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Amy In Sonic 1 "Amy Rose is here!"

#31 User is offline Mercury 

Posted 01 March 2010 - 05:00 AM

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This is really adorable! I love the intro/ending pictures, and the sprites are great (especially the jumping/falling transition).

Strangely, the "everything else being pink/purple" works somehow. Even if you could fix it so that the object palettes are unaffected, if it were me, I'd leave a few things pink/purple (such as shields, invincibility stars, goal posts, level intro, etc).

It sort of feels like a girl version of Sonic 1, with everything - maybe even the enemies - being shiny happy pink colours.

Maybe you could run with this and reskin some other things - make the bumpers in Spring Yard have hearts on them instead of stars, and things like that.

I didn't notice - did you change the Super Shoe monitor to look like Amy's shoes or is it still the normal Sonic shoe?

#32 User is offline E-122-Psi 

Posted 01 March 2010 - 07:03 AM

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QUOTE (DigitalDuck @ Feb 28 2010, 11:35 PM)
QUOTE (nineko @ Mar 1 2010, 02:55 AM)
Please note that I'm writing this when I didn't have the chance to try your hack yet, so I don't know if this is the problem you're having or not.
Anyway, when you alter the speed/acceleration/jump values, the demos will be fucked up because they're merely recordings of keypresses, which now correspond to slightly different actions. The lazy solution (the one I used, of course) is to use the original speed values when in demo mode, and your custom speed values in normal gameplay. The proper solution is to record new demos, good luck with that v.png


There is the whole problem of Amy not curling into a ball when jumping too, which means any enemy she jumps on will make her get hurt instead. I think recording new demos is the only way to go here.


Yep, all big problems. That said I have no idea how you program new demos.

QUOTE (Mercury @ Mar 1 2010, 05:00 AM)
This is really adorable! I love the intro/ending pictures, and the sprites are great (especially the jumping/falling transition).

Strangely, the "everything else being pink/purple" works somehow. Even if you could fix it so that the object palettes are unaffected, if it were me, I'd leave a few things pink/purple (such as shields, invincibility stars, goal posts, level intro, etc).

It sort of feels like a girl version of Sonic 1, with everything - maybe even the enemies - being shiny happy pink colours.

Maybe you could run with this and reskin some other things - make the bumpers in Spring Yard have hearts on them instead of stars, and things like that.

I didn't notice - did you change the Super Shoe monitor to look like Amy's shoes or is it still the normal Sonic shoe?


Thanx. Yeah I like the pink assortment as well, sorta like the red or green Knuckles scenery in the lock-ons, it gives a sort of customization for the character.

No the super shoe monitor is the same. Is was never changed in the games for other characters so I decided to keep it as well.


QUOTE (Chimpo @ Feb 28 2010, 11:38 PM)
Update to the crude mock up. This is still just as bad as the last one but it's mainly to show what I mean better.



And if you want to do the heart thing, I guess you could always pre-render it


That's a lovely GIF, which may come in handy.

Truthfully I think Amy's attack radius was caused by the heart flurry rather than the character, which was a separate sprite(s), hense likely the larger radius and likely how it was able to program it to hit springs, something that can't be done otherwise by another character. I'd need to figure out how to program new sprites to move according to the character for anything like that to work (in fact I'd need to figure out how to program in new sprites altogether). Even after that there are complexities, the hearts seemed to drift and divide according to how fast Amy was manuevering,meaning that each heart was likely a separate sprite.

Oh, another thing, anyone know how to program one animation and then a different one to run after it, this would at least allow me to make the proper landing transition after her Hammer attack.
This post has been edited by E-122-Psi: 01 March 2010 - 07:07 AM

#33 User is offline Aquaslash 

Posted 01 March 2010 - 09:39 AM

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QUOTE (E-122-Psi @ Mar 1 2010, 07:03 AM)
Oh, another thing, anyone know how to program one animation and then a different one to run after it, this would at least allow me to make the proper landing transition after her Hammer attack.

