Sonic and Sega Retro Message Board: Sonic 3 Cz v2.0 - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 3 Pages +
  • 1
  • 2
  • 3
    Locked
    Locked Forum

Sonic 3 Cz v2.0 Launch Base unglitched!

#16 User is online Dark Sonic 

Posted 02 November 2012 - 06:00 PM

  • Fresh coat of paint
  • Posts: 8454
  • Joined: 21-April 06
  • Gender:Male
  • Wiki edits:10
You're hacks are always interesting Hayate. They're pretty unique but they're buggy to high hell and back. Also now that you have a good full sprite sheet, seeing it fully implemented would be nice (Still some gaps here and there, and that idle animation isn't right. Might as well change the level select icon for Amy while you're at it to the newer one). There also seem to be some SRAM problems. Since you don't have the life icons anymore, maybe you could use some of that space for Amy's sprites that on occasion take up too much space?

And why no down B in the air move or hitting a spring with a hammer makes you jump higher like in E-122 psi's version? That was fun.
This post has been edited by Dark Sonic: 02 November 2012 - 06:01 PM

#17 User is offline Hayate 

Posted 03 November 2012 - 05:13 AM

  • Posts: 2376
  • Joined: 01-February 04
  • Gender:Male
  • Location:Torquay, England
  • Wiki edits:70

View PostPutmalk, on 02 November 2012 - 04:17 PM, said:

I'll continue to LP it - might as well, seems pretty interesting. Also might help you out.


Aw jeez. xD

CNZ - you need to jump to get in the wind tunnel, and then it works fine. This is actually a bug in the original game - it's very rare but it DOES happen. With Amy, the bug is a lot more noticable because she is shorter. I will fix this at some point.
ICZ - yes the pillar is supposed to be breakable, but it should fall when you smash it (like it falls when other characters spindash through it), I haven't been able to find out why this doesn't happen yet. The cork block isn't supposed to be breakable as Amy, but that does create problems - I should probably force you to play the Knuckles route through ICZ as that one doesn't suffer from that issue.
MHZ - yes she does need a way to break out of that vine... I'm not sure what to do about it though. Maybe jumping and using air hammer attack should free her.

This is definitely helpful though, seeing where people have problems.

Perhaps I should put up a video of me playing through the hack and collecting all emeralds just to show how to do it? :p

View PostDark Sonic, on 02 November 2012 - 06:00 PM, said:

You're hacks are always interesting Hayate. They're pretty unique but they're buggy to high hell and back.


They sure are :X but it gets them out there!

Quote

Also now that you have a good full sprite sheet, seeing it fully implemented would be nice


I think I'm actually missing a few still...

Quote

that idle animation isn't right


How so? It looks right to me...

Quote

Might as well change the level select icon for Amy while you're at it to the newer one


Those are a bitch to edit, so I didn't bother as I was planning to do some more work on the data select at some point so I figured I'd do it then.

Quote

There also seem to be some SRAM problems. Since you don't have the life icons anymore, maybe you could use some of that space for Amy's sprites that on occasion take up too much space?


Not sure what you mean by this, I already have enough space to fit all of Amy's sprites in, and the life icons REALLY don't occupy that much space.

Quote

And why no down B in the air move or hitting a spring with a hammer makes you jump higher like in E-122 psi's version? That was fun.


Hitting a spring with a hammer to jump higher is something I want to implement.

No down B moves because I want to stick with the "all buttons do the same thing" concept that Genesis Sonic games have always used. Also I don't feel it's necessary, learn how to use the air hammer attack accurately! :D

#18 User is online Dark Sonic 

Posted 03 November 2012 - 06:05 AM

  • Fresh coat of paint
  • Posts: 8454
  • Joined: 21-April 06
  • Gender:Male
  • Wiki edits:10
Oh did I say idle? I meant the balancing animation. That's fucked up (as well as some rotating while running sprites and super transformation, and some other stuff). And that Lp showed a glitch with the hammer attack sprite, like part of it looked fucked up in the top corner of it.

