Sonic and Sega Retro Message Board: Sonic 2 LD - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 73 Pages +
  • 1
  • 2
  • 3
  • Last ►
    Locked
    Locked Forum

Sonic 2 LD Episode 02 - CPZ in progress

#1 User is offline doc eggfan 

Posted 22 August 2008 - 03:39 AM

  • bona fide games journalist
  • Posts: 9005
  • Joined: 19-May 08
  • Gender:Male
  • Location:ACT
  • Project:GreatMegaLD, GreatSC3k, Great SG1k
  • Wiki edits:2
Project: H'
(pronounced Project Aitch Prime)

The Hybridisation Project Mark II

Aim: 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'm hoping that this could be another community project if it garners enough interest.

Phase 1: Art

Step 1.

Download: project h.zip - 0.34MB


Contents:
  • Sonic the Hedgehog 2.sms
  • Uncompressed 8x8 Level tiles for each zone + TLP palettes
  • Uncompressed 8x8 Art tiles for each zone's title card + TLP palettes
  • Save States for each zone
Step 2.

I. Create new 8-bit style 8x8 level tiles, based on the themes and content of the 16-bit zones. This would be best achieved by editing the pre-existing art tiles. This is because it would be easier for me to integrate back into the rom using the standard mappings and collision set. There is some wriggle-room though, if you want to push the boundaries a bit. Might I suggest the following possible combinations:
  • Emerald Hill based on Green Hills (obvious)
  • Chemical Plant based on either Scrambled Egg or Aqua Lake
  • Aquatic Ruin based on either Aqua Lake or Underground
  • Casino Night based on Gimmick Mountain or Crystal Egg
  • Hill Top based on Sky High (obvious)
  • Mystic Cave based on Underground
  • Oil Ocean based on Gimmick Mountain or Aqua Lake
  • Metropolis based on Gimmick Mountain
  • Sky Chase based on Sky High
  • Wing Fortress on Sky High or Gimmick Mountain
  • Death Egg based on Crystal Egg Zone Act 3
II. Create new art for the title cards to match the new 8-bit recreations of the 16-bit zones. This could be based on the Level select icons or perhaps something entirely original.

Step 3.

Post images of mock-ups or save state screenshots here for evaluation. Those we collectively deem worthy, I'll do my best to integrate back into the rom.
This post has been edited by doc eggfan: 28 December 2010 - 03:41 PM

#2 User is offline P.P.A. 

Posted 22 August 2008 - 04:46 AM

  • SONIC 2 SUCKS, SONIC CD FOREVER
  • Posts: 644
  • Joined: 09-February 08
  • Gender:Male
  • Location:Germany
  • Project:Sonic MD (Currently: Art for Zone 3)
  • Wiki edits:21
Wasn't Sonic Pocket Adventure an 8-bit rendition of Sonic 2 basically?

#3 User is offline tokumaru 

Posted 22 August 2008 - 06:13 AM

  • Posts: 799
  • Joined: 17-June 07
  • Gender:Male
  • Location:Rio de Janeiro
  • Project:Platformer for the NES

View PostP.P.A., on Aug 22 2008, 06:46 AM, said:

Wasn't Sonic Pocket Adventure an 8-bit rendition of Sonic 2 basically?

Technically, the NGPC is not an 8-bit machine, since it's CPU is a 16-bit one. What happens is that it's tiles have a low color count, similar to some older 8-bit machines. So I guess the answer is "no"... =)

I get what you mean though, it has "that feel". However, I think that the graphics in that game are much worse than they could be, so other attempts at recreating the MD/GEN feel in lower-end hardware is perfectly valid IMO.

Although I do believe there is an awful lot of Sonic 2 projects being worked on, so it would be nice if people started diversifying a bit more...!

#4 User is offline P.P.A. 

