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Sonic Classic Heroes New revision: 0.07f6 - even more fixes

#76 User is offline flamewing 

Posted 04 November 2010 - 12:34 AM

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QUOTE (Xenowhirl @ Nov 4 2010, 01:15 AM)
Sorry, I have to add to this: The palette I used didn't require removing a shade of gray, didn't require switching to Sonic 3 sprites (since it still has 4 shades of blue), didn't require making all the reds darker or pinker, and still gave Knuckles his pinkish-red color. And it fits all in 1 palette line except for the 1 shade of green, and since that's only 1 color, it's easy to find room for it in another palette line without noticeably changing how things look. So, just saying, it's not as impossible as everyone seems to think it is to reduce the palette-related side effects more than this.

[I'm sure more details are desired, but I already posted two pictures with the palette I'm talking about, and I don't want to fill up this thread with posts about it. If and when I have something I think is ready to show, I'll post it in another thread and explain it there.]

You are using two of the more grayish blues to double as shades of gray and of blue. You probably swapped them for the similar grays and put Knuckles' pinkish shades in their place, as they are the only palette entries that are 'safe' because of Super Sonic. And shunting off the green to another palette line means you may have edited Knuckles art so that the socks are in separate tiles which are shunted into a different palette line.

While I will look into doing something similar (back to sed for me), I will still keep the S3&K sprites because I prefer them to the S2 ones.

#77 User is online Neo 

Posted 04 November 2010 - 07:11 AM

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QUOTE (Tribeam @ Nov 3 2010, 11:53 PM)
Actually, both of you are wrong

no

QUOTE (Neo @ Nov 3 2010, 04:27 PM)
Knuckles' colors are in line 1
QUOTE (Tribeam @ Nov 3 2010, 11:53 PM)
Line 1: Characters + Random Stuff


QUOTE (Xenowhirl @ Nov 4 2010, 03:15 AM)
The palette I used didn't require removing a shade of gray, didn't require switching to Sonic 3 sprites (since it still has 4 shades of blue), didn't require making all the reds darker or pinker, and still gave Knuckles his pinkish-red color.

But in exchange the characters' gloves look too blue, and Sonic is too gray. I was actually impressed at how "okay" it looked when I first saw those two screenshots, but I still prefer this way of doing it.

#78 User is offline dsrb 

Posted 04 November 2010 - 07:21 AM

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QUOTE (ICEknight @ Nov 3 2010, 09:45 PM)
QUOTE (Effexor @ Nov 3 2010, 05:36 PM)
One little suggestion is maybe tewaking the AI so, for example, the order is Sonic - Tails - Knuckles, that Sonic jumps, the Tails jumps, then Knuckles jumps AFTER Tails, rather than WITH Tails.
The constant triple jumping sound would make anybody with ears go insane, though.
So have it play only once, for Sonic. :P

I'll give this a go later; looks interesting!

#79 User is offline Mester Keel98 

Posted 04 November 2010 - 08:05 AM

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If you pick up someone next to a monitor (or possibly other objects), they will be in a walking animation.

Here's an AVI File to demonstrate this, if necessary. AVI recorded with Kega, so to view that you'll need to have that decoder thing installed.
This post has been edited by Mester Keel98: 04 November 2010 - 09:24 AM

#80 User is offline flamewing 

Posted 04 November 2010 - 10:21 AM

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QUOTE (Mester Keel98 @ Nov 4 2010, 11:05 AM)
If you pick up someone next to a monitor (or possibly other objects), they will be in a walking animation.

As it turns out, the root cause of this bug is the same as from the one that was causing Sonic and Knuckles to animate too fast while being carried. Both are fixed for good now. I am doing some palette corrections from switching from dark gray to black (particularly noticeable in Tails and in the Tornado) and will at least get Tails and Knuckles into Sky Chase before the next revision is released.

Edit:
QUOTE (Neo @ Nov 4 2010, 10:11 AM)
But in exchange the characters' gloves look too blue, and Sonic is too gray. I was actually impressed at how "okay" it looked when I first saw those two screenshots, but I still prefer this way of doing it.

There is that downside, yeah. The flip side would be having Super Knuckles use some of his own colors, and maybe even Super Tails. Or maybe I can make the palette rotate between their respective super colors.
This post has been edited by flamewing: 04 November 2010 - 10:24 AM

#81 User is offline Xenowhirl 

Posted 04 November 2010 - 10:55 AM

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QUOTE (flamewing @ Nov 4 2010, 11:21 AM)
QUOTE (Neo @ Nov 4 2010, 10:11 AM)
But in exchange the characters' gloves look too blue, and Sonic is too gray. I was actually impressed at how "okay" it looked when I first saw those two screenshots, but I still prefer this way of doing it.
There is that downside, yeah. The flip side would be having Super Knuckles use some of his own colors, and maybe even Super Tails. Or maybe I can make the palette rotate between their respective super colors.

Also, since you're using the Sonic 3 sprites, I think you can avoid the "too gray" Sonic issue and also make the "too blue" gloves problem more subtle. And if anything still looks horrible with altered grays, the second palette line always has the correct grays in the same spot, so you can use that to patch over those spots to look like the original. This is something you could use either way, for example, to fix the way your Eggrobo's "brain" looks too dark compared to the other gray parts.

