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Charmy In Sonic 1 'BEE-BEE-BEEEE! CHARMY BEEE!!!'

#16 User is offline Covarr 

Posted 01 February 2011 - 12:12 AM

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This made the starlight zone boss damn hard. and difficult.

#17 User is offline RGamer2009 

Posted 01 February 2011 - 12:50 AM

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QUOTE (Covarr @ Feb 1 2011, 12:12 AM)
This made the starlight zone boss damn hard. and difficult.

Use my technique from my previous post in this topic...and its a breeze.

#18 User is offline Aquaslash 

Posted 01 February 2011 - 12:53 AM

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Wow, that was fast. Didn't think we'd be seeing this for a while.

#19 User is offline E-122-Psi 

Posted 01 February 2011 - 11:15 AM

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QUOTE (RGamer2009 @ Feb 1 2011, 12:02 AM)
Just played and beat this awesome hack.

Only thing I recommend is allowing him to roll by holding down against a slope. Feels Un-Sonicy that he can't at least ROLL.

Charmy definitely breaks the game though. :D

Boss fights have become ten times more awesome though:



The thing is Charmy doesn't roll in Chaotix, and this is meant to be Charmy as is.

Yay, a vid endorsement already. Someone's doing a Let's Play as well:



If they're reading this though, having a game with wall climbing programming is a far step behind ASM coding it. Sorry, fellas. v.png

QUOTE (True Dude @ Feb 1 2011, 12:06 AM)
Hoping for Espio next, and a possibility of all Chaotix in one ROM after that.


As said, I'll try Espio if I ever figure out how to alter wall collision so I can code his wall step move. Maybe also look into pallette rotating as well. Until then all I could give you is what South Island Adventure already made.

QUOTE (MathUser @ Feb 1 2011, 12:11 AM)
Come to think of it, with your skills you could port rocket knight into the game easily. I hope you are a rocket knight fan.


I am indeed, but that would be quite a task.

QUOTE (Aquaslash @ Feb 1 2011, 12:53 AM)
Wow, that was fast. Didn't think we'd be seeing this for a while.


Coding surprisingly didn't take that long because I was able to recycle various parts from previous projects to emulate his play style. The sprites were the bigger chore, though even there most of them were already made for me. :D
This post has been edited by E-122-Psi: 01 February 2011 - 11:25 AM

#20 User is offline MathUser 

Posted 01 February 2011 - 11:38 AM

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Editing Charmys hit radius sounds like a good idea cause I was expecting a projectile to fly over my head when I was playing earlier and it hit me instead. Using the dash attack sounds like a good idea in the special stage, it would play totally different and wouldn't be totally cheap as a player could still easily fall into or dash into the goal circles.

Also, when dashing forwards on the ground I seem to keep getting hit by badniks. Fix that.
This post has been edited by MathUser: 01 February 2011 - 01:14 PM

#21 User is offline Elektro-Omega 

Posted 01 February 2011 - 11:47 AM

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Just played this and except for the obvious LOLFLYOVERLEVELS this is really good and when playing it properly it plays very nicely*. It really adds a small challenge without the jumping but also feels very familiar and nice.

Very fun to play through.

* Properly meaning not flying over absolutely everything.

Edit: Added my little asterisk there.
This post has been edited by Elektro-Omega: 01 February 2011 - 11:48 AM

#22 User is offline minichapman 

Posted 01 February 2011 - 11:57 AM

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in b4 Heavy & Bomb in Sonic 1

#23 User is online Black Squirrel 

Posted 01 February 2011 - 12:41 PM

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This is great, albeit a pointless because it's taken away any challenge the game had to offer. If you could ever port over the combi system that might make things more interesting.

#24 User is offline Shadow Hog 

Posted 01 February 2011 - 12:52 PM

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QUOTE (E-122-Psi @ Feb 1 2011, 11:15 AM)
QUOTE (True Dude @ Feb 1 2011, 12:06 AM)
Hoping for Espio next, and a possibility of all Chaotix in one ROM after that.
As said, I'll try Espio if I ever figure out how to alter wall collision so I can code his wall step move. Maybe also look into pallette rotating as well. Until then all I could give you is what South Island Adventure already made.
Y'know, I could've sworn that all his gimmick really was was that you hold the jump button and suddenly the whole "fall off the wall if your velocity falls below a certain threshold" aspect of the physics was negated until you let go. It's been a while since I played Chaotix, so I'm not 100% sure (heck, I thought he did it WITHOUT a button press, which the US manual disproved).


#25 User is offline Ritz 

Posted 01 February 2011 - 01:00 PM

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He can also walk on ceilings and damage enemies from the front when running at full speed. A proper Espio hack would be awesome, but there'd definitely need to be some level layout changes to take advantage of his abilities since Chaotix sure as shit let them go to waste.

