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Sally In Sonic 2 "Where were you when the brains were handed out?"

#16 User is online steveswede 

Posted 28 June 2013 - 02:43 AM

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I personally don't like any of the edits. I've always felt that your current one looks perfect, the new versions look like they have been greased up.

#17 User is offline Sonic Boom 

Posted 28 June 2013 - 02:50 AM

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While I like all of them, I think the left sprite would fit best with your hack since the other two seem to have much more detail in them that the rest of the game's (I'm assuming Sonic 2 in this case) default sprites lack, that's to say if you're keeping in mind the consistency of style. Although if there's one thing I'd suggest is perhaps giving the hair some highlight much like the one on the right, only soften it to give it a subtle, but noticeable shine.
This post has been edited by Sonic Boom: 28 June 2013 - 02:53 AM

#18 User is offline Mike Arcade 

Posted 28 June 2013 - 12:52 PM

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Sal in Sonic 2, PERFECT.

As for the sprites, I'd say the 2nd one (in the middle) is the one to go for in this hack, it gives out more of a Sonic 2 sprite feel with that shine on her head. The 3rd one (in the right) looks more like it belongs in Knuckles Chaotix more then anything else.

#19 User is offline Shadow Hog 

Posted 28 June 2013 - 02:25 PM

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I'd more be asking why Sally's hair is so shiny all of a sudden.

#20 User is offline KingofHarts 

Posted 28 June 2013 - 09:10 PM

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View PostShadow Hog, on 28 June 2013 - 02:25 PM, said:

I'd more be asking why Sally's hair is so shiny all of a sudden.


She just recently started using a new brand of conditioner.

#21 User is offline E-122-Psi 

Posted 01 July 2013 - 02:12 PM

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Revision 1.2 uploaded:

http://www.sendspace.com/file/vcl56c

* SEGA animation fixed (thanx MainMemory).
* Remaining sprites added (including tornado sprites for Tails' mode).
* Added a duck laser attack for when crouching.
* Couple of sprite fixes that didn't quite look right.
* Handful of other bug fixes I didn't keep track of.

Okay if I wiki this by the way?
This post has been edited by E-122-Psi: 01 July 2013 - 07:04 PM

#22 User is offline E-122-Psi 

Posted 20 September 2014 - 10:18 AM

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And in a year+ absence, another update:

Posted Image

Sally's projectile is now REAL and long distance! A very special thanks to Snkenjoi for coding this.

Admittedly there are parts where a projectile in a Sonic game seemed better on paper, Sally frequently outruns her laser attack and some elements are extremely difficult to aim onto (see SCZ and OOZ boss) but owning parts such as the last boss are a lot of fun and at least now Sally isn't an Amy-lite. I'm wondering whether to keep her hitbox when she fires so she isn't completely vulnerable, since it's now extremely easy for her to get hit.

Bugs:

* The slide and close range fire is still needed for some objects such as the CPZ and HTZ bricks until I figure out how to code the projectile object to work with them.

Go to the wiki entry for the new revision.
This post has been edited by E-122-Psi: 20 September 2014 - 11:08 AM

#23 User is offline Strife 

Posted 20 September 2014 - 12:19 PM

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If you're worried about Sally outrunning her projectile, would it be possible to add Sally's current speed to the projectile's base speed when it's fired?

#24 User is offline MathUser 

Posted 20 September 2014 - 07:14 PM

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New hack eh? Looking pretty good. Glad you made her explosion thing a real projectile instead.

#25 User is offline E-122-Psi 

Posted 28 September 2014 - 09:10 PM

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Would it be easy enough to have Sally switch art files when she turns super? (I know S3+K does, even if the dissassembly screws it up). If so I could at least make a more impressive super form for her by switching some colors around, even if her transformation sequence would likely look fucked up.

Posted Image

This is my mock up. While the colors are still underplayed, I thought it made a funny nod to her old blonde color scheme.

View PostStrife, on 20 September 2014 - 12:19 PM, said:

If you're worried about Sally outrunning her projectile, would it be possible to add Sally's current speed to the projectile's base speed when it's fired?


The next revision fixes this by clearing Sally's x velocity. While this means slowing her down whenever she has to attack, it gets rid of the issue and makes it easier to aim too. She also has a downward fire move too, which makes some parts a whole lot easier.
This post has been edited by E-122-Psi: 28 September 2014 - 09:23 PM

#26 User is offline Covarr 

Posted 28 September 2014 - 10:03 PM

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View PostE-122-Psi, on 28 September 2014 - 09:10 PM, said:

While this means slowing her down whenever she has to attack, it gets rid of the issue and makes it easier to aim too.