#19 User is offline Yeow 

Posted 03 November 2012 - 12:28 PM

  • señor perezoso
  • Posts: 315
  • Joined: 18-November 11
  • Gender:Male
  • Location:Noitacol
  • Project:Coding, drawing, some other things
Great to see this back in the making, I think this was (one of) THE first hacks of any of the Genesis titles to have Amy (Classicesque Modern Amy FTW) playable with Sonic, Tails, and Knuckles.

#20 User is offline dsrb 

Posted 03 November 2012 - 01:40 PM

  • Posts: 3150
  • Joined: 10-June 09
  • Gender:Male
  • Wiki edits:196

View PostHayate, on 01 November 2012 - 12:46 PM, said:

View Postdsrb, on 01 November 2012 - 08:02 AM, said:

Oh, hey, it's pretty cool to see this showing signs of life again. What are your plans for future development? Can we expect any more fun little surprises like the one you omitted from the ‘full’ changelog? ;)
What's this surprise you mentioned?

If I omitted a change from the changelog, it means I made that change back in 2010 between the last release and putting the hack on hiatus and then forgot about it.
What I meant, and can now spoiler since you already have, is the new boss for HCZ. I said that because I'd taken “full changelog” to mean all the changes, which looks silly in retrospect, now that I read your post again. :v:

Quote

There are some more things I've been thinking about that I will keep quiet about for a while though ;)
Awesome. :D Changes to the architecture of levels don't interest me nearly as much as do new characters, dynamics, and enemies – particularly when they make things a bit more challenging. This is very promising in that regard, especially since it's one of your aims!

#21 User is offline Hayate 

Posted 03 November 2012 - 01:56 PM

  • Posts: 2376
  • Joined: 01-February 04
  • Gender:Male
  • Location:Torquay, England
  • Wiki edits:70

View PostDark Sonic, on 03 November 2012 - 06:05 AM, said:

Oh did I say idle? I meant the balancing animation. That's fucked up (as well as some rotating while running sprites and super transformation, and some other stuff). And that Lp showed a glitch with the hammer attack sprite, like part of it looked fucked up in the top corner of it.


Ah, that makes more sense. I know about most of these, it's just a case of getting round to putting them in.

View PostZinos, on 03 November 2012 - 12:28 PM, said:

Great to see this back in the making, I think this was (one of) THE first hacks of any of the Genesis titles to have Amy (Classicesque Modern Amy FTW) playable with Sonic, Tails, and Knuckles.


Yes, Adventure!Amy was always the Amy I knew and loved. It helps that the first (and for a year or two, only) Sonic game I owned was Sonic Advance 1...

View Postdsrb, on 03 November 2012 - 01:40 PM, said:

What I meant, and can now spoiler since you already have, is the new boss for HCZ. I said that because I'd taken “full changelog” to mean all the changes, which looks silly in retrospect, now that I read your post again. :v:


Ahhhh. Well, I'm pretty sure the previous release (1.2.1) had the new boss included... but maybe I'm wrong?

Quote

Changes to the architecture of levels don't interest me nearly as much as do new characters, dynamics, and enemies – particularly when they make things a bit more challenging. This is very promising in that regard, especially since it's one of your aims!


Indeed, and I'd never been very good at level design; my levels were always extremely short... :u

#22 User is offline Putmalk 

Posted 03 November 2012 - 03:02 PM

  • Posts: 32
  • Joined: 11-March 12
  • Gender:Male

View PostHayate, on 03 November 2012 - 05:13 AM, said:

View PostPutmalk, on 02 November 2012 - 04:17 PM, said:

I'll continue to LP it - might as well, seems pretty interesting. Also might help you out.


Aw jeez. xD

CNZ - you need to jump to get in the wind tunnel, and then it works fine. This is actually a bug in the original game - it's very rare but it DOES happen. With Amy, the bug is a lot more noticable because she is shorter. I will fix this at some point.
ICZ - yes the pillar is supposed to be breakable, but it should fall when you smash it (like it falls when other characters spindash through it), I haven't been able to find out why this doesn't happen yet. The cork block isn't supposed to be breakable as Amy, but that does create problems - I should probably force you to play the Knuckles route through ICZ as that one doesn't suffer from that issue.
MHZ - yes she does need a way to break out of that vine... I'm not sure what to do about it though. Maybe jumping and using air hammer attack should free her.

