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Sonic Megamix New style (maybe), new thread

#76 User is offline Perfect Chaos Zero 

Posted 25 July 2015 - 10:32 AM

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Ah, fantastic to see Stealth's projects popping their head up and getting noticed yet again. I've watched Stealth create and create for years now. Always been awesome, watching the incredible creations that have come about because of Stealth's work. I'm a huge fan of HCGE and quite honestly, Megaman: Triple Threat is one of my favorite Megaman fan games.

To you specifically Stealth, I ask this: The problem with patreon is that it's a monthly thing, which doesn't mesh well with the way I manage my finances. Is there perhaps a way I could kick you a few bucks as a one time payment kinda deal?
This post has been edited by Perfect Chaos Zero: 25 July 2015 - 10:39 AM

#77 User is offline Stealth 

Posted 25 July 2015 - 05:57 PM

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View PostAerosol, on 24 July 2015 - 09:18 PM, said:

What's the rationale behind creating your own scripting language rather than roping in one already made Stealth?
I'd rather keep this thread on-topic for Megamix, but I'll answer this one

HCGE (then E02) evolved from another project I began in the mid-90's, which was an engine dedicated entirely to Sonic, at the time. The first time anything like my scripting system showed up was when I implemented a custom titlecard script so you could make add-on games with different title screens, titlecards, level score counts.. It was more of an "opcode" sort of thing in that numbers that corresponded directly to specific forms of specific commands were used to tell it what to do. It went along with the other stuff I was trying to do to make mods possible; primarily, avoiding having to compile anything was important, particularly because it took upward of an hour to compile the actual game code at the time. It helped me a lot to have some aspects of the game where I could just type some stuff in and run tests without hassle

When I was unhappy enough with the engine to start over, one of the things I salvaged was the script system, and I started expanding it to cover more things like handling objects and aspects of the player character, eventually adding more advanced stuff like the alias and keyword systems that still respected the lack of having to compile anything and still required little parsing at load time

Aside from that, it was an exercise in doing things myself. If anything went wrong with it, it'd be my own fault. I'd know what I was doing with it, and it'd work exactly how I needed it to, especially in relation to how I designed the engine itself

We can talk elsewhere if you want to know any more; I've got a dedicated forum for one thing. There was an HCGE thread somewhere around here, maybe on the fan-game subforum, but I think that one's long dead

View PostClownacy, on 25 July 2015 - 07:13 AM, said:

As a bit of an engine freak, the dual CPU work has me stunned.
It took a bit to get it set up as well as it is now, but I think it's really going to be worth it by the time it's actually rounded out. It's a shame this sort of thing wasn't more common during the SegaCD's lifetime. The whole "MainCPU"/"SubCPU" naming scheme probably didn't really help much

View PostMotorRoach, on 25 July 2015 - 10:12 AM, said:

Did you guys change the title text to "Shadow" just for this screenshot or are we really going to see "Knuckles The Echidna Megamix" in the title screen?
Posted Image


View PostPerfect Chaos Zero, on 25 July 2015 - 10:32 AM, said:

To you specifically Stealth, I ask this: The problem with patreon is that it's a monthly thing, which doesn't mesh well with the way I manage my finances. Is there perhaps a way I could kick you a few bucks as a one time payment kinda deal?
As far as Patreon goes, you can make and cancel a pledge at any time, so you only pay if your pledge is active when the payment term is up, which I think is either at the very end of a month or the very beginning. If you cancel at any other time, you shouldn't be charged again no matter how long the pledge was active since the last payment

If you want to send something one-off, though, you could also send by PayPal to my aol.com address "MStealthA"

Thanks for asking!

#78 User is offline rata 

Posted 25 July 2015 - 06:57 PM

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Well, that's refreshing! Such a simple concept, yet never applied.

#79 User is offline jman2050 

Posted 27 July 2015 - 01:17 AM

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View PostStealth, on 25 July 2015 - 05:57 PM, said:


View PostClownacy, on 25 July 2015 - 07:13 AM, said:

As a bit of an engine freak, the dual CPU work has me stunned.
It took a bit to get it set up as well as it is now, but I think it's really going to be worth it by the time it's actually rounded out. It's a shame this sort of thing wasn't more common during the SegaCD's lifetime. The whole "MainCPU"/"SubCPU" naming scheme probably didn't really help much


Well the Sega CD was only really a thing for what, a year? Maybe two? Developers stopped working with it so quickly I would be surprised if anyone outside of Sega actually knew what to do with the Sega CD's architecture other than porting media streaming drivers and adapting their native Genesis code to accommodate the loading of optical media rather than ROM cartridges.

