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Sonic 2 Retro Remix Current Version: SAGE 2011

#121 User is offline Thorn 

Posted 01 March 2009 - 11:21 AM

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Well, it should have been there. I've done the task myself about ten-odd times, a few in both Gens and Kega, and never has the final zone not loaded. I'd be willing to say you missed one... if you didn't hear the happy happy Chaos Emerald jingle seven times, you didn't get seven.

Regardless, I'd say nobody else is really trying too hard at this point, so here's a savestate to bring you to the level in question.

#122 User is offline SonicVaan 

Posted 01 March 2009 - 12:11 PM

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I already did it before, but never said it. But yeah, thanks :P

#123 User is offline Fleet 

Posted 01 March 2009 - 12:43 PM

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This is a great hack, the levels are fun to play through and general gameplay is excellent.

#124 User is offline DDRKhat 

Posted 02 March 2009 - 03:41 AM

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View PostThorn, on Mar 1 2009, 04:21 PM, said:

Well, it should have been there. I've done the task myself about ten-odd times, a few in both Gens and Kega, and never has the final zone not loaded. I'd be willing to say you missed one... if you didn't hear the happy happy Chaos Emerald jingle seven times, you didn't get seven.
I'm not sure if I heard it seven times but I'm completely sure I hit each and every monitor, I followed the maps on your website to get them all, so unless you're informing me there are some on Intro Zone that you didn't map up...

For the sake of personal interest I even made a tool-assisted recording (It's always interesting to watch them play back) to obtain them as fast as possible so I am 100% certain I hit each one you marked on your maps. Anyway, thanks for the savestate, I'll grab it when I go home.

#125 User is offline RamiroR 

Posted 02 March 2009 - 06:16 AM

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OMG, I'v been fooled with the clock monitor :psyduck:

#126 User is offline Bareirito 

Posted 02 March 2009 - 08:57 AM

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View PostRamiroR, on Mar 2 2009, 08:16 AM, said:

OMG, I'v been fooled with the clock monitor :psyduck:


Because the clock monitor slows you down, but I don't know if it is on purpose.

#127 User is offline Thorn 

Posted 02 March 2009 - 01:47 PM

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^Yes, it's on purpose. Go ahead, smack a spring when you only fall at half speed.

#128 User is offline DDRKhat 

Posted 02 March 2009 - 06:12 PM

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Thanks for the save-state, Thorn.
If you're interested I could give you the input recording I mentioned earlier to perhaps diagnose it and see if I did miss any in someplaces you didn't mark?


Turns out I missed one near the end of Chemical Plant Zone 1. So it could be that. I got around to reviewing it today.
This post has been edited by DDRKhat: 04 March 2009 - 12:25 PM

#129 User is offline Thorn 

Posted 27 April 2009 - 02:34 PM

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Right, so, there's a beta near the bottom of this post. Read the preceding paragraphs before downloading it lest you make a stupid reply that's already being addressed in this post and have somebody call you on it.

First off, this beta is *not* meant to replace the old one. This one is restricted to less levels for the sake of trying out a new play-style.

Secondly, said new play-style is based on finishing certain tasks to obtain MacGuffins à la Super Mario 64. You get nothing for just running through a level, or, depending on your reaction to the last beta, watching a level play itself. >_> The MacGuffins are obligatory Emeralds, and there's 14 in this beta. There is no prize for getting them all at the moment, nor is there any sort of save system in yet (I.e. use savestates).
EDIT: If you get all of the emeralds you care for, get stuck, or enter a level accidentally, you can bail out by pausing and pressing A.

For score attack missions, think "modified Sonic Adventure 2". If you can smash it or collect it, it's probably worth points, and invincibility doubles points so be sure to combo badniks like mad or bolt down crazy looping pathways with lots of rings. The time bonus is calculated just as in Sonic Adventure 2, so plan accordingly. The maps from the last beta are still helpful for one mission in each act, although layouts have been modified ever-so-slightly to accomodate the missions. These are the first levels, so all of the missions have quite a bit of leeway and are more about exploration than skill. If I continue with this play-style, they'll get harder as the game progresses, of course.

So, yeah. Here's the ROM, and I'd very much like opinions on the play style before I decide how to design the rest of the levels. If there are any bugs in the tracking of completed missions, please tell me before I start coding this system for every level. A strategy guide for the current beta might go on the Wiki soon, if I'm not lazy.

Unreleatedly, DNXDelta messaged me last night regarding hacking again, so there might be more to show soon. Also, a big thanks to qiuu for his help over the last few days.
This post has been edited by Thorn: 27 April 2009 - 06:10 PM

#130 User is offline Namagem 

Posted 27 April 2009 - 03:11 PM

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I realy enjoyed Cascade Speedway, but I found a bug with it. If you stop at the beginning and turn around and head toward the start of the level (like I did looking for emeralds) the game freezes.
This post has been edited by Namagem: 27 April 2009 - 03:11 PM

#131 User is offline Thorn 

Posted 27 April 2009 - 03:47 PM

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^ Glitch worked around, game re-uploaded. If the problem still occurs, somebody tell me.
This post has been edited by Thorn: 27 April 2009 - 03:47 PM

#132 User is offline Ollie 

Posted 27 April 2009 - 04:11 PM

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I'll try it out, this beta sounds quite an interesting concept. Nice to hear that you got in contact with DNXDelta again. I've been following this hack from the start and I can't wait to hear if the old team getting back together again offically. :v:

#133 User is offline GT Koopa 

Posted 27 April 2009 - 04:37 PM

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Ok ok. I was about to post how I was stumped on the "cave under the falls" however I was going around randomly to get to the spot to take a screenshot of the emerald under the bridge when all of a sudden the music changes and I am all WHAAAAAAAT? And travel in a new place I hadn't seen before and eventually I get back up to the emerald in question. Good show. Trying to refind that place as we speak.

#134 User is offline SonicVaan 

Posted 28 April 2009 - 01:34 PM

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Wow, Thorn. I really like the newer engine.
It gives people something to do, instead off—as you said before—running straight trough the level. It gives the game more challenge.

Anyway, I'll strife through each pixel and betatest this one because of boredom. =P
(Nah, I'll send you a PM with a list of them. I found a one so far.)
This post has been edited by SonicVaan: 28 April 2009 - 01:43 PM

#135 User is offline DNXDelta 

Posted 06 May 2009 - 12:37 AM

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Well, it's been some while since I touched a rom so I thought I'd post a pic as well as ask for some constructive criticism on it.

Posted Image

Basically, I'm revamping CVZ a bit, but the vision that I have on the rocks are very faint. So if I could use your help on what needs to be done, I would sure appreciate it. The same would probably go for the grass.
This post has been edited by DNXDelta: 06 May 2009 - 12:38 AM

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