Posted 22 August 2008 - 06:19 AM

  • SONIC 2 SUCKS, SONIC CD FOREVER
  • Posts: 644
  • Joined: 09-February 08
  • Gender:Male
  • Location:Germany
  • Project:Sonic MD (Currently: Art for Zone 3)
  • Wiki edits:21
Oh, I forgot the NGPC was a 16-bit handheld.
Makes it even more embarassing that SPA looked worse than the Game Gear/Master System titles, in addition to not having unique level concepts (and then they chose to copy S2's, which had like the most generic and uninteresting designs of all the 16-bit games).

#5 User is offline Chimpo 

Posted 22 August 2008 - 06:30 AM

  • Posts: 7304
  • Joined: 26-July 06
  • Gender:Male
  • Project:Atomic Sonic Part II

View PostP.P.A., on Aug 22 2008, 04:19 AM, said:

Makes it even more embarassing that SPA looked worse than the Game Gear/Master System titles


What?

#6 User is offline Flygon 

Posted 22 August 2008 - 06:55 AM

  • Dem Melons
  • Posts: 3053
  • Joined: 10-February 06
  • Gender:Not Telling
  • Location:Victoria, Australia
  • Project:SMSRPG
  • Wiki edits:10

View PostChimpo, on Aug 22 2008, 03:30 AM, said:

View PostP.P.A., on Aug 22 2008, 04:19 AM, said:

Makes it even more embarassing that SPA looked worse than the Game Gear/Master System titles


What?

Some people prefer a pre-rendered 3D look to their games rather than a 'flat shaded' 8-bit looking sprite.

#7 User is offline P.P.A. 

Posted 22 August 2008 - 09:08 AM

  • SONIC 2 SUCKS, SONIC CD FOREVER
  • Posts: 644
  • Joined: 09-February 08
  • Gender:Male
  • Location:Germany
  • Project:Sonic MD (Currently: Art for Zone 3)
  • Wiki edits:21

View PostFlygon, on Aug 22 2008, 01:55 PM, said:

View PostChimpo, on Aug 22 2008, 03:30 AM, said:

View PostP.P.A., on Aug 22 2008, 04:19 AM, said:

Makes it even more embarassing that SPA looked worse than the Game Gear/Master System titles


What?

Some people prefer a pre-rendered 3D look to their games rather than a 'flat shaded' 8-bit looking sprite.

Okay, Game Gear/Master System titles titles except for Sonic Blast. Or Labyrinth. And the Drift games and Spinball and MBM.
In general when I say "Game Gear/Master System titles" I usually only refer to Sonic 1/Sonic2/Sonic Chaos/Sonic Triple Trouble and sometimes Tails' Adventure.
This post has been edited by P.P.A.: 22 August 2008 - 09:09 AM

#8 User is offline Polygon Jim 

Posted 22 August 2008 - 09:09 AM

  • Posts: 3071
  • Joined: 29-March 08
  • Gender:Male
  • Location:across town from Hinchy
  • Project:All the bitches.
  • Wiki edits:582
Here's a direct link eggfan.

http://www.fileden.com/files/2008/4/29/188...project%20h.zip


Also, for EHZ, I suggest this.

http://www.spriters-resource.com/sega/soni...rainingzone.png
This post has been edited by GrandMasterJimmy: 22 August 2008 - 09:15 AM

#9 User is offline doc eggfan 

Posted 22 August 2008 - 03:27 PM

  • bona fide games journalist
  • Posts: 9005
  • Joined: 19-May 08
  • Gender:Male
  • Location:ACT
  • Project:GreatMegaLD, GreatSC3k, Great SG1k
  • Wiki edits:2
The spriting on the NGPC is actually 4-bit, because SNK decided that smoother animation was more important than lots of colours. It was a trade off that was worth it, and gives the NGPC a unique retro feel, but I'd like to see something more in the traditional 8-bit style for this project.

Quote

Although I do believe there is an awful lot of Sonic 2 projects being worked on, so it would be nice if people started diversifying a bit more...!

I think that used to be the case, but I tend to see a lot more Sonic 1 hacks these days. Besides, this is an 8-bit Sonic 2 project, very few of those.

