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Sonic 3 Complete S&K Collection on MD, with fixes, Sonic 3 music and many options.

#991 User is offline Knucklez 

Posted 24 May 2012 - 12:03 PM

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View PostKoquillion, on 07 May 2012 - 11:57 AM, said:

And for the end with all Emeralds what's going on with Hyper Knux flashing pallette for his victory pose. Looks like its stopping on the wrong colour or something, hard to describe. :v:

Yeah, the flashing stops for a quick instant instead of having a smooth continuous flow. It's probably because a color is being repeated on the palette, or the palette itself is incomplete from the lack of one color.

Posted Image

EDIT: On the other hand, maybe it's just a palette limitation.
This post has been edited by Knucklez: 26 May 2012 - 09:50 AM

#992 User is offline ChelseaCatGirl 

Posted 31 May 2012 - 09:56 PM

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Hey guys, I made a few Sonic 1/2/CD sprites of Tails, for you guys, especially the ones from the Sonic CD 2011 rerelease which I didn't made. These will be perfect for the player sprite style's Sonic 1/CD and Sonic 2 Tails, I hope you like it.

http://img339.images...ilsforsonic.png

#993 User is offline That One Jig 

Posted 31 May 2012 - 11:00 PM

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View PostChelseaCatGirl, on 31 May 2012 - 09:56 PM, said:

Hey guys, I made a few Sonic 1/2/CD sprites of Tails, for you guys, especially the ones from the Sonic CD 2011 rerelease which I didn't made. These will be perfect for the player sprite style's Sonic 1/CD and Sonic 2 Tails, I hope you like it.

http://img339.images...ilsforsonic.png

Ah, ChelseaCatGirl. I've looked at some of your past work with the Genesis Cream sprites, and I heard of your assistance with E-122-Psi's Sonic 3 and Amy hack. You've done great sprite work from what I've seen! In saying that...

...I don't know how much use these sprites will be. As you said, several of these sprites are straight from CD 2011. The problem with using those is that they are (supposedly) Chimpo's work, and I don't want to ruffle any feathers by using them without consent. Considering I don't think he even shows up on Retro anymore, I don't know how I could get in touch. Because of that, I'm just going to leave them by the side.

Looking at the custom sprites there, they appear to be just a cut/paste of what's available from the CD 2011 set, especially with the carrying sprites (that o_o look, which doesn't seem to quite fit with the fact that he's carrying a hedgehog who's probably heavier than he looks). The biggest offender, though, appears to be the spinning platform sprites. Four of the seven are the CD 2011 sprites, but I'm mainly looking at two of the other sprites in that set. They're just the S3K sprites with previously used tails appended right to them. Not only does having full-size, stationary tails look off when riding a spinning platform, but when two consecutive pairs of sprites have the exact same tails, things start to appear "sloppy." I'm only saying that about these particular sprites, of course. Plus that second sprite in the set looks nice.

I could also mention that Tails in S3K/S3C doesn't have a mahogany border, but that's besides the point. Anyways, I've already made changes to the S1/2 Tails sprites that need them, particularly those that hold that "True S3 Tails" style. I think everyone will be happy to see that the particular tired face used in CD 2011 and the sprites you posted will make it to the next S3C revision. That particular face originated from the Sonic Crackers ROM (not Chimpo's original work...unless he was working with SEGA in 1994), something that I didn't even notice until after the last release.

Thanks for the sprites, regardless! Always happy to see work on sprites for S3C from others. :)
This post has been edited by That One Jig: 31 May 2012 - 11:04 PM

#994 User is offline ChelseaCatGirl 

Posted 31 May 2012 - 11:03 PM

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View PostThat One Jig, on 31 May 2012 - 11:00 PM, said:

View PostChelseaCatGirl, on 31 May 2012 - 09:56 PM, said:

Hey guys, I made a few Sonic 1/2/CD sprites of Tails, for you guys, especially the ones from the Sonic CD 2011 rerelease which I didn't made. These will be perfect for the player sprite style's Sonic 1/CD and Sonic 2 Tails, I hope you like it.

http://img339.images...ilsforsonic.png

Ah, ChelseaCatGirl. I've looked at some of your past work with the Genesis Cream sprites, and I heard of your assistance with E-122-Psi's Sonic 3 and Amy hack. You've done great sprite work from what I've seen! In saying that...

