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Random Hack/Mini Project Thread

#511 User is offline Ravenfreak 

Posted 01 February 2013 - 02:13 PM

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I know how that feels, I ended up deleting the folder than contained the source code for Sonic 2 Remixed, and ever since I haven't had the motivation to start working on it again. :\ I've already downloaded the hack from SSRG, and I love this concept! It's too bad you've accidentally deleted your hard work. :( Glad to see you back in the Sonic community as well. :)

#512 User is offline Ravenfreak 

Posted 05 February 2013 - 01:09 AM

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Oh damn sorry for the double post. :v: Anyway I've hacked Sonic 2 GG, and well made it easy. What did I do? I just simply edited the code that checks to see if you're in Act 3 of any level and changed it so once Act 2 is completed you advance to the next level. Nothing too special, but it makes the game very easy. xD Now you don't have to complain about the boss in UGZ. xP
http://www.mediafire...m7qcdh1y6mm9wdo

#513 User is offline TheInvisibleSun 

Posted 17 February 2013 - 03:17 AM

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So, earlier today I decided to take a break from my work to create a hack centering around an idea saw a couple weeks back.

Sonic 1 Continuous

In this hack, Sonic travels through to the next act without Signpost or "Sonic Passed/Got Through" Cards. Special Stages are accessed via hidden 'S' Monitors, and require 30 rings to enter (you receive 30 rings and a shield should you not meet the requirement). Rings carry over with you to the next stage (you also keep them when returning from lampposts).
These are all among several changes made (many of which done via Mercury's ReadySonic).

Special Thanks go to Mercury (for ReadySonic), and Xtremer$adiq over at MegaGZone (for his original idea/inspiration).

EDIT:Sorry, posted the wrong build. Link updated with the correct ROM.
This post has been edited by TheInvisibleSun: 17 February 2013 - 02:57 PM

#514 User is offline Selbi 

Posted 17 February 2013 - 03:46 PM

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Interesting concept! But the change is very minimal, since it barely changes the way the game plays (despite the hidden S monitors). It would be cool to see an actual "continuous" game, or in other words, Sonic 1: One-Level-Edition, you know, with level transition.

#515 User is offline TheInvisibleSun 

Posted 18 February 2013 - 02:23 AM

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View PostSelbi, on 17 February 2013 - 03:46 PM, said:

Interesting concept! But the change is very minimal, since it barely changes the way the game plays (despite the hidden S monitors). It would be cool to see an actual "continuous" game, or in other words, Sonic 1: One-Level-Edition, you know, with level transition.



That was the original idea, but I had no idea how to program it! I also only pretty much only had Saturday to work on it; given more time I might be able to figure it out, but I can't these days. Maybe I'll save it for a future date (after the Contest, perhaps)...

#516 User is offline Mr Lange 

Posted 18 February 2013 - 08:31 PM

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I agree with Selbi. I've always wanted to see a true continuous version of any of the original Sonic games. I plan to do it myself, but not as a hack, rather as a remake of the games in another engine.
I've seen another hack do it, but in a glitchy way, where there's a sort of a lag, skip, messed up palette flash, and the background has to re-orient. It also only works between acts, not zones. My mind would be blown if it could be done for an entire game and accomplished more seamlessly.

#517 User is offline MainMemory 

Posted 20 February 2013 - 12:49 PM

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The problem is that unlike Sonic 3 & Knuckles, Sonic 1 (and 2)'s acts are not designed to seamlessly flow into each other, you would have to change the end of act 1 to match the beginning of act 2.
One might be able to avoid the background reset, but not for Scrap Brain Zone's acts. SBZ1 and 2 have different BG layouts, and of course SBZ3 uses Labyrinth Zone's art, making a full reload absolutely necessary, unless you can figure out how to adopt S3K's primary/secondary tileset system to have an 'inbetween area' that stays loaded for both acts.
This post has been edited by MainMemory: 20 February 2013 - 12:51 PM