Quote

Here's a direct link eggfan.

http://www.fileden.c...project%20h.zip


Also, for EHZ, I suggest this.

http://www.spriters-...rainingzone.png

Nice and NOICE! I'd forgotten about that art. The tree seems excessively large though.

Also, I had an idea on how I could fake a corkscrew for EHZ. Not sure if it will work, but I'll give it a go.
This post has been edited by doc eggfan: 22 August 2008 - 04:06 PM

#10 User is offline P.P.A. 

Posted 22 August 2008 - 03:42 PM

  • SONIC 2 SUCKS, SONIC CD FOREVER
  • Posts: 644
  • Joined: 09-February 08
  • Gender:Male
  • Location:Germany
  • Project:Sonic MD (Currently: Art for Zone 3)
  • Wiki edits:21
Wouldn't it be possible to somehow import that from Sonic Chaos? S&T had these corkscrew things.

I don't know if the S2/S&T/S&T2 trilogy runs on the same engine though.

#11 User is offline doc eggfan 

Posted 22 August 2008 - 04:05 PM

  • bona fide games journalist
  • Posts: 9005
  • Joined: 19-May 08
  • Gender:Male
  • Location:ACT
  • Project:GreatMegaLD, GreatSC3k, Great SG1k
  • Wiki edits:2

View PostP.P.A., on Aug 23 2008, 06:42 AM, said:

Wouldn't it be possible to somehow import that from Sonic Chaos? S&T had these corkscrew things.

I don't know if the S2/S&T/S&T2 trilogy runs on the same engine though.

Anything's possible, but I'm not at that level of ownage yet. In any case, I prefer the 8-bit styling of the early games (1 and 2) rather than the later games (Chaos, TT)

#12 User is offline Mad Echidna 

Posted 22 August 2008 - 04:11 PM

  • Gone
  • Posts: 5219
  • Joined: 13-January 03
  • Gender:Male
  • Wiki edits:4
With respect Eggfan, I think that it would be cooler to port Sonic 2 8 bit to genesis

#13 User is offline doc eggfan 

Posted 22 August 2008 - 04:46 PM

  • bona fide games journalist
  • Posts: 9005
  • Joined: 19-May 08
  • Gender:Male
  • Location:ACT
  • Project:GreatMegaLD, GreatSC3k, Great SG1k
  • Wiki edits:2

View PostMad Echidna, on Aug 23 2008, 07:11 AM, said:

With respect Eggfan, I think that it would be cooler to port Sonic 2 8 bit to genesis

Are you suggesting that maybe I should finish the projects I've already started before I start new ones?
You're probably right, I have a huge portfolio of unfinished projects. I have the attention span of a gnat.

#14 User is offline Polygon Jim 

Posted 22 August 2008 - 04:47 PM

  • Posts: 3071
  • Joined: 29-March 08
  • Gender:Male
  • Location:across town from Hinchy
  • Project:All the bitches.
  • Wiki edits:582
I think this would be a greater project. I always loved the 8-bit games.

#15 User is offline doc eggfan 

Posted 08 September 2008 - 09:20 PM

  • bona fide games journalist
  • Posts: 9005
  • Joined: 19-May 08
  • Gender:Male
  • Location:ACT
  • Project:GreatMegaLD, GreatSC3k, Great SG1k
  • Wiki edits:2
QUOTE (doc eggfan @ Aug 23 2008, 06:27 AM) [post="218652"]Posted Image
Ok, prelim results. I see now that I buggered up the spacing of the curls, and I'm now aware that I've only got one background colour to work with (or so it seems). I also need to increase the thickness of the surface. And transfer it to GHZ, of course, Tips? pointers? etc.

Kega Fusion save state: corkscrew.ss0 - 0.02MB
This post has been edited by doc eggfan: 08 September 2008 - 09:24 PM

  • 73 Pages +
  • 1
  • 2
  • 3
  • Last ►
    Locked
    Locked Forum

2 User(s) are reading this topic
0 members, 2 guests, 0 anonymous users