#80 User is offline Josh 

Posted 27 July 2015 - 05:54 AM

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View Postjman2050, on 27 July 2015 - 01:17 AM, said:

Well the Sega CD was only really a thing for what, a year? Maybe two? Developers stopped working with it so quickly I would be surprised if anyone outside of Sega actually knew what to do with the Sega CD's architecture other than porting media streaming drivers and adapting their native Genesis code to accommodate the loading of optical media rather than ROM cartridges.


What? No, the Mega CD was launched in Japan in 1991, and wasn't discontinued until 1996. All-in-all, it has about 150-160 releases. It didn't do all THAT well, but it wasn't quickly abandoned like the 32X, either.

#81 User is offline Flygon 

Posted 27 July 2015 - 06:46 AM

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If it made a decent profit, it succeeded. As far as I understand, the addon successfully made a profit.

I'm compelled to believe it's the failure of the 32x that also soured peoples opinions on the Sega CD.

#82 User is offline Felik 

Posted 27 July 2015 - 07:41 AM

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View Postrata, on 25 July 2015 - 06:57 PM, said:

Well, that's refreshing! Such a simple concept, yet never applied.

Probably because there were things that work against the idea. Like name confusion (so the REAL name of the hack is supposed to be simply "Megamix" with a random prefix now or what?) or it being kinda superficial and pointless feature

#83 User is offline Stealth 

Posted 27 July 2015 - 02:18 PM

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View PostFlygon, on 27 July 2015 - 06:46 AM, said:

I'm compelled to believe it's the failure of the 32x that also soured peoples opinions on the Sega CD.
Looking at the way the 32X works, it just feels like a piece of trash. It was a huge mistake

The SegaCD- it, to my knowledge, was only one of few major pieces of add-on hardware that was actually released outside of Japan, and at launch it was about as expensive as buying a new base console. That alone probably turned off several people not only because they couldn't really afford it, but also because it barely brought the Genesis up-to-spec with some stuff the SNES could already do

It was also marketed with an emphasis on FMV games for a while (and honestly I don't remember much else, myself), and otherwise, I don't think there was very much that actually took advantage of what it could do rather than just having the game use CD as media instead of a cartridge. Rotate/scale and the extra processing power probably being the most under-utilized

Not that it'd be common knowledge, but the hardware itself also fell short of what it could have been, given (speculation[?] I've seen) that they dropped what's been referred to as a "SuperVDP", which would be a secondary VDP within the SegaCD hardware that used a crossover cable to mix with the Genesis VDP output, similar to what the 32X eventually did. One major problem with SegaCD graphics is just how long it takes to manually transfer a significant amount of the graphic processor's output to the Genesis VDP for display; even with DMA, it's super-slow, which is why, for example, Sonic CD's Special Stage uses 256x224 mode and still runs at only like 20fps. It also limits you to a total of 16 colors for a rotated/scaled sprite/background of any size, whereas the graphic processor on the SCD itself supposedly actually has a 256-color bitmap mode. These issues would make it less effective for some uses than the SNES' rotate/scale support (Ex: the effect commonly referred to as "mode 7"), which arguably makes the price tag almost inexcusable. Including a second VDP on the SCD could have allowed for direct and automatic transfer from the graphic processor, possibly transferring faster overall and definitely freeing up the processor time associated with the manual transfer, would have allowed for the use of a 256-color palette for its graphics, and could have added more simultaneous on-screen graphics due to not having to be applied to A/B plane or sprites on the Genesis VDP, not to mention the benefits to FMV quality and framerate. I'd call it enough of an improvement to possibly have prevented the 32X from ever happening*

(*Note that the 32X doesn't have any dedicated graphic rendering hardware like the SegaCD's graphic processor. All 2D and 3D graphic rendering is done in software by code running on at least one of the two SH2 processors, meaning that you have that much less of their power to apply to any game logic you might have wanted to enhance, if/when there's any left)

View PostFelik, on 27 July 2015 - 07:41 AM, said:

View Postrata, on 25 July 2015 - 06:57 PM, said:

Well, that's refreshing! Such a simple concept, yet never applied.
Probably because there were things that work against the idea. Like name confusion (so the REAL name of the hack is supposed to be simply "Megamix" with a random prefix now or what?) or it being kinda superficial and pointless feature
I'm glad somebody was able to understand this because I still have no idea what either of you are saying :/

#84 User is offline Black Squirrel 

Posted 27 July 2015 - 03:41 PM

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My understanding is the Mega-CD did reasonably well. Its base appears to have been mostly in Europe where it went unchallenged for a bit in 1993/1994 (there's the Amiga CD32 which sold better in the UK, but wasn't as widespread on the mainland). It got a lot of attention from the likes of Core Design and developers of that ilk.