...I don't know how much use these sprites will be. As you said, several of these sprites are straight from CD 2011. The problem with using those is that they are (supposedly) Chimpo's work, and I don't want to ruffle any feathers by using them without consent. Considering I don't think he even shows up on Retro anymore, I don't know how I could get in touch. Because of that, I'm just going to leave them by the side.

Looking at the custom sprites there, they appear to be just a cut/paste of what's available from the CD 2011 set, especially with the carrying sprites (that o_o look, which doesn't seem to quite fit with the fact that he's carrying a hedgehog who's probably heavier than he looks). The biggest offender, though, appears to be the spinning platform sprites. Four of the seven are the CD 2011 sprites, but I'm mainly looking at two of the other sprites in that set. They're just the S3K sprites with the standard tails appended right to them. Not only does having full-size, stationary tails look off when riding a spinning platform, but when three sprites in a row have the exact same tails, things start to appear "sloppy." I'm only saying that about these particular sprites, of course. Plus that second sprite in the set looks nice.

I could also mention that Tails in S3K/S3C doesn't have a mahogany border, but that's besides the point. Anyways, I've already made changes to the S1/2 Tails sprites that need them, particularly those that hold that "True S3 Tails" style. I think everyone will be happy to see that the particular tired face used in CD 2011 and the sprites you posted will make it to the next S3C revision. That particular face originated from the Sonic Crackers ROM (not Chimpo's original work...unless he was working with SEGA in 1994), something that I didn't even notice until after the last release.

Thanks for the sprites, regardless! Always happy to see work on sprites for S3C from others. :)


You're welcome, glad you like a few of my works, though I don't own anything to them, what I meant was the original ones by the Taxman.

#995 User is offline That One Jig 

Posted 31 May 2012 - 11:14 PM

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View PostChelseaCatGirl, on 31 May 2012 - 11:03 PM, said:

You're welcome, glad you like a few of my works, though I don't own anything to them, what I meant was the original ones by the Taxman.


I know. It's just that, regardless of who "owns" the sprites, I don't want to use particular ones if it might cause public issues later on, especially if it steps on the toes of another fellow Retro member.

Especially a (former?) moderator at that... :ohdear:
This post has been edited by That One Jig: 31 May 2012 - 11:16 PM

#996 User is offline ChelseaCatGirl 

Posted 07 June 2012 - 01:17 AM

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View PostDTX, on 19 March 2012 - 01:00 AM, said:

View PostMachenstein, on 13 March 2012 - 10:37 AM, said:

I'm not sure if anyone has suggested this yet, but would it be possible for the Super/Hyper form theme to be separate from the invincibility theme? I'm thinking more along the lines of this theme in Genesis format.




Ah, so there are fans out there like me who were also interested the S&K Collection music and wanted to see some of it implemented into a Genesis/MD ROM (or at least one other fan anyway.)

Maybe the tempo, arrangement and/or rhythm could be altered so that it sounds more befitting of a super theme. I'm not sure if that's a particularly feasible solution, but I can imagine it working in my head.


I think this is the perfect super form theme!

#997 User is offline Knucklez 

Posted 08 June 2012 - 09:19 PM

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So I accidentally stumbled upon something odd. Due to the circumstance under which it occurs, I doubt there has been any mention of it at all.

Since I have all Super Emeralds, the only way to access the Emerald Shrine is via the level select's 'Special Stage S'. Well, I did that and just happened to get interrupted by something, so I left the computer for a couple of minutes.

When I came back, the Master Emerald along with the teleporter and the three orbs were all flashing several shades of red over their green glow. So I rebooted the game to see exactly how long it takes until the red flashing occurs.

The red flashing starts exactly 2 minutes and 15 seconds from the moment you're teleported there. I can't think of what might be the cause of this. It wouldn't make any sense if it was intentional. It might be some palette malfunction.

#998 User is offline ToxicAtom 

Posted 11 June 2012 - 12:32 PM

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as for the "Flying Battery original position cutscene", I would use the AIZ ship sprite, and have him hang onto that, and jump off at the begginning of SOZ. I never understood why the angel island Flying Battery was different than the level version...

also would be nice to up the difficulty of MHZ, for consistancy.

otherwise, this is woderful!n Nice Job!

#999 User is offline Knucklez 

Posted 11 June 2012 - 02:27 PM

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So how come the Hidden Palace teleporter that takes you there for the Super Emeralds is missing during actual level gameplay?

Posted Image

But it's only there when you access the Emerald Shrine via Giant Rings or 'Special Stage S' in the level select?

