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Amy In Sonic 2 "I'll destroy all of you!"

#226 User is offline JojHeywood 

Posted 31 December 2013 - 10:01 AM

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Played through it with Cream/Cheese solo. It's definitely the easy-mode of the game for sure.

Below for bugs. One crashed me :<
Spoiler


edit: One more. Used Level Select to get back because I wanted to complete it. Don't think that matters in this case.
Spoiler

This post has been edited by JojHeywood: 31 December 2013 - 10:35 AM

#227 User is offline E-122-Psi 

Posted 31 December 2013 - 12:46 PM

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I know the momentum loss duck for Amy causes occasional glitches, I tried making it into more a 'skid still' move similar to how you see in Advance, but none of my attempts make the friction hard enough (though I used the coding to make Sally's slide move).

Amy can destroy HTZ loop blocks by running through the loop and hammering them (note you must do it in that method, hammering normally will not work for some reason).

Amy Cheese was used in Cream Alone levels Amy's pallette is still required, hence why he/she's there in SCZ and WFZ with Amy flying in the tornado. Didn't notice 'blue Amy' until it was too late, suppose I'll need to edit that one too unless Casino Night has the appropriate pinks.

Not sure why Sky Chase bugged on you, I tested the level all the way through and had no problems (unless it was because I did so via Level Select).

Bah, forgot about the Tails cutscene, I'll fix that for next revision.

View PostStrife, on 30 December 2013 - 08:47 PM, said:

Good stuff! Cheese's palette swaps are surprisingly fitting. With flamewing being the go-to guy behind it, you may want to update Pink Edition's wiki page accordingly.

Speaking of which, I hope flamewing follows through on adding these two characters to Sonic Classic Heroes. I'd love to smoke through all of Sonic 1 and 2's bosses with Cheese. XD


That is true. I'll credit him right away. As for Classic Heroes, we'll have to wait and see. :D
This post has been edited by E-122-Psi: 31 December 2013 - 12:58 PM

#228 User is offline flamewing 

Posted 01 February 2014 - 07:40 PM

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Uff... I finally figured out what was causing the problem in Sky Chaze Zone with Cheese; it can also happen in my hack with Tails flickies, but it is possible, in theory, to crash plain ordinary Sonic 2 as well -- but I haven't tried to do that.

The set of circumstances is fairly rare to occur: you need to: (1) defeat a Turtloid's rider before it fires; (2) after the explosion object has disappeared, you have to defeat another badnik; (3) the animal released by this badnik has to be loaded in the same object slot that the Turtloid rider from (1) was (this is hard to guarantee); (4) while this animal is still on-screen, you need to get the Turtloid from (1) to fire. This will cause the mapping frame of the animal to be set to 3, which is an invalid frame for animals; this will cause the mapping data from frame 1 to be read as an offset into mappings data; this offset is 1, which causes the BuildSprites to try to read a word from an odd address, causing an address error.

It is possible that this happens with more objects than just animals, but the fix I give below should work on them all.

To fix it is simple enough once you know what is going on: find this code:
; loc_37964:
Obj9A_Main:
	moveq	#0,d0
	move.b	routine_secondary(a0),d0
	move.w	off_3797A(pc,d0.w),d1
	jsr	off_3797A(pc,d1.w)
	bsr.w	loc_37982
	bra.w	Obj_DeleteBehindScreen

and change it to this:
; loc_37964:
Obj9A_Main:
	movea.w	objoff_2C(a0),a1
	cmpi.b	#ObjID_TurtloidRider,id(a1)    	; ObjID_TurtloidRider = $9B
	beq.s	Obj9A_MainRout
	clr.w	objoff_2C(a0)

Obj9A_MainRout:
	moveq	#0,d0
	move.b	routine_secondary(a0),d0
	move.w	off_3797A(pc,d0.w),d1
	jsr	off_3797A(pc,d1.w)
	bsr.w	loc_37982
	bra.w	Obj_DeleteBehindScreen

then find this code:
loc_379CA:
	subq.b	#1,objoff_2A(a0)
	bpl.w	return_37A48
	addq.b	#2,routine_secondary(a0)
	move.b	#8,objoff_2A(a0)
	movea.w	objoff_2C(a0),a1 ; a1=object
	move.b	#3,mapping_frame(a1)
	bra.w	loc_37AF2

and change it to this:
loc_379CA:
	subq.b	#1,objoff_2A(a0)
	bpl.w	return_37A48
	addq.b	#2,routine_secondary(a0)
	move.b	#8,objoff_2A(a0)
	movea.w	objoff_2C(a0),d1
	beq.w	loc_37AF2
	movea.w	d1,a1 ; a1=object
	move.b	#3,mapping_frame(a1)
	bra.w	loc_37AF2

There, it will not happen again. This fix preserves the Turtloid behavior of being able to fire even after its rider has been defeated.