While the 32X bombed everywhere because it's a piece of tat.


The internet likes to think that any console that didn't sell 43892532095 million units is somehow worthless. I've no reason to believe the Mega-CD was a market failure, it just "succeeded" in much smaller numbers.

But it's not helped by the fact the Japanese barely touched it and the Sega of America couldn't market the thing to save their collective lives. But the latter really isn't that new - every other culture in the world seems to accept that video games were more than just an expensive product you could shove down someone's throat.

#85 User is offline Josh 

Posted 27 July 2015 - 05:22 PM

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View PostStealth, on 27 July 2015 - 02:18 PM, said:

View PostFelik, on 27 July 2015 - 07:41 AM, said:

View Postrata, on 25 July 2015 - 06:57 PM, said:

Well, that's refreshing! Such a simple concept, yet never applied.
Probably because there were things that work against the idea. Like name confusion (so the REAL name of the hack is supposed to be simply "Megamix" with a random prefix now or what?) or it being kinda superficial and pointless feature
I'm glad somebody was able to understand this because I still have no idea what either of you are saying :/


I think they were saying...

View PostFelik, on 27 July 2015 - 07:41 AM, said:

View Postrata, on 25 July 2015 - 06:57 PM, said:

Neat how the title screen changes. It seems so simple, I'm surprised more hacks don't do it.
Probably because it's such a superficial change. It doesn't really add anything. Plus, it could cause confusion as to what a hack is actually supposed to be called. People might think this hack is just called "Megamix."


I guess it IS a bit like S&K locked-on to Sonic 2 giving you "Knuckles the Echidna 2," which wouldn't make much sense. But so many things change depending on the character, I'm sure Sonic is the default. I don't think it'll confuse anyone.

#86 User is offline Stealth 

Posted 27 July 2015 - 05:48 PM

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View PostJosh, on 27 July 2015 - 05:22 PM, said:

I think they were saying...
[...]
I guess it IS a bit like S&K locked-on to Sonic 2 giving you "Knuckles the Echidna 2," which wouldn't make much sense. But so many things change depending on the character, I'm sure Sonic is the default. I don't think it'll confuse anyone.
Oh that. It's just a fun little thing, like "why are you calling it 'Sonic' if you're playing somebody else" or when a sub-character gets pissed they're not in the title or something. It's like an easter egg that shows up under certain conditions; the game is actually still called "Sonic Megamix"

Except, I have been considering leaving the "Megamix" name to the old content game and changing the name of the game with the new content to something else... not sure yet :|

#87 User is offline rata 

Posted 28 July 2015 - 09:00 AM

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Thank you Josh for translating my poor redaction to proper English. :)
This post has been edited by NoNameAtAll: 28 July 2015 - 09:43 AM
Reason for edit: Fixing the smilie

#88 User is offline Elliot Gindi 

Posted 12 October 2015 - 09:41 PM

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https://twitter.com/...990425893515264

This happened to me, it's a nice game but there are a lot of opportunities for this to happen.
This post has been edited by Elliot Gindi: 12 October 2015 - 09:41 PM

#89 User is offline Stealth 

Posted 22 October 2015 - 12:28 AM

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View PostElliot Gindi, on 12 October 2015 - 09:41 PM, said:

https://twitter.com/...990425893515264

This happened to me, it's a nice game but there are a lot of opportunities for this to happen.

Yeah, it'll do that. When it was released in 2009, there was a misunderstanding that led to a former lead team member declaring the project cancelled and releasing the then-current in-progress (incomplete) build. It was full of errors, test code, and incomplete stuff; under normal circumstances, it never would have been released in that state, and the wiki article and official website both contain warning sections that explain that. That's why I'm working on a clean build now

#90 User is offline MrPhysics 

Posted 10 December 2015 - 01:43 AM

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Patreon backed with glee!

Super happy to see you're still hard at work on your projects, and happy to support in any way I can. Megamix is by far the hack I've played and enjoyed the most over the years, and the money I paid for the Android/PC remaster of Sonic 1/2 and CD you worked on was far too little for how grateful I was for that. You and Taxman did a phenomenal job on those ports and I couldn't have asked for a better version of some of my all time favorite games. Now if I could only get the Android version of Sonic CD to install on my Nvidia Shield TV haha. I hope some day Sega moves forward with the release of Sonic 3&K you showed off the working concept of, then the collection will be complete, I'll buy that shit in a heartbeat if/when it ever gets the green light.

I don't post here much, but I often lurk and see what everyone is up too. I'm still blown away at the frequency in which new content still shows up here, you guys are all so awesome with the stuff you come up with!

Cheers, and all the best of luck!

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