Posted Image

Could it be added in as art that you just walk in front of, not being a physical object you walk over and on?
This post has been edited by Knucklez: 11 June 2012 - 02:47 PM

#1000 User is offline Koquillion 

Posted 12 June 2012 - 12:50 AM

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View PostTheInvisibleSun, on 07 May 2012 - 03:29 PM, said:

In that screen shot, it also looks like that arm is missing.


It is, I would assume because the sprite was designed to be shown with the Emerald in hand. But, seems some have interesting differing opinions on this one. :P

View PostKnucklez, on 24 May 2012 - 12:03 PM, said:

Yeah, the flashing stops for a quick instant instead of having a smooth continuous flow. It's probably because a color is being repeated on the palette, or the palette itself is incomplete from the lack of one color.

Posted Image

EDIT: On the other hand, maybe it's just a palette limitation.


Yes, this! lol Thanks for linking the gif. It's not supposed to be a continuous flow, it's meant to stop briefly on his regular (non-super) colours between flashes/glows. But as the gif shows, it stops on a slightly pinker shade.

Also, while I'm here, meant to mention this in my last post. Knuckles' new AIZ intro, any chance of starting it off with his S&K theme as it did originally?

Forgot about this till I gave the original a quick play on the MD collection for PS3, for which btw the sound emulation sucks enormous donkey balls. :v:

#1001 User is offline Knucklez 

Posted 12 June 2012 - 08:44 AM

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View PostKoquillion, on 12 June 2012 - 12:50 AM, said:

Yes, this! lol Thanks for linking the gif. It's not supposed to be a continuous flow, it's meant to stop briefly on his regular (non-super) colours between flashes/glows. But as the gif shows, it stops on a slightly pinker shade.

Everything I speculated is pretty much nonsense. What you mentioned is as straightforward as it is.

#1002 User is offline danielcw 

Posted 13 June 2012 - 03:03 AM

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View PostTiddles, on 03 May 2012 - 01:27 PM, said:

There are a couple of undocumented sound test cheats in there too, FWIW; I may log those at some point.


Is there any way for me (or us) to convince you to write them down soon, please?

Do you have any cheat to disable all camera locks?

#1003 User is offline Tiddles 

Posted 13 June 2012 - 07:34 AM

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Nothing that exciting, though I have some PAR codes for that somewhere (which are now awkward to use with debug mode since I fixed - apparently not particularly well - the ability to go beyond the screen lock in debug).

I was probably referring to the ending shortcuts: C+Start on 26 to see the S3 credits, C+Start on DC to see the S&K/S3C ending (if you're Knuckles it just starts his Sky Sanctuary since I never got around to developing a skip straight to his ending).

What other undocumented things? You can do both the title screen cheats on the game menu if the cursor is on Options. You can also press B+C on the game menu to clear the options SRAM (won't affect save games) - useful if you want to netplay since different settings might desync you - use that shortcut before you start or join.

If they were more interesting I would have documented them. You've already seen how much irrelevant rubbish does make it into the changelog, after all.

#1004 User is offline danielcw 

Posted 13 June 2012 - 03:28 PM

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View PostTiddles, on 13 June 2012 - 07:34 AM, said:

If they were more interesting I would have documented them. You've already seen how much irrelevant rubbish does make it into the changelog, after all.


It may just be me, but I think all this stuff is interesting.
So thanks for all those details


View PostTiddles, on 13 June 2012 - 07:34 AM, said:

Nothing that exciting, though I have some PAR codes for that somewhere (which are now awkward to use with debug mode since I fixed - apparently not particularly well - the ability to go beyond the screen lock in debug).


I you have this codes, I would really appreciate them :)

What exactly did you try to fix?
(can you move past the screen lock in S3&K in debug mode?)

#1005 User is offline Tiddles 

Posted 13 June 2012 - 04:45 PM

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Yeah, you can move the debug cursor out of bounds in S3K. The camera stays locked, but the player position keeps moving. You can cause a few glitches this way, especially in a level where you can wrap it back around to zero again.
It's fixed in Sonic 3 Complete since 110706, but since that fix, using the screen unlock PAR codes causes horrible things to happen while moving around in debug mode.

Anyway, these are the codes I use. They don't block every possible kind of screen locking, but they work for most of the game.
FFFFEE14:0000
FFFFEE16:7EC0
FFFFEE18:0000
FFFFEE12:0F20
These are valid for Complete, S&K and S3&K. I haven't tried them with original Sonic 3 or the 3C betas.

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