This is definitely helpful though, seeing where people have problems.

Perhaps I should put up a video of me playing through the hack and collecting all emeralds just to show how to do it? :p


I will make another video of me playing through CNZ. If it works, it works, if it doesn't...then I can't do anything about it.

No, you should not make a video of you playing through it. Most people who play something don't rely on walkthroughs to help them through it. It's the creator's role to make sure the game plays as smoothly as possible. Which is why people must constantly play it (without prior knowledge of what's going on) to ensure that a smooth playing experience is taken.

And you should create objects that Amy cannot break through - these will prevent her from going somewhere she's not.

#23 User is offline Putmalk 

Posted 03 November 2012 - 07:48 PM

  • Posts: 32
  • Joined: 11-March 12
  • Gender:Male
These videos should very good for debugging.



#24 User is offline Hayate 

Posted 03 November 2012 - 09:22 PM

  • Posts: 2376
  • Joined: 01-February 04
  • Gender:Male
  • Location:Torquay, England
  • Wiki edits:70

View PostPutmalk, on 03 November 2012 - 07:48 PM, said:

These videos should very good for debugging.


Gosh, you keep going the ways I don't expect xD

Added the signpost issue and the not being able to do anything at the end of Knuckles' route to the bug list.

What is ultimately supposed to happen here is that you can either take Knuckles' route and take the teleporter to ICZ, or you can take Sonic's route and visit FBZ before going to ICZ (and if you visit FBZ here, you skip it after MHZ). This choice also affects some other things... :)

Quote

And you should create objects that Amy cannot break through - these will prevent her from going somewhere she's not.


Well yes, I mentioned I will add a block (visible or not) to the HCZ midboss loop to prevent her from going down there. For ICZ - I don't think you can get to Sonic's midboss arena, the problem is that if you die you respawn in Sonic's route and then get stuck.


Currently, I'm working on porting everything to the SVN disassembly - I had been putting this off but what made me go for it was wanting to fix the AIZ palette once and for all, which for certain reasons couldn't be done in my existing setup. Good news is it works:

Posted Image

notice both the rock and the HUD have the correct colors! Also as you can see I have the super power meter and casual mode active as well, here's a full list of things implemented in the port so far: (you can see I'm starting small)

Quote

*Fixed AIZ HUD, by swapping entries $1A and $1E in the palette and relevant art.
*Extra life every hundred rings.
*Gain rings from destroying enemies.
*Super power meter.
*Drain power twice as fast while hyper.
*Inhibit bubble bounce with {{down}}.
*Keep music playing through death/restart.
*Casual mode.


I can toggle each of these items (apart from the palette fix) on and off at build time, casual mode will be turned off for proper releases (and I guess I'll put the casual mode release in the casual editions thread). Still, if I ever wanted to make a customizer for this one, the ability's there.

#25 User is offline Putmalk 

Posted 03 November 2012 - 10:54 PM

  • Posts: 32
  • Joined: 11-March 12
  • Gender:Male
You should be happy I went ways you didn't expect, that way you can plug the holes and prevent the errors from happening. :)
This post has been edited by Putmalk: 03 November 2012 - 10:54 PM

#26 User is offline Hayate 

Posted 04 November 2012 - 04:24 AM

  • Posts: 2376
  • Joined: 01-February 04
  • Gender:Male
  • Location:Torquay, England
  • Wiki edits:70
Oh don't worry I am, and I will work on them :)

#27 User is offline E-122-Psi 

Posted 04 November 2012 - 11:43 AM

  • Posts: 1579
  • Joined: 29-December 09
  • Gender:Male
  • Wiki edits:41
I can help with the CNZ teleporter easy (though mainly because Tiddles shown me how to do it so credit him if anyone). Find this piece of code:

loc_5215A:
		cmpi.w	#3,(Player_mode).w
		beq.s	loc_5216C
		move.w	#8,($FFFFEEC0).w	; If playing as Sonic/Tails, don't do any special screen events
		bra.w	CNZ2SE_Normal
; ---------------------------------------------------------------------------

loc_5216C:
		lea	(Player_1).w,a1		; Only do all this is Knuckles is playing
		cmpi.w	#$4880,$10(a1)
		bcs.w	CNZ2SE_Normal		; If Knuckles is not past $4880 X, just play normally