With the right sound effect and a recoil animation, you could easily make this feel as deliberate as it is.

#27 User is offline Hitaxas 

Posted 28 September 2014 - 10:57 PM

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View PostE-122-Psi, on 28 September 2014 - 09:10 PM, said:

Would it be easy enough to have Sally switch art files when she turns super? (I know S3+K does, even if the dissassembly screws it up). If so I could at least make a more impressive super form for her by switching some colors around, even if her transformation sequence would likely look fucked up.


Doing so would be easy enough just set the art, mappings and dplc files to load when turning super and set the normal ones when reverting from super to normal. Then you will also have to most likely make the super form animation lists from scratch, since I'd assume you would be replacing every sprite with a super form version?

#28 User is offline E-122-Psi 

Posted 06 October 2014 - 07:01 PM

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Another new revision!

* Sally has a new downward laser ability, fire while airbourne holding downward, Sally also gets a vertical boost.
* Super Sal has been tweaked up a bit, better color scheme and her laser is boosted.
* Sally's laser can now shoot through most breakable objects (except the wing fortress entrance capsule, which still needs a close up attack to break).

Bugs:

* An odd bug sometimes occurs where Sal can just smash through some objects just by rushing through them a certain way.
* While Sally herself is fixed, some sprites still aren't refined to the super pallette.
This post has been edited by E-122-Psi: 06 October 2014 - 07:03 PM

#29 User is offline E-122-Psi 

Posted 11 October 2014 - 06:06 AM

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Okay I've been attempting to convert the projectile code into the Sonic 1 hack. So far I've gotten the basic physics to work (eg. it shoots from Sally and hits things) but the art itself refuses to load no matter what I do. If anyone can see any flaws I've made in the conversion please say so. This has been driving me crazy for a while now:

ObjDE:
	moveq	#0,d0
	move.b	$24(a0),d0
	move.w	Obj_Blob_Index(pc,d0),d0
	jmp	Obj_Blob_Index(pc,d0)

Obj_Blob_Index:
	dc.w	Obj_Blob_Init-Obj_Blob_Index
	dc.w	Obj_Blob_Move-Obj_Blob_Index
	dc.w	Obj_Blob_Destroy-Obj_Blob_Index

Obj_Blob_Init:
	move.l	#SME_0iwB5,mappings(a0) ; ($C)
	move.w  #$79C,art_tile(a0)
	move.w	#$2,priority(a0)
	move.b	#$8,width_pixels(a0)
	move.b	#$4,render_flags(a0)
	move.b	#$4,y_radius(a0) ; $A
	move.b	#$18,$30(a0) 				; distance laser will travel
	move.w    #$C4,d0                   	; play sound
	jsr    (PlaySound).l
	cmpi.b	#$29,(MainCharacter+anim).w
	beq.s	ObjDE_DownwardNICOLE		; if not, branch
	move.w 	#$660,x_vel(a0)				; speed of laser
	jmp	ObjDE_ContNICOLE
ObjDE_DownwardNICOLE:
	move.w 	#$660,y_vel(a0)				; speed of laser
ObjDE_ContNICOLE:
	add.w	#$10,x_pos(a0)
	btst	#0,($FFFFB001).w
	beq.s +
	neg.w	x_vel(a0)
	sub.w	#$20,x_pos(a0)
+
	lea (ArtSNK_Laser0).l,a1
	move.w #$79C*$20,d2
	jsr (SNKDec).l
	addq.b	#2,$24(a0) ; 

Obj_Blob_Move:
	cmp.b	#$0,$30(a0)
	beq.w	Obj_Blob_Destroy
	sub.b 	#$1,$30(a0)
	bsr.w	ObjectMove
	move.b	$40,$20(a0)	; lol
	
	clr.w d0
	move.b $1A(a0),d0
	asl.w #$1,d0 	; *2 for correct offset	
	lea (LaserArtPointers).l,a1
	adda.w (a1,d0.w),a1
	move.w #$79C*$20,d2
	jsr 	(SNKDec).l
	
	lea	(Ani_Laser).l,a1
	jsr	AnimateSprite
	jsr	(TouchResponse).l ;Touch_KillEnemy, Touch_Monitor 
	jmp	DisplaySprite

