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Sonic Mania: Hacking Discussion Will update when news comes out

#616 User is offline REPO Man 

Posted 27 January 2018 - 10:36 AM

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View PostTheInvisibleSun, on 26 January 2018 - 06:04 PM, said:

View PostREPO Man, on 26 January 2018 - 03:04 PM, said:

One idea involves a boss match where, instead of hitting the boss directly, the point is to survive its attacks long enough for it to simply run out of power (more about endurance than offense).


Like the Quartz Quadrant boss?


No. The "boss" is in the background operating a giant machine.

It's actually the second act of a two-act level. The first act is set in a creepy mansion, a la Castlevania, and features a predominantly vertical layout.

The second act, comprised entirely of the boss battle, has you surviving a figure that resembles a cross between Slenderman and the Phantom of the Paradise, with tentacles hooked up to a set of machines made to look like demonic pipe organs. The boss has a variety of attacks that can be ascertained by the background color. One attack revolves around lasers, another around missiles, and so on. After each set of attacks (or "phase"), the attacks increase in ferocity and desperation. After three phases, the boss shorts out and the background goes black, save for some ambient light.

I got the idea while listening to an OCremix of the Forest of Illusion Sub Castle from Super Mario World, very frantic, epic and final boss-like (ironically this would be set in the penultimate zone).

IDK how to post a YT video

And before you ask:

Posted Image

#617 User is offline Master Emerald 

Posted 27 January 2018 - 10:51 AM

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(Don't know if you were serious in the last post but, if you were:) Erm, nope that never happened before and sounds really uninteresting. If you want that you can, you know, play other franchises :v:

#618 User is offline Drex 

Posted 28 January 2018 - 10:11 PM

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Posted Image

Personally I'd like to see the team make Labyrinth Zone not suck. The music is good and the level art is decent enough that a Mania Remaster could potentially make it pretty amazing.

Anyway, I want to try adding custom sprites to Mania, but the tutorials I've found say the sprites have to fit the size of the original sprites. Is this still the case? The sprites I want to use are a bit taller and/or wider than ST&K.
This post has been edited by Drex: 28 January 2018 - 10:11 PM

#619 User is offline MainMemory 

Posted 28 January 2018 - 11:06 PM

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There is an animation editor that can edit the sprites' bounding boxes.

#620 User is offline Chris Pancake 

Posted 29 January 2018 - 11:36 AM

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View PostMainMemory, on 28 January 2018 - 11:06 PM, said:

There is an animation editor that can edit the sprites' bounding boxes.

Or a evil hex editing method can be used.

#621 User is offline Drex 

Posted 29 January 2018 - 04:21 PM

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View PostChris Pancake, on 29 January 2018 - 11:36 AM, said:

View PostMainMemory, on 28 January 2018 - 11:06 PM, said:

There is an animation editor that can edit the sprites' bounding boxes.

Or a evil hex editing method can be used.

I wont be touching anything hex related, but this tool appears to be just what I need. Thank you, MainMemory.

#622 User is offline Kharen 

Posted 29 January 2018 - 06:36 PM

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Possibly a stupid question, but I wanted to ask the people who have been making the various tools and everything.

Given the way that Mania is set up, would it be possible at some point in the future to add levels instead of replacing current ones? From what I've seen, one of the things that messes up custom levels is the transition cutscenes beforehand. If a mod was used that removed those so the levels were just directly one after the other, additional levels could be added pretty much seamlessly. (Also, I think it would be awesome to just slot in a whole bunch of custom levels all at once, and have something like a 50-level marathon Classic-style Sonic game)

Anyways, is this something that could potentially be done, or does something like the level format or save-file format prevent this?

#623 User is offline LukyHRE 

Posted 29 January 2018 - 09:56 PM

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View PostKharen, on 29 January 2018 - 06:36 PM, said:

Possibly a stupid question, but I wanted to ask the people who have been making the various tools and everything.

Given the way that Mania is set up, would it be possible at some point in the future to add levels instead of replacing current ones? From what I've seen, one of the things that messes up custom levels is the transition cutscenes beforehand. If a mod was used that removed those so the levels were just directly one after the other, additional levels could be added pretty much seamlessly. (Also, I think it would be awesome to just slot in a whole bunch of custom levels all at once, and have something like a 50-level marathon Classic-style Sonic game)

Anyways, is this something that could potentially be done, or does something like the level format or save-file format prevent this?


