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Super Sonic in level, Sonic heroes.

Discussion in 'General Sonic Discussion' started by Polygon Jim, Jan 27, 2009.

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  1. As close to a playable 3D Super Sonic in all levels as we will get for now.

    Awesome!
     
  2. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    Or maybe it's some flag to do an exception of generic code. I wouldn't be surprised if Metal Overlord attacks use the hurt function and it checks this flag to prevent Sonic from getting hurt if set (Sonic still gets pushed back and such).

    I bet the ring substraction code is part of Metal Overlord's code. If I'm wrong then it may be that SuperSonic was planned for normal levels at one point... but I don't think so.
     
  3. Polygon Jim

    Polygon Jim

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    Yes it is I think. I can play as Sonic, and it counts down still.
     
  4. Tweaker

    Tweaker

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    I think it's more likely that the ring subtraction is stored in whatever level-specific code that handles activating Super Sonic in the first place. Since the level is changed mid-level-load, that code doesn't have a chance to consistently execute.

    It's just like when you change the level ID in a savestate and reload while the contents of another level are active in Sonic 2—you get all the background scrolling, rotating palettes, and all of the level specific code of the new level with the art and layouts of the level you were originally in. Any of the code run specific to the level you were previously in will no longer be run.
     
  5. Sik

    Sik

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    Yeah, that could be too. But bear into mind two things:
    • In Sonic 3D, level-specific code and boss code are pretty much synonyms in boss levels. Dunno how Sonic Heroes behaves, but I guess you get the point.
    • Most likely, Metal Madness and Metal Overlord are handled as completely separate things anyways.
     
  6. Aquaslash

    Aquaslash

    <The Has-been Legend> Moderator
    This is pretty sick. He looks so much better without those lame stars too!

    If you get Super Knuckles working, I'll so be all over this. I've been wanting to use that super punch of his in the levels for a good LONG while.
     
  7. Icewarrior

    Icewarrior

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    Oh boy, this looks excellent!
    That would make the first time we can see how Super Sonic would work on a normal level.
    Do you intend to give Knuckles and Tails their super shields or glowing like in S3&K or none?
     
  8. Polygon Jim

    Polygon Jim

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    Not sure about that yet, but I noticed something else interesting. Link's memory editor can swap characters, so another character loads in one's place. I replaced Knuckles with Sonic, and did this Super Sonic glitch. Sonic ends up trying to do Super Sonic's animations, but does his own, for the ones super doesn't have. I tested that, but hexing Super's anim data into Sonic, and he does the exact same glitchy animations.

    Not sure if the game just loads stuff file filenames, and it just searches every file for the filename, or Sonic has a reason for trying to load Super Sonic's file.
     
  9. Aquaslash

    Aquaslash

    <The Has-been Legend> Moderator
    Random question about the Super Sonic:

    Does the light attack work the same way it does in the final fight (sans Ring dip, of course)
     
  10. Yuzu

    Yuzu

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    I just linked this to Link on MSN if anyone is wondering. He just went offline before I sent the link though, hopefully he'll see this soon.
     
  11. Polygon Jim

    Polygon Jim

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    Uh.. He knows. Me and Link know each other =P


    I showed him when I first did it, just didn't ask him about the memory addresses yet.
     
  12. Aquaslash

    Aquaslash

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    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    The keyword is timing. At least with the method I was using. Proper timing gets you all three super. Every time.

    I gotta say, this just catapulted Sonic Heroes into being my favorite 3D Sonic game (shallow as it is). Playing as the supers is surprisingly rewarding, even though I cheated my way through it. Not only that, but it doesn't break the game in the slightest. Sega's crazy for not making it an unlockable.

    Full Gallery here
     
  13. PsychoSk8r

    PsychoSk8r

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    I'd love to have a go as Team Super, but I don't have any addresses etc.
     
  14. Aquaslash

    Aquaslash

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    All you need is Link's Sonic Heroes Memory editor

    Though it's a bit tricky to get working. What I generally do is:

    *Select "24: METAL SONIC" in the stage override (this is Metal Overlord)
    *Choose a random stage with Team Sonic
    *While it's loading, go back to the memory editor, and type the number of the stage you want in the stage override box.