Obj_Blob_Destroy:
	clr.b	($FFFFFFA4).w	; clear NICOLE flag 
	jmp DeleteObject
	
Ani_Laser:
	dc.w laser0-Ani_Laser
laser0:	dc.b 3,0,1,1,2,2,3,3,$FD,0
	even

SME_0iwB5:	
		dc.w SME_0iwB5_8-SME_0iwB5, SME_0iwB5_12-SME_0iwB5	
		dc.w SME_0iwB5_1C-SME_0iwB5, SME_0iwB5_26-SME_0iwB5	
SME_0iwB5_8:	dc.b 0, 1	
		dc.b $F8, 5, 0, 0, 0, 0, $FF, $F8	
SME_0iwB5_12:	dc.b 0, 1	
		dc.b $F8, 5, 0, 0, 0, 0, $FF, $F8	
SME_0iwB5_1C:	dc.b 0, 1	
		dc.b $F8, 5, 0, 0, 0, 0, $FF, $F8	
SME_0iwB5_26:	dc.b 0, 1	
		dc.b $F8, 5, 0, 0, 0, 0, $FF, $F8	
		even 


Sonic 1 attempt:

Obj10:
	moveq	#0,d0
	move.b	$24(a0),d0
	move.w	Obj_Blob_Index(pc,d0),d0
	jmp	Obj_Blob_Index(pc,d0)

Obj_Blob_Index:
	dc.w	Obj_Blob_Init-Obj_Blob_Index
	dc.w	Obj_Blob_Move-Obj_Blob_Index
	dc.w	Obj_Blob_Destroy-Obj_Blob_Index

Obj_Blob_Init:
	lea	($FFFFD000).w,a1
	move.l	#SME_0iwB5,4(a0) ; ($C)
	move.w  #$7A0,2(a0)
	move.w	#$2,$18(a0)
	move.b	#$8,$19(a0)
	move.b	#$4,1(a0)
	move.b	#$4,$16(a0) ; $A
	move.b	#$18,$30(a0) 				; distance laser will travel
	cmpi.b	#$25,$1C(a1)	; is NICOLE attack being performed?
	beq.w	Obj10_DownwardNICOLE		; if not, branch
	move.w 	#$660,$10(a0)				; speed of laser
	jmp	Obj10_ForwardNICOLE
Obj10_DownwardNICOLE:
	move.w 	#$660,$12(a0)				; speed of laser
Obj10_ForwardNICOLE:
	add.w	#$10,8(a0)
	btst	#0,$22(a1)
	beq.s Obj10_Cont
	neg.w	$10(a0)
	sub.w	#$20,8(a0)

Obj10_Cont:
	lea (ArtSNK_Laser0).l,a1
	move.w #$7A0*$20,d2
	jsr (SNKDec).l
	addq.b	#2,$24(a0) ; 

Obj_Blob_Move:
	cmp.b	#$0,$30(a0)
	beq.w	Obj_Blob_Destroy
	sub.b 	#$1,$30(a0)
	jsr	SpeedToPos2
	move.b	$40,$20(a0)	; lol
	
	clr.w d0
	move.b $1A(a0),d0
	asl.w #$1,d0 	; *2 for correct offset	
	lea (LaserArtPointers).l,a1
	adda.w (a1,d0.w),a1
	move.w #$7A0*$20,d2
	jsr 	(SNKDec).l
	
	lea	(Ani_Laser).l,a1
	jsr	AnimateSprite
	jsr	(TouchResponse).l ;Touch_KillEnemy, Touch_Monitor  
	jmp	DisplaySprite

Obj_Blob_Destroy:
	clr.b	($FFFFFFA4).w	; clear NICOLE flag 
	jmp DeleteObject
	
Ani_Laser:
	dc.w laser0-Ani_Laser
laser0:	dc.b 3,0,1,1,1,2,2,2,3,3,3,$FD,0
	even

SME_0iwB5:	
		dc.w SME_0iwB5_8-SME_0iwB5, SME_0iwB5_12-SME_0iwB5	
		dc.w SME_0iwB5_1C-SME_0iwB5, SME_0iwB5_26-SME_0iwB5	
SME_0iwB5_8:	dc.b 0, 1	
		dc.b $F8, 5, 0, 0, 0, 0, $FF, $F8	
SME_0iwB5_12:	dc.b 0, 1	
		dc.b $F8, 5, 0, 0, 0, 0, $FF, $F8	
SME_0iwB5_1C:	dc.b 0, 1	
		dc.b $F8, 5, 0, 0, 0, 0, $FF, $F8	
SME_0iwB5_26:	dc.b 0, 1	
		dc.b $F8, 5, 0, 0, 0, 0, $FF, $F8	
		even


Also, more a question for the long run, is it possible to put new gameplay objects into the S3+K disassembly (I don't think I've seen any projects that do so, unless Tiddle's extras in Complete apply). If it is, you know what must happen...
This post has been edited by E-122-Psi: 11 October 2014 - 09:01 AM

#30 User is offline MainMemory 

Posted 11 October 2014 - 09:15 AM

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I can't imagine there being any disassembly that wouldn't allow you to add new objects.

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