#518 User is offline Mr Lange 

Posted 20 February 2013 - 03:10 PM

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View PostMainMemory, on 20 February 2013 - 12:49 PM, said:

The problem is that unlike Sonic 3 & Knuckles, Sonic 1 (and 2)'s acts are not designed to seamlessly flow into each other, you would have to change the end of act 1 to match the beginning of act 2.
One might be able to avoid the background reset, but not for Scrap Brain Zone's acts. SBZ1 and 2 have different BG layouts, and of course SBZ3 uses Labyrinth Zone's art, making a full reload absolutely necessary, unless you can figure out how to adopt S3K's primary/secondary tileset system to have an 'inbetween area' that stays loaded for both acts.

In the project I have in mind, I intend to make short transition levels that link the zones together. It'd be a lot of fun and some would be especially challenging, like Emerald Hill to Chemical Plant, or Labyrinth Zone to Star Light Zone. If that were possible in a hack somehow, I'd love to see it, but I would imagine it would require much more memory than the Genesis has to successfully load every tile set at once to accomplish the transition, or have a drawback of some kind like lag or visual skips.
In that case, there could be a tile set for every transition act, that has tiles necessary to create the illusion of transition. The tile sets are swapped one at a time when going from the zone to transition area, and from transition area to zone. Then the memory would be the rom's burden and not so much ram. I suppose the catch is figuring out how to ease the tile set swaps so it doesn't kick the illusion too hard.

#519 User is offline KingofHarts 

Posted 12 March 2013 - 07:30 PM

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I posted an image in the Screenshot/Video thread the other day, featuring my image converter. This alone, sure isn't really HACKING. However given the fact that it is to be an upcoming feature in my HACKING tool, I figured it could sneak in. If not then can this be moved to where it should be? That said, I'm presenting to you here: My standalone image converter.
It is available in open source and .exe, so you may modify it, port it to your project, tell me that my coding sucks... blah blah blah etc. (Seriously on the last part, if you have any coding suggestions PLEASE tell me, as this is going into Triad!)

I guess I should mention that this is written using Game Maker 8.1. SO, if you don't have the registered version of GM 8.1, you probably can't do too much with the open source.

Controls
F1 - Help/Info
L - Load an image (Only when NOT converting)
C - Convert said image
S - Save after converting
Page Up/Down - Zoom
Arrows - Scroll across large images
Left Click the background Color box to choose a rendering color for transparent pixels.
Right Click the box to remove the color, and leave all transparent pixels as they are.

Screenshot
Posted Image

This post has been edited by KingofHarts: 12 March 2013 - 07:36 PM

#520 User is offline SoullessSentinel 

Posted 06 April 2013 - 07:50 PM

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I just did a quick and dirty port of Sonic 1 HG disassembly to the 32X, currently makes no use of 32X hardware other than letting the slave SH-2 play DAC samples on the PWM... currently all at the same sample rate, as I haven't finished that part of the driver yet.

It works best in Kega, I'm unsure if it works on real hardware, but I don't think I've done anything to prevent it.

Sonic 1 32X

EDIT: I've fixed many issues in this, but I'm not posting a new build until it's more feature complete, I'll be posting progress in the General Screenshot thread,
This post has been edited by SoullessSentinel: 07 April 2013 - 12:25 PM

#521 User is offline Mr Lange 

Posted 07 April 2013 - 06:56 PM

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View PostSoullessSentinel, on 06 April 2013 - 07:50 PM, said:

I just did a quick and dirty port of Sonic 1 HG disassembly to the 32X, currently makes no use of 32X hardware other than letting the slave SH-2 play DAC samples on the PWM... currently all at the same sample rate, as I haven't finished that part of the driver yet.

It works best in Kega, I'm unsure if it works on real hardware, but I don't think I've done anything to prevent it.

Sonic 1 32X

EDIT: I've fixed many issues in this, but I'm not posting a new build until it's more feature complete, I'll be posting progress in the General Screenshot thread,


Wow, this has a lot of potential.
It may end up working its way out of the mini hack thread altogether.

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