#229 User is offline E-122-Psi 

Posted 12 April 2015 - 05:37 PM

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New revision added after three years :P

* Certain physic tweaks as with the S1 hack to be more authentic to Advance 1.
* Amy can now use Giant Steps (upward dash is now activated with Up and B/C).
* Amy can hammer switches and egg prisons.
* Hammer hearts now trailing objects as in S1.
* Select tracks, 03, 03, 03, 0B, 10, 10, 10 and 04 on the level select sound test to play a secret gameplay mode.
* Continue screen freeze bug fixed.

Bugs:

* The heart objects occasionally bug in odd circumstances. They also load as garbage sprites in split screen.
* The secret gameplay mode's background graphics bug near the end.


http://info.sonicret..._the_Hedgehog_2
This post has been edited by E-122-Psi: 12 April 2015 - 05:40 PM

#230 User is offline MotorRoach 

Posted 13 April 2015 - 01:01 AM

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Spoiler


Other than that, really nice udpate. I'm glad to see the fixes from the S1 version being implemented (specially the heart sprites). I only noticed two bugs, with one of them being that one of the super transform sprites turning out to be a glitched up mess, and the other is a minor hammer glitch-- holding up + A causes the hammer sound to play, yet no actual hammer action happens.

#231 User is offline Selbi 

Posted 13 April 2015 - 06:42 AM

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Awww crap, I totally forgot about your PM. Sorry, I've really lost my head within my university stuff. :flunked:

I can't see any issues with the heart object though. So either I've gotten lucky or you managed to fix it yourself. Good job in either case! :V

#232 User is offline MainMemory 

Posted 13 April 2015 - 10:57 AM

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View PostE-122-Psi, on 12 April 2015 - 05:37 PM, said:

* The heart objects occasionally bug in odd circumstances. They also load as garbage sprites in split screen.
In 2P mode, all sprite pieces must have heights of two or four tiles or they won't display properly. This may mean you have to insert some blank tiles in the art.

View PostE-122-Psi, on 12 April 2015 - 05:37 PM, said:

* The secret gameplay mode's background graphics bug near the end.
That's simple to fix: just repeat the background across the whole layout. In SonLVL, this is quite easy: switch the background editor to Select mode, select and copy the background area that's filled in, click and hold in the upper right corner of the layout, press ctrl+down and ctrl+right to move to the bottom right corner of the layout, drag the mouse across to the bottom right corner, release the left mouse button, and right click, Paste Repeating.

#233 User is offline E-122-Psi 

Posted 13 April 2015 - 03:05 PM

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View PostSelbi, on 13 April 2015 - 06:42 AM, said:

Awww crap, I totally forgot about your PM. Sorry, I've really lost my head within my university stuff. :flunked:/>/>/>

I can't see any issues with the heart object though. So either I've gotten lucky or you managed to fix it yourself. Good job in either case! :V


As said it was only for if or when you wanted to look at it. I think studies are a bit higher priority than this. A bit. :P

I managed to fine tune it's most glaring issues, but there's still the odd glitch. Occasionally an odd heart appears in a random place. The ground hammer also has an odd animation glitch (look carefully and the frames seem to overlapping onto one another rather than changing for some).

View PostMainMemory, on 13 April 2015 - 10:57 AM, said:

View PostE-122-Psi, on 12 April 2015 - 05:37 PM, said:

* The heart objects occasionally bug in odd circumstances. They also load as garbage sprites in split screen.
In 2P mode, all sprite pieces must have heights of two or four tiles or they won't display properly. This may mean you have to insert some blank tiles in the art.


It's not just tile patterns but the actual compression which isn't compatible. I used the same compression for the Sally hack and it suffers the same glitch.
This post has been edited by E-122-Psi: 13 April 2015 - 03:07 PM

#234 User is offline MathUser 

Posted 23 June 2016 - 11:20 AM

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Gotta admit, these hacks are pretty fun. Amy plays way different than the other characters.

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