Sonic 3 Complete S&K Collection on MD, with fixes, Sonic 3 music and many options.
#916
Posted 10 April 2012 - 02:02 PM
#917
Posted 10 April 2012 - 03:29 PM
Sonica, on 10 April 2012 - 07:59 AM, said:
I've already spoken to Tiddles over PM about this. I asked Tiddles if I could do the art necessary to readd the 4th shade, but he said that he'll have That One Jig do it instead, unless he doesn't want to, in which case the job will go to me.
#918
Posted 10 April 2012 - 03:42 PM
Could you add extra character sprites to make for a more fluid animation? Would it work properly on this game's engine?
#919
Posted 10 April 2012 - 05:00 PM

If you want them of course.
#920
Posted 10 April 2012 - 07:20 PM
#921
Posted 10 April 2012 - 07:37 PM
Hendricks 266, on 10 April 2012 - 07:20 PM, said:
I'd just love to tear that shit apart... without the insta-shield!
#922
Posted 10 April 2012 - 07:42 PM
I like that sprite design by the way, Jasonchrist. Even if not for this one, I think that would be cool to use in some project.
#923
Posted 10 April 2012 - 07:50 PM
Sodaholic, on 10 April 2012 - 03:29 PM, said:
Sonica, on 10 April 2012 - 07:59 AM, said:
I've already spoken to Tiddles over PM about this. I asked Tiddles if I could do the art necessary to readd the 4th shade, but he said that he'll have That One Jig do it instead, unless he doesn't want to, in which case the job will go to me.
I'll be ready to tackle the process of adding the fourth blue back into the old-school sprites, but for now I'm kind of at a halt with that. Tiddles is trying to figure out what all will be affected by removing the green from Sonic's palette and how to accommodate for that. This will involve a bit of trickery, with the intended result being that Sonic gains back the blue without Knuckles losing his green socks.
Knucklez, on 10 April 2012 - 03:42 PM, said:
Could you add extra character sprites to make for a more fluid animation? Would it work properly on this game's engine?
Oh wow, I can't believe I've forgotten about that hack. MarkeyJester did some of the most amazing work I've seen in any game hack, Sonic or otherwise!
Unfortunately, if your intention is to make every animation as fluid as that, that most likely won't be possible given the space constraints the hack has and the limitations of uncompressed art files in Genesis games. An art file can only hold up to an absolute maximum of 4,111 tiles (4,096 + a possible 15 if the last DPLC is called starting from tile 4096). Considering that character art files for S3K are nearly full as it is (Sonic's original art file uses over 4,096 tiles alone, and that's not even all of his art!), we wouldn't be able to squeeze in many more sprites per file. Even if we did go the route of including multiple files per character, a la the "Extra" art files for Sonic and Tails's SK exclusive sprites, the ROM's size would quickly inflate, preventing other, more important things from being added into the hack as a whole. It would also be quite inconvenient to handle and convoluted to include as a patch option.
As for the walking and running sprites, the rotation of character' graphics would require altering of the code that handles how character objects are rendered on slopes and loops, or something to that effect. I don't recall how "Pana" did it, either through adding more angles which the sprites will vary on (which would require many more tiles), or if rotation technology is being used (this would actually lower tile usage for these animations, but could prove problematic in applying it to a game that already has so much "happening" behind the scenes). Regardless, such a change really wouldn't be in the scope of the hack's goals and would be a very low priority, if one at all.
Don't forget that doing this would mean that a buttload of custom sprites would need to be made for all the characters and sprite styles.
If this were a hack of Sonic 2 it would be much more easily possible, considering that there are many less things that the characters actually do in that game. Not here though, sorry.
jasonchrist, on 10 April 2012 - 05:00 PM, said:

If you want them of course.
Ooh, these things. I'm not surprised that they would eventually show up here after the old-school stuff started appearing in S3C. Like I said above in response to Knucklez, I don't see this being part of the goals of the hack in the foreseeable future. You never know, though. One day Tiddles might open the doors to just about anything getting into this hack. I'd need to take a look at a more complete sprite sheet, anyways.
#924
Posted 16 April 2012 - 02:39 AM
That One Jig, on 10 April 2012 - 07:50 PM, said:
Sodaholic, on 10 April 2012 - 03:29 PM, said:
Sonica, on 10 April 2012 - 07:59 AM, said:
I've already spoken to Tiddles over PM about this. I asked Tiddles if I could do the art necessary to readd the 4th shade, but he said that he'll have That One Jig do it instead, unless he doesn't want to, in which case the job will go to me.
I'll be ready to tackle the process of adding the fourth blue back into the old-school sprites, but for now I'm kind of at a halt with that. Tiddles is trying to figure out what all will be affected by removing the green from Sonic's palette and how to accommodate for that. This will involve a bit of trickery, with the intended result being that Sonic gains back the blue without Knuckles losing his green socks.
I am thrilled to hear this!
Even little things like this will help me play this game much more enjoyably, really.
#925
Posted 18 April 2012 - 11:50 AM
It might be something worthy of fixing, like when the laser hits the flor, the Doctor should always make this animation.
#926
Posted 18 April 2012 - 09:24 PM
MastaSys, on 18 April 2012 - 11:50 AM, said:
It might be something worthy of fixing, like when the laser hits the flor, the Doctor should always make this animation.
Maybe the Robotnik/EggRobo hurt animation should only occur as it does; after the laser's last beam, at which point the laser's control mechanism blows up in Robotnik's/EggRobo's face, which causes him to get hurt.
Otherwise, no other hurt animation is necessary since he doesn't receive any direct damage. So the only fixing needed would be eliminating the random pop-up of the animation during the boss.
#927
Posted 19 April 2012 - 03:46 AM
Knucklez, on 18 April 2012 - 09:24 PM, said:
Otherwise, no other hurt animation is necessary since he doesn't receive any direct damage. So the only fixing needed would be eliminating the random pop-up of the animation during the boss.
...Or it's is more of a "oh crap" expression (this animation is actually different from when the boss is defeated btw), other bosses have this animation when they get a hit and this one it seems it's coded to appear, it just not working right.
I'm not a fan of solving problems with removing the problem itself, but I'm not the one calling the shots anyway.
#928
Posted 19 April 2012 - 05:32 AM
MastaSys, on 19 April 2012 - 03:46 AM, said:
Knucklez, on 18 April 2012 - 09:24 PM, said:
Otherwise, no other hurt animation is necessary since he doesn't receive any direct damage. So the only fixing needed would be eliminating the random pop-up of the animation during the boss.
...Or it's is more of a "oh crap" expression (this animation is actually different from when the boss is defeated btw), other bosses have this animation when they get a hit and this one it seems it's coded to appear, it just not working right.
I'm not a fan of solving problems with removing the problem itself, but I'm not the one calling the shots anyway.
Ohhh, I get where you're coming from now. But in this case since he doesn't get hit, he just makes the face like Oh damn, I'm blowing up my ship. Gotcha.
#929
Posted 20 April 2012 - 10:21 PM
For example: the crusher at 0CE2 0424 (debug mode coordinate)
When I try it in Kega Fusion it happens about 1 in 15 times.
I have a save-state from Gens Plus Wii. Shall I upload it, or send it to somebopdy.
Or is it a know S3&K bug, that I missed the for last 15 years?
#930
Posted 21 April 2012 - 04:06 AM
May as well upload the savestate anyway, as it might be useful for developing a workaround, but only if it's prior to dying.