#26 User is offline E-122-Psi 

Posted 01 February 2011 - 01:27 PM

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QUOTE (Shadow Hog @ Feb 1 2011, 12:52 PM)
QUOTE (E-122-Psi @ Feb 1 2011, 11:15 AM)
QUOTE (True Dude @ Feb 1 2011, 12:06 AM)
Hoping for Espio next, and a possibility of all Chaotix in one ROM after that.
As said, I'll try Espio if I ever figure out how to alter wall collision so I can code his wall step move. Maybe also look into pallette rotating as well. Until then all I could give you is what South Island Adventure already made.
Y'know, I could've sworn that all his gimmick really was was that you hold the jump button and suddenly the whole "fall off the wall if your velocity falls below a certain threshold" aspect of the physics was negated until you let go. It's been a while since I played Chaotix, so I'm not 100% sure (heck, I thought he did it WITHOUT a button press, which the US manual disproved).


Yes, you press and hold jump button when you run or jump into a wall or ceiling and the you can cling and walk up it, let go of the jump button to fall off. As said though I have no idea how to make the character interact with wall collision in such a manner. Finding out would likely also be helpful to Mighty and Vector's wall cling moves however.

#27 User is offline Mercury 

Posted 01 February 2011 - 03:31 PM

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I bet you're really happy that Charmy didn't wreak havoc with the palette like new characters usually do!

This is how you'd make Espio work:

  • The jump routine already checks if the character is jumping ($FFFFD03C if I recall) in order to limit upward speed if the button is released. Add a check here for a new press of the button. If there is, clear the jumping flag and set a new flag (I think $FFFFD03A or $FFFFD02C are free).
  • Clear the flag if the button is up in all character states (easily done by putting a check before where it tests for debug mode use at the beginning of the character's code).
  • Again in the jump routine, go to the part that makes him collide with walls (it ought to be easy enough to find, just search for code that clears the x velocity). If the flag is true when there's a wall collision, force a landing and set the floor mode to appropriate angle (this is most work, but it should be pretty easy to figure out).
  • Do the same thing in the solid object and GHZ solid wall routines, because the character can bump into objects and solid tiles. I don't remember if Espio can run on objects or not. You know, come to think of it, probably not because they're only designed for standing on top of. Which means you could skip this step unless you wanted to do some major overhauling.
  • In the code that tests if the character should fall if their speed is too low, and in the code that adds the "slope factor", have them exit if the flag is set.


And Mighty:
  • Upon collision with walls (just like Espio above) check for the button being down. If so, set a timer (say $FFFFD02C). Also set to the wall jump sprite.
  • In the character's states, decrement the timer if it is positive.
  • While the timer is positive, check for a new press of the button to jump again.
  • Also while the timer is positive, when it adds gravity, subtract a bit from gravity so he only falls very slowly.


I was just thinking about it, is all. They're rough ideas but they give you the picture.

#28 User is offline Clutchy 

Posted 01 February 2011 - 03:55 PM

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QUOTE
Yay, a vid endorsement already. Someone's doing a Let's Play as well:

-video-

If they're reading this though, having a game with wall climbing programming is a far step behind ASM coding it. Sorry, fellas. v.png


Ah ok, I understand now.

I'm the maker of the LP, great hack! I went through it on one run. Also, Emerald Master did co-commentate with me, he wanted me to mention :P

Since he can't post as he isn't a full member yet, he made a comment on the video hoping to respond to you. I might as well post it for him:

"Well E-122-Psi, if you can read this-I did read your post about Espio and Mighty, I didn't think to mention the coding difficulty. I would post to you on the Sonic Retro Message Board...so would Yoga, we both have accounts there, but sadly we're both "Pending Membership" users, sorry if we inconvenienced you, but we love your Chaotix hacks, hope to see more...OH, and Good Luck too!"

I can understand how the coding is difficult, I don't full understand coding but get a hunch on how it works. But out of curiosity, what's the MAIN issue with the coding to making climb walls? I understand in a few of your previous posts you have no idea how the collision works, but is there a problem that is stopping you from doing so? Or do you just not understand the coding language with the collision?

Sorry if I'm sounding like an idiot, I sort of don't understand coding at all really.


#29 User is offline Emerald Master 

Posted 01 February 2011 - 04:37 PM

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Thank god Clutchy, you told E-122-Psi that. Anyway, E-122-Psi you sir you so damn brilliant, as I said a few minutes ago; "Knowledge comes with responsibility" and you sir have GOT IT! Your hacking is so cleverly thought through. All I can say is, do your best E-122-Psi...do your best. Also, if you want an early video made, Clutchy and I will be more than happy to do it. Just choose who you want to make videos of your hacks, they'll surely do it. Good luck on your later hacks, we'll be DYING TO TRY THEM, haha I'm joking, but keep up the great work.

#30 User is offline Amethyst 

Posted 01 February 2011 - 04:52 PM

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Nice to see a new s1 character hack.
Keep up the good work!

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