I would also want to ask, regarding this question, if there's any info in how level transitions work in this game, and if they are somehow hardcoded, or not. Not only it interests me because of the obviously missing transitions most levels have, but also because of the possibility of finding leftovers from deleted transitions; I like to think that every level had transitions, but that somewhere along the final stages of development the zones order got changed, and there was no time to rethink and reimplement them.

Tbh I would really love a Neo's Sonic Mania Unlocked-esque blog documenting this tidbits :)

#624 User is offline LajosFace 

Posted 30 January 2018 - 10:05 AM

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Hello, everyone! This is my first post on Sonic Retro, and sorry if I'm a newbie. So, I have a problem with Maniac Editor: I want to change the title screen to a similar one from Sonic Mania Repainted. But instead, Maniac Editor pops up an error message saying "This scene is not supported (yet)." How can I fix the program or what is the harder way?
This post has been edited by LajosFace: 30 January 2018 - 10:12 AM

#625 User is offline MainMemory 

Posted 30 January 2018 - 11:32 AM

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There's a fork that supports all scenes: Maniac Editor (OtherworldBob Edition).

#626 User is offline LajosFace 

Posted 30 January 2018 - 11:44 AM

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View PostMainMemory, on 30 January 2018 - 11:32 AM, said:

There's a fork that supports all scenes: Maniac Editor (OtherworldBob Edition).

Thank you! You are a lifesaver!
Update: Is there a topic to learn the using of Maniac Editor?
This post has been edited by LajosFace: 30 January 2018 - 12:10 PM

#627 User is offline MainMemory 

Posted 30 January 2018 - 12:47 PM

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I don't think there is. AeroArtwork was going to make a tutorial, but hasn't gotten to it yet.

#628 User is offline Sonikko 

Posted 06 February 2018 - 02:32 PM

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I have been working on adapting Knuckles' Mirage Saloon act 1 layout for Sonic, I need someone to test it, DM me if you're interested!

EDIT:
I'm having a strange glitch, after you clear the stage, instead of transitioning to act2, act1 starts over again. No idea what's causing it, does anyone know?

EDIT2: It has something to do with the level order, can we edit it?

EDIT3: Deleting the Knuckles act1 node fixed it, but I don't think that's optimal.

EDIT4: found another fix, act transition now works better. This still makes Knuckles start directly at Act2. Until someone else finds a way to fix this I think this is how it'll work!
It also breaks the transition to Oil Ocean unfortunately.
This post has been edited by Sonikko: 06 February 2018 - 06:49 PM

#629 User is offline Sonikko 

Posted 07 February 2018 - 08:50 PM

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Sorry for the double post, but the Mirage Saloon Act 1 for Sonic and Tails mod is ready for release.
https://gamebanana.com/maps/198849
Let me know if you find anything strange, anything out of place!
Hope you enjoy~

It currently breaks the Mirage Saloon cutscenes, and Knuckles no longer has an Act 1, so use it only for Sonic and Tails' campaign.
I added many new secrets, every pathway is accessible to Sonic and I edited the layout quite a bit to make it feel like a Sonic stage rather than a Knuckles one.

This post has been edited by Sonikko: 08 February 2018 - 03:25 PM

#630 User is offline Dark Sonic 

Posted 03 April 2018 - 02:13 PM

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So this mod's kinda interesting:



Not only does it give Modern Sonic a boost, but it also doesn't overwrite any of the existing characters in the game. It instead takes over the Sonic & Tails slot, leaving regular Sonic, Tails, and Knuckles alone.

I wonder how they got that to work? Maybe in the future this will allow for new character slots allowing for multiple character mods to be used at once. Speaking of multiple mods at once, how feasible would it be to allow the mod loader to create like custom level orders for hacks? So say you have an example where you want to play two mods that overwrite Green Hill Zone's slot in one go. Could you assign one of those mods to Green Hill and another to like Chemical plant and play that way? That'd be awesome if it were possible, as some mods that exist at the moment overwrite levels I like and not ones I don't care for as much (FBZ).

EDIT:

Ah, it was this guy who figured out the multiple characters, and added even more on top of Sonic, Tails, and Knuckles (he also added Mighty, Amy, Metal Sonic, and Modern Sonic into the game, along with separate teams outside of Sonic & Tails)


This post has been edited by Dark Sonic: 03 April 2018 - 02:35 PM

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