    Now for my machine, I have to be particularly quick, because it loads in all of a second. Depending on your timing, you will either get either just Super Sonic, Super Sonic and Super Tails, or all three. (if they don't have the auras, then it's not them)

    The only thing is you can only do the things you can do in the final battle. This excludes:
    *Triangle Jump
    *Ring tricks
    *Grinding
    *Hanging on vines
    *Swinging on poles
    *Pulling switches to open doors
    *Ride in the bobsleds

    Everything else works. Also the Team Blast is useless. No one is damaged. Of course, you can use moon jump to pass a lot of these things in the levels.
     
  15. Lanzer

    Lanzer

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    That is an neat discovery. Maybe link will update his mem. editor to make this alittle easier on the common folk my computer loads heroes way too fast for what Aquaslash had to do.
     
  16. Icewarrior

    Icewarrior

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    Just wondering, do you think it would be possible to have Tails and Knuckles shining like in Sonic 3 & Knuckles instead of having those ugly yellow shields?
     
  17. Glisp

    Glisp

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    None at the moment I'm afraid.
    Chances are probably not because there are no rotating Pallets in the game to do so for characters. However you might be able to make their Auras rotate in color. I know it was possible to do that with Super Sonic in the Perfect Chaos battle with his Aura in Sonic Adventure DX PC. (I saw it on Youtube almost a year ago which is where I learned how Adventure couldn't rotate character pallets.) I think it is because the Character's colors are pasted onto their wire Meshes as Skins which means swapping skins in mid game would be very difficult if not impossible to do in a 3D sonic game unless the creators programmed it to.

    I don't know though. This is a game different from SADX so I don't know. Ask an expert and see what they say. In the meantime, I'm going to set up a bit torrent and download this baby's PC version. I just hope that the thing that happened with my SADX PC Bit torrent doesn't happen with My Sonic Heroes bit torrent. (When I installed it all music tracks over 1:00 became Windy Valley: Windy Hill theme and none of the Japanese voices along with any of the CGI cinimatics worked correctly. It might have to do with the US PC Version as that is the version I think I have. Also something odd to note: it seems some of the Glitches were fixed in the US PC version that I'm not sure were fixed in the PAL/Japan version. Tails in Emerald Coast is one of them btw.)
     
  18. Sik

    Sik

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    It wouldn't need to do it in real time but override what the game loads in load time. That, and skins can be swapped, and proof of that are the metallic skins. It's a matter of making the game do something similar.
     
  19. Glisp

    Glisp

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    None at the moment I'm afraid.
    I was talking about swapping them in a way a Super Transformation's Pallet in the old Genesis games would. I don't think it is possible to do that in a 3D sonic game in the same fashion as in the older games. I'm sorry I guess I wasn't being specific enough. If you still don't understand what I'm saying then I guess I'll have to elaborate a little more:

    The reason why the Super Form Pallets rotated in the Genesis games was because the colors for the sprite weren't exactly pasted onto the sprite as we all know is the case. In the 3D games the Character's colors are actually skins, that are pasted onto a wire frame Polygon mesh. I was talking about Skins functioning like a rotating Color pallet in the older Sonic Games. I don't think you can do that in the same fashion as the Genesis Sonic games. You can however probably make the Auras around Tails and Knuckles rotate in color as they should be an object and not quite Polygon rendered. The Aura rotates in color already if you haven't noticed. It was the same way in Sonic Adventure and Sonic Adventure 2. (Remakes and originals. Like I need to point that out though.)
     
  20. Aquaslash

    Aquaslash

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    1. PALETTE

    2. The glowing effect can be done in 3D. I think the supers do it in Sonic 06, and Shadow does it for his Chaos Boost aura.

    3. As far as heroes goes, the most you could do would be to replace Tails's and Knuckles's shine files with a metallic texture. Of course not only does this make them always bright, but it affects Knuckles's shoes as they are not vertex colored.

    4. The Metallic versions in 2p are different models

    5. All three Supers share the same aura texture. Sonic just loads it on a body shaped aura and Tails and Knuckles load it on sphere shaped ones.
     
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