That's controlled in the animation script. I think it's the FC flag that you use at the end, and then it'll jump to whatever animation you tell it to.

#34 User is offline Azu 

Posted 01 March 2010 - 09:51 AM

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Heh, this is pretty awesome. Amy needs more limelight.

Reminds me of that Amy in Sonic 3/Sonic 3 & Knuckles hack by Hayate.

#35 User is offline E-122-Psi 

Posted 01 March 2010 - 10:16 AM

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QUOTE (Azu @ Mar 1 2010, 09:51 AM)
Heh, this is pretty awesome. Amy needs more limelight.

Reminds me of that Amy in Sonic 3/Sonic 3 & Knuckles hack by Hayate.


Actually Hayate helped me out with some of the programming due to us working on similar gameplay. Should probably list her (as well as others such as Selbi) on the header for helping out.

QUOTE (Aquaslash @ Mar 1 2010, 09:39 AM)
QUOTE (E-122-Psi @ Mar 1 2010, 07:03 AM)
Oh, another thing, anyone know how to program one animation and then a different one to run after it, this would at least allow me to make the proper landing transition after her Hammer attack.

That's controlled in the animation script. I think it's the FC flag that you use at the end, and then it'll jump to whatever animation you tell it to.


Ah, so I put FC at the end of the Jump Hammer's script and then the animation number for her land animation?

#36 User is offline Spanner 

Posted 01 March 2010 - 10:55 AM

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Good hack so far, all you need to do is swap colours on a number of things such as badniks and bosses as well as implementing the rest of the Sonic Advance moves (such as the "skid dash") and this'll be awesome. thumbsup.png

#37 User is offline MainMemory 

Posted 01 March 2010 - 10:57 AM

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I noticed that you can't break monitors from the side with a jump hammer attack. This makes one monitor in Labyrinth Zone 1 impossible to get.

Aside from that, this is pretty much what I wanted to do with Amy in my old hack.

#38 User is offline E-122-Psi 

Posted 01 March 2010 - 11:01 AM

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QUOTE (SOTI @ Mar 1 2010, 10:55 AM)
Good hack so far, all you need to do is swap colours on a number of things such as badniks and bosses as well as implementing the rest of the Sonic Advance moves (such as the "skid dash") and this'll be awesome. thumbsup.png


I have been trying to implement her high jump and leap moves, however I'm having problems. I don't know how to get a jump dash to work while the character is on ground. I tried inserting a jump dash coding in Md_Normal but all I get is it's sound effect whenever I duck.

QUOTE (MainMemory @ Mar 1 2010, 10:57 AM)
I noticed that you can't break monitors from the side with a jump hammer attack. This makes one monitor in Labyrinth Zone 1 impossible to get.

Aside from that, this is pretty much what I wanted to do with Amy in my old hack.


Yeah I think I know which monitor your talking about, ironically one that comes in very handy for that segment. I need to find some way to expand it's hit radius.

I'm sure we can share programming info if you'd still like to work on that.

I have made some slight thoughts about putting Amy in other titles:


This post has been edited by E-122-Psi: 01 March 2010 - 11:08 AM

#39 User is online Selbi 

Posted 01 March 2010 - 11:33 AM

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That great animated Title Screen Amy almost blew me away. Wow. And it was also funny to have the advanced Amy moves in it.
But yeah, that problem with the size, there are 2 SST-adresses for the size. Right from the Wiki:
CODE
$16      byte      Vertical radius of the object's hitbox.
$17     byte     Horizontal radius of the object's hitbox.

Due time difficulties I'm not able to help you any more, for now. But you could already try to experiment with it a bit.

#40 User is offline Trunks 

Posted 01 March 2010 - 12:14 PM

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So I beat final Robotnik.

Jump and try to hit him.

Forget to hit A.