loc_5217A:
		cmpi.w	#$B00,$14(a1)
		bcs.s	CNZ2SE_Normal		; If Knuckles is not past $B00 Y, play normally
		jsr	(Create_New_Sprite).l
		bne.s	loc_521BE
		move.l	#Obj_CNZTeleporter,(a1)
		jsr	(CreateNewSprite4).l
		bne.s	loc_521BE
		move.l	#Obj_81,(a1)
		move.w	#$4980,$10(a1)
		move.w	#$A20,$14(a1)
		movem.l	d7-a0/a2-a3,-(sp)
		lea	(PLC_CNZ2KnuxEnd).l,a1
		jsr	(Load_PLC_Raw).l
		movem.l	(sp)+,d7-a0/a2-a3


And then make edits to the horizontal and vertical branches:

loc_5215A:
		cmpi.w	#3,(Player_mode).w
		beq.s	loc_5216C
		move.w	#8,($FFFFEEC0).w	; If playing as Sonic/Tails, don't do any special screen events
		bra.w	CNZ2SE_Normal
; ---------------------------------------------------------------------------

loc_5216C:
		lea	(Player_1).w,a1		; Only do all this is Knuckles is playing
		cmpi.w	#$4800,$10(a1)
		bcs.w	CNZ2SE_Normal		; If Knuckles is not past $4880 X, just play normally

loc_5217A:
		cmpi.w	#$970,$14(a1)
		bcs.s	CNZ2SE_Normal		; If Knuckles is not past $B00 Y, play normally
		jsr	(Create_New_Sprite).l
		bne.s	loc_521BE
		move.l	#Obj_CNZTeleporter,(a1)
		jsr	(CreateNewSprite4).l
		bne.s	loc_521BE
		move.l	#Obj_81,(a1)
		move.w	#$4980,$10(a1)
		move.w	#$A20,$14(a1)
		movem.l	d7-a0/a2-a3,-(sp)
		lea	(PLC_CNZ2KnuxEnd).l,a1
		jsr	(Load_PLC_Raw).l
		movem.l	(sp)+,d7-a0/a2-a3


You'll also need to make a branch at the top to recognise Amy's character flag (either 4 or 5 I guess) since it only recognises Knuckles at this point:

		cmpi.w	#3,(Player_mode).w
		beq.s	loc_5216C


Making her enter Icecap the same way will be more challenging but I should be able to find the coding for that, I can also make edits for her to land via Tails' location normally if you want to avoid Sonic's slope area.

About the down and B hammer, technically you could just add to all three buttons and it still wouldn't complicate the controls much more, though I understand if you don't want to add that move.

#28 User is offline Putmalk 

Posted 04 November 2012 - 01:21 PM

  • Posts: 32
  • Joined: 11-March 12
  • Gender:Male
Part 5. Some of the first part is missing. I apologize in advance.



#29 User is offline Hayate 

Posted 04 November 2012 - 02:41 PM

  • Posts: 2376
  • Joined: 01-February 04
  • Gender:Male
  • Location:Torquay, England
  • Wiki edits:70
Alright, I've done the usual bug list update :)

About those special stages, yes you are supposed to be able to get Super Emeralds early. However, I agree that it's abusable when you have so many rings. I'm thinking of making it take away the respective number of rings (20, 50, 80) required to enter each type of bonus stage when you jump in, either that or just remove 80 rings when you get back from a special stage.

#30 User is offline Arctides 

Posted 04 November 2012 - 03:09 PM

  • I am a bloated bag of hate.
  • Posts: 1280
  • Joined: 21-March 04
  • Gender:Male
  • Location:Atlanta, Georgia
  • Wiki edits:2
My only issue is how Amy controls. It's very difficult for me to land a hit on most enemies/bosses, and there's always a 75% chance that I don't hit the hammer command fast enough and I end up losing my rings. I don't know if it'd be worth suggesting that you aim for making her function like she did in Sonic Advance 1, would it?

The one-button control scheme for her is just kinda troublesome...

  • 3 Pages +
  • 1
  • 2
  • 3
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users