;============================================== ;Day Seven (For Day 8's build). ;============================================== ;- Reprogrammed how characters are loaded ;- Majorly Reprogrammed how pallets are loaded ;- Reprogrammed how Character Mappings are loaded ;- Reprogrammed how Character Dynamic Pattern Load Cues are loaded ;- Majorly Reprogrammed how Character Animations are loaded. ;- Replaced Sonic2's sonic's art with actual Sonic 2 art ;- Replaced Sonic2's sonic's mappings with actual Sonic 2 mappings ;- Replaced Sonic2's sonic's DynPLCs with actual Sonic 2 DynPLCs ;- Created a new animation file for Sonic2's Sonic to load correctly ;- Edited Sonic2's mappings to fix bugs in sonic 1 (Skidding, and Balancing animations) ;- Edited Sonic2's animations to match new mappings. ;- Sonic2 now loads a snailbot instead of a motobug. ;- Sonic2 now loads a Sonic 2's monitor art instead of Sonic 1's. ;- Fixed Special Stage Results Screen ;- Added "Debug Mode" and "All Emeralds" cheats to character and level select. All emeralds might be useful at somepoint in the near future. =P ;- Updated Sonic2's character icon pallet on level select to match Sonic2's pallet. ;- Updated Rom Header ;- Fixed the Double Jump code. Double Jump can no-longer be abused. For best use, use it at the top of a jump. ;- Created a new mappings and art for eggman ;- Edited the code that loads eggmans art ;- Mighty now fights "EggRobo" ;- Fixed a bug causing time not to clear on starting a level. This also prevents an infinite death loop from getting a time over.
Well, a pointless watermark like that takes up 4 bytes. Might not seem much, but it adds up! Anyway, no point worrying about it, because if you release a simple copy/paste tutorial like you did (and a lot of other people do this), then it's going to be used everywhere. You'll be able to tell if it's your sega screen with or without a watermark. =P
I think you're underestimating how powerful the moves you've given Sonic really are: (EDIT: yeah, I probably should have mentioned SPOILER for an emerald location)
Apart from that, there's one thing that's bugging me: performing a jump move out of a spin doesn't disable the control lock, unlike the shield actions in Sonic 3. Ignoring that, well, I have to wonder where you find the time to do this so fast and so consistently. I eagerly await the finished product!
This post has been edited by Neo: 17 September 2010 - 03:41 PM
;============================================== ;Day Eight (For Day 9's build). ;============================================== ;- Added Spring Yard Zone! ;- Edited SYZ1's artwork and Pallet. ;- Emerald is now needed to pass SYZ1. ;- Edited SYZ1's Layout to suit above. ;- Made SYZ2 and SYZ3 load seperate artwork and mappings to SYZ1 ;- Edited SYZ2's artwork and Pallet. ;- Emerald is now needed to pass SYZ2. ;- Edited SYZ2's Layout to suit above. ;- Edited SYZ3's artwork and Pallet. ;- Emerald is now needed to pass SYZ3. ;- Edited SYZ3's Layout to suit above. ;- Extended music slots. ;- Since Mighty now fights eggrobo, added checks to all bosses for mighty, and made it play S3K Boss music. ;- When playing as sonic2, and fighting robotnik, Sonic 2's boss music plays. ;- Removed and Replaced SegaScreen (which was a pain ever since day 1 to replace with something custom, until figuring it out, then I facepalmed). Rom now uses no borrowed code! (Only from Sonic 2!) =P ;- Updated ROM Header.
Battery not included. Each set sold separately. Assembly required.
Project:Mega CD PCM Sound Driver
Yay first view from me :P Anyways, I like where this is going! But what's the deal with the static monitors just restarting the level? That seems kinda weird to me. Maybe just give them a kind of restart graphic, like the reload symbol in many browsers?
That was a pain. I had to basically create a new Uncompressed Art file, and use the Sonic/Miles animation routine, with completely re-wrote mappings. Quite difficult knowing nothing about the type of mappings, but figured it out in the end.