Life lost, do it again.

sad.png

#41 User is offline Enzo Aquarius 

Posted 01 March 2010 - 12:38 PM

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QUOTE (E-122-Psi @ Mar 1 2010, 04:01 PM)
I have made some slight thoughts about putting Amy in other titles:



I would contemplate keeping the large pupils in the Sonic 3 sprite. The Sonic 3 eyes don't seem to fit her.

So I played your hack, my comments:

- The opening animation is absolutely adorable.
- The reused sound bits for the hammer fit perfectly.
- As Chimpo mentioned, may want to think about putting some blur effects with the hammer during the jump attack, or prolong how long the hammer is left out.
- Amy closing her eyes to push, awesome. In fact, the whole sprite sheet is superb, though the hammer could be removed from the running animation since Amy typically only gets her hammer out from hammerspace when she needs it.

Overall, good stuff!

#42 User is offline E-122-Psi 

Posted 01 March 2010 - 01:56 PM

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QUOTE (Aquaslash @ Mar 1 2010, 09:39 AM)
QUOTE (E-122-Psi @ Mar 1 2010, 07:03 AM)
Oh, another thing, anyone know how to program one animation and then a different one to run after it, this would at least allow me to make the proper landing transition after her Hammer attack.

That's controlled in the animation script. I think it's the FC flag that you use at the end, and then it'll jump to whatever animation you tell it to.


I tried using $FC on the animation script but it just stays on the final frame of the first animation, is it like so?:

Animation_name: frames......... , $FC, $otheranimation

QUOTE (Selbi @ Mar 1 2010, 11:33 AM)
That great animated Title Screen Amy almost blew me away. Wow. And it was also funny to have the advanced Amy moves in it.
But yeah, that problem with the size, there are 2 SST-adresses for the size. Right from the Wiki:
CODE
$16      byte      Vertical radius of the object's hitbox.
$17     byte     Horizontal radius of the object's hitbox.

Due time difficulties I'm not able to help you any more, for now. But you could already try to experiment with it a bit.


Where is this on both the wiki and the dissassembly? I can't find it anywhere.

QUOTE (Typhlosion0221 @ Feb 28 2010, 08:02 PM)
I love this hack, I have been waiting for this type of hack for a long time. I love how Amy's hammer changes the playstyle greatly. I just think you need to make the radius for the attacks to be bigger and fix the glitch where spin hammering into a spring while holding down + a sends you through it.


This glitch was due to the spin being activated by a press rather than holding buttons hense why you only bounce if you let go of the controls before you hit something. This has been fixed for the next revision, though it still has problems hitting monitors directly on top.
This post has been edited by E-122-Psi: 01 March 2010 - 02:03 PM

#43 User is offline GameboyHero 

Posted 01 March 2010 - 02:35 PM

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So finally decided to download and I just love the sprites you used. Sonic 1's actually a challenge with this. Colors on Eggman are a bit weird, but with the limited palette is great.

Having not played SAd1 Amy, it's taking a while to adjust to "jump > a to attack", but I'll manage.

#44 User is offline Cap.Z. 

Posted 01 March 2010 - 02:55 PM

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That's a pretty cute hack, as said before, the hammer adds a new gameplay technique which is pretty neat, tough there are bugs like being able to go through the floor and the springs in the "hidden" part the start of of SLZ 1 if you do the Hammer Spin Attack, also, this is a bug you should keep, pressing a+b/c in a rapid succession you can have a really nice jump, useful when on small platforms when you cant have enough momentum, so you can start a jump with hammer's making some jumps easier...

You might like to keep it and do something with it (it also has a drawback, you get that boost, but your jump's height is sightly lower, so it is cool to have it)

#45 User is offline Chilly Willy 

Posted 01 March 2010 - 04:02 PM

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I'm playing this on real hardware via flash cart. When you do the DOWN+A attack on an enemy, you get an address error. Actually, I got one on the plain hammer attack as well. Only if you actually kill an enemy. If you just use either attack, no error. The code for the last address error was $0001B3B4$FFFFFFEB.

Probably have some "death" animation on an odd boundary. That's pretty common in hacks where emulators are used for testing.

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