#82 User is offline Skeledroid 

Posted 04 November 2010 - 11:23 AM

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Hope we see a Sonic 1 and Sonic 3 version too. smile.png

#83 User is offline flamewing 

Posted 04 November 2010 - 11:42 AM

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QUOTE (Xenowhirl @ Nov 4 2010, 01:55 PM)
Also, since you're using the Sonic 3 sprites, I think you can avoid the "too gray" Sonic issue and also make the "too blue" gloves problem more subtle. And if anything still looks horrible with altered grays, the second palette line always has the correct grays in the same spot, so you can use that to patch over those spots to look like the original. This is something you could use either way, for example, to fix the way your Eggrobo's "brain" looks too dark compared to the other gray parts.

This: +1. I had already fixed the MCZ boss that way; I will begin looking into what can be fixed that way too, instead of the palette editing I had been doing so far.

In unrelated news, I have found what was causing all the wall climbing woes -- it turns out I swapped a few add's for sub's because I intended to remove a neg above but forgot to do the latter (turd error, I know). So I swapped back to add's and all is well.


#84 User is offline Endri 

Posted 04 November 2010 - 12:24 PM

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QUOTE (flamewing @ Nov 4 2010, 02:42 PM)
QUOTE (Xenowhirl @ Nov 4 2010, 01:55 PM)
Also, since you're using the Sonic 3 sprites, I think you can avoid the "too gray" Sonic issue and also make the "too blue" gloves problem more subtle. And if anything still looks horrible with altered grays, the second palette line always has the correct grays in the same spot, so you can use that to patch over those spots to look like the original. This is something you could use either way, for example, to fix the way your Eggrobo's "brain" looks too dark compared to the other gray parts.

This: +1. I had already fixed the MCZ boss that way; I will begin looking into what can be fixed that way too, instead of the palette editing I had been doing so far.

In unrelated news, I have found what was causing all the wall climbing woes -- it turns out I swapped a few add's for sub's because I intended to remove a neg above but forgot to do the latter (turd error, I know). So I swapped back to add's and all is well.
That explains why Knuckles only have problems sticking to right-side walls. Left-side walls always works. Heh.

Also, I noticed some issues in the Wing Fortress cutscene; Tails was in the lead when I fell to the cutscene section, but he and Knuckles just.. stayed there, while Sonic went and did the expected animation (lol, jumping in the bottomless pit). And this was an eternal cycle; Sonic runned to the ledge of the platform, waited, jumped, died, respawned, runned to the ledge of the platform, waited, jumped, died, repawned, and so on. Sonic would do the animation sequence only if a key, any key, was pressed, though. It was rather funny if you ask me. v.png

#85 User is offline Ralbalboa 

Posted 04 November 2010 - 02:08 PM

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VERY NICE!!! Great hack (for me, one of the few Sonic Heroes Lovers). Keep the excellent work (hoping to see in a near future a Sonic 1 Heroes and a Sonic 3 & Knuckles Heroes!!! smile.png )

#86 User is offline pyrotix 

Posted 04 November 2010 - 04:05 PM

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QUOTE (olaf @ Nov 4 2010, 12:23 PM)
Hope we see a Sonic 1 and Sonic 3 version too. smile.png


I would love a Sonic 3 version. It should probably be Knuckles' path though, so the cutscenes would make sense.

#87 User is offline dsrb 

Posted 04 November 2010 - 04:16 PM

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Knuckles’ path, with Robotnik instead of EggRobo = win

#88 User is offline MarkoMan 

Posted 04 November 2010 - 06:28 PM

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Depends on the level.

You don't necessarily need Knuckles' path for Angel Island, you just gotta use Knuckles' cutscene.
Hydro City needs Knuckles' path.
With Marble Gardens, I would totally prefer Sonic's path, but still has Knuckles' path as an option, just because.

#89 User is offline dsrb 

Posted 04 November 2010 - 06:34 PM

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Excellent point. Why did I fail to consider that being able to choose path would be awesome? Hell, just have Robotnik (or even Mecha Sonic :O) replace Knuckles if the trio take his paths.

Edit: I really ought to stop speculating about something that may never happen, as I've said to others before.
This post has been edited by dsrb: 04 November 2010 - 06:36 PM

#90 User is offline flamewing 

Posted 04 November 2010 - 09:10 PM

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I have gone through the game using Tribeam's palette editor and it seems to me that I can use color $F on most of the levels without having to edit anything. On the last four levels, palette line 2 has two blacks ($1 and $F), which can be merged (and which needs to be in all but Sky Chase); Chemical Plant also has two blacks in palette line 2 ($B and $F), and the latter seems to be unused. In Hill Top and Emerald Hill, I can swap colors $B and $F in line 3 and line 4 and I will have the right green in the right spot (I will probably have to swap in both lines, though). Casino Night seems not to use $F in line 2; Aquatic Ruin and Oil Ocean in line 3; and Mystic Cave in line 4. So Xenowhirl's method is doable with minimal losses for the characters and none for everything else. So now I just have to edit it all for the next revision...

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