been edited by doc eggfan: 13 September 2008 - 05:36 PM

#25 User is offline doc eggfan 

Posted 14 September 2008 - 12:31 AM

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All known pre-existing Sonic 2 Tails sprites
Posted Image
Posted Image

#26 User is offline Polygon Jim 

Posted 14 September 2008 - 09:19 AM

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I'll get to work on Tails for you.

#27 User is offline MoDule 

Posted 14 September 2008 - 11:52 AM

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While you're at it you could correct a mistake in the sprite palette. I'll use some images to show you what I mean:
Posted Image
From top to bottom the palettes are
-Normal palette used in every zone (sms)
-Intro sequence (sms)
-Intro sequence (gg)
-ALZ Under water (gg)
Posted Image
The chaos emeralds. Take a look at the purple, red and green ones. See what's wrong with the red one?
If you'll look at the tenth color from the left you'll see that in the top palette it's a dark blue.This color is wrong and it's used very often. It's supposed to be dark red, like in the other three palettes. The other color I'd like to direct your attention to is the fifteenth (the pink one). This color is used by Robotnik's eggmobile, but it's usage suggests that it's supposed to be dark yellow, like in the third palette.
If you'll take an other look at the emeralds, the purple one specifically, you'll see that it also uses the fifteenth color. Fortunately, this isn't a problem, because as far as I know, each act has it's own version of the sprite palette (they're all identical).
My point is, in act 3 of each zone you can make the fifteenth color dark yellow and in act 2 you can use colors 15 and 16 for the chaos emeralds (so the 'purple' one can actually be purple). Also, see how the green chaos emerald is mostly gray? You can use color 15 for an extra shade of green, because SEZ act 3 doesn't need the dark yellow.

#28 User is offline Shadix 

Posted 15 September 2008 - 08:03 PM

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hmm... This is a neat project and all, but where is the genesis port of S2MS? Needs to happen some day.

#29 User is offline JcFerggy 

Posted 16 September 2008 - 03:47 PM

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Knowing how much you love Silver Sonic combined with the fact that you are trying to "create a true Master System port of the 16-bit Mega Drive/Genesis title Sonic the Hedgehog 2 using the engine of the 8-bit version of Sonic the Hedgehog 2", I thought I'd make you a present Posted Image

Posted Image

#30 User is offline doc eggfan 

Posted 16 September 2008 - 04:11 PM

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Schweeeeeeeeeet.

Do you want to do the other frames too?

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