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Psy's 30 Day Project

#16 User is offline PsychoSk8r 

Posted 17 September 2010 - 06:49 AM

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Day 8 is out!
CODE
;==============================================
;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.


Download!

Comments/Crits/Bugs please. =3

#17 User is offline GenesisFan64 

Posted 17 September 2010 - 02:04 PM

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QUOTE (PsychoSk8r @ Sep 17 2010, 05:33 AM)
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

Anyway, I'm going to have Day 8 released soon.

At least credit me, please.

#18 User is offline Neo 

Posted 17 September 2010 - 02:42 PM

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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

#19 User is online Overlord 

Posted 17 September 2010 - 03:24 PM

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Very nice, but I did utter "You BASTARD" with the spike pitted-platform at the end of GHZ3. =P Looking forward to seeing Day 30!

#20 User is offline PsychoSk8r 

Posted 18 September 2010 - 06:54 AM

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CODE
;==============================================
;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.


Day 9 Download!

#21 User is online Selbi 

Posted 18 September 2010 - 07:10 AM

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I don't see why posting this in the Random Hack/Mini Project Thread instead of a new thread, since it is actually not a "Mini" Project. You are working on this for an entire month. =P

Anyway, really nice done. Shows that you can do cool stuff in just about a week. I especially like that RETROHACK Splash, though I need to ask: Did you do the art completely yourself?

#22 User is offline PsychoSk8r 

Posted 18 September 2010 - 07:49 AM

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Yes, pixel by pixel. =P
And this is a mini-project to me, big projects usually last longer than 30 days. =P

#23 User is online Overlord 

Posted 18 September 2010 - 03:25 PM

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Nevertheless, I agree this is worthy of a new topic... splitting the posts off. =P

EDIT: And done!

#24 User is offline theocas 

Posted 18 September 2010 - 03:55 PM

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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?

#25 User is offline Spanner 

Posted 18 September 2010 - 04:40 PM

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How did you pull off the effects in the level select screen?

#26 User is offline theocas 

Posted 18 September 2010 - 04:44 PM

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QUOTE (SOTI @ Sep 18 2010, 02:40 PM)
How did you pull off the effects in the level select screen?

I'm guessing he had new art and made a different animation script or something, one that repeats once one full line of squares went off-screen or something?

#27 User is offline Cap.Z. 

Posted 18 September 2010 - 07:23 PM

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QUOTE
How did you pull off the effects in the level select screen?


Probably replacing the Sonic / Tails / Miles Morph to a square anim
This post has been edited by Cap.Z.: 18 September 2010 - 07:24 PM

#28 User is offline PsychoSk8r 

Posted 18 September 2010 - 08:32 PM

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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.

#29 User is offline steveswede 

Posted 18 September 2010 - 08:36 PM

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QUOTE (PsychoSk8r @ Sep 18 2010, 01:49 PM)
And this is a mini-project to me, big projects usually last longer than 30 days. =P


How come I've never seen what else you have done? Have I just over looked them or do you just do them for personal use?

#30 User is offline Azukara 

Posted 18 September 2010 - 08:51 PM

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I've been having so much fun doublejumping and jumpdash-bouncing across enemies. Kudos for giving me that experience v.png

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