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Sonic 1 Remastered Previously "Yet Another Sonic 1 Hack"

#1 User is offline Puto 

  Posted 11 December 2006 - 03:48 PM

  • Shin'ichi Kudō, detective.
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(You might want to jump a few posts if you want to see some more decent stuff - Pu7o)

Okay guys, this is the product of my experiments with ASM. It probably sucks, but I might as well make it public. What does this hack have?

- Removed the speed limit.
- A weirdass spindash that feels like a mixture of Sonic CD and Sonic 2, and it's really the Nick Arcade version with a higher speed boost and the rolling animation.
- A few songs from S3&K, courtesy of Tweaker and Sonic 65's Open-Source Music Ports.
- A slightly tweaked GHZ palette (Only slightly, I hate palette hacks as much as most of you).
- Fixed the spike bug.
- The timer stops after you defeat a boss, instead of going on until you press the capsule button, similar to S3&K.

Credit goes to:

- Hivebrain for the S1 Disassembly.
- drx for the S2 Nick Arcade Prototype disassembly.
- drx, bobxp/Rob and xenowhirl for helping me with the screen boundaries thing (more about that here)
- drx again for helping me on IRC.
- Tweaker and Sonic 65 for the Open Source Music Ports.

Screenshot of the only thing changed graphically, while performing a spin-dash...

Posted Image

And the download link, of course.
This post has been edited by Aquaslash: 18 August 2008 - 02:51 AM

#2 User is offline Weird Person 

Posted 11 December 2006 - 04:06 PM

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Except by the Spindash, some music and little pallete changes, I don't see some difference between this hack and the original game.

Anyway, good work. Music hacks are REAL rare.

#3 User is offline Puto 

Posted 11 December 2006 - 04:08 PM

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It's not supposed to be very different from the original game :P

#4 User is offline Weird Person 

Posted 11 December 2006 - 04:08 PM

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View PostPu7ø, on Dec 11 2006, 01:08 PM, said:

It's not supposed to be very different from the original game :P


Then it's not a hack =P

#5 User is online JcFerggy 

Posted 11 December 2006 - 04:22 PM

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I haven't downloaded it yet, but do you still die when going down the first S loop too fast?

And why is the back water color darker, with the ripples still lighter?

#6 User is offline Puto 

Posted 11 December 2006 - 04:27 PM

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View PostJcFerggy, on Dec 11 2006, 09:22 PM, said:

I haven't downloaded it yet, but do you still die when going down the first S loop too fast?
no

Quote

And why is the back water color darker, with the ripples still lighter?
Because I forgot to change that :P

#7 User is offline Xenowhirl 

Posted 11 December 2006 - 05:15 PM

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Are you planning on finishing this into something, or was it just a test you're moving on from now? It's very rough around the edges even for what it does do... I see at least 5 distinct spindashing bugs, and your "removed the speed limit" change is way more extreme than the normal speed fix I would expect.

#8 User is offline Bowser 

Posted 11 December 2006 - 05:53 PM

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Super speedy sonic! Yay! Still though, altogether, this is pretty neat. the Title music, palettes, etc. Nicely done.

#9 User is offline Puto 

Posted 11 December 2006 - 06:03 PM

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It's more like an experiment, rather than something I intend to finish.

#10 User is offline Cinossu 

Posted 11 December 2006 - 07:10 PM

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.. my my, that's a familiar palette. :3 *hit*

Nice work.

#11 User is offline Puto 

Posted 12 December 2006 - 12:24 AM

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OK guys, new build. The only thing that's changed is that it has a proper spindash now (although I haven't learned how to port the spindash animation and sprites yet, so for now, you get a static sprite that looks a lot like a spindash). Link here.

#12 User is offline Cinossu 

Posted 12 December 2006 - 12:50 AM

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View PostPu7ø, on Dec 12 2006, 05:24 AM, said:

OK guys, new build. The only thing that's changed is that it has a proper spindash now (although I haven't learned how to port the spindash animation and sprites yet, so for now, you get a static sprite that looks a lot like a spindash). Link here.


Nice use of that frame. :P Only one problem I see in this, and that is that your speed limit removal means Sonic always gains speed, without ever reaching an upper limit at all, one completely rendering the speed shoes useless, and two meaning that one a straight stretch you can really pick up some uber-speed.

#13 User is offline Puto 

Posted 12 December 2006 - 01:02 AM

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The speed shoes are still useful, they increase the acceleration.

And I didn't completely disable the speed limit, I just increased it to the inhuman value of $FFF.

For those of you who want to know what sprite I'm talking about but don't want to bother to download the ROM...
Posted Image

#14 User is offline Xenowhirl 

Posted 12 December 2006 - 01:17 AM

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The spindash still has some minor problems left. You're not setting the flag that says Sonic is rolling when charging it up, which makes him float somewhat. It's not just visual, enemies you can duck or roll under will hit you instead if you're spindashing. Which leads to the next problem, enemies are supposed to die if you hit them while spindashing, but they don't. And another thing, if Sonic gets hurt while spindashing, he's not supposed to suddenly shoot off when he lands. Some things go wrong when you spindash by those moving bars in SBZ too, that don't happen in the original. Yeah, I know you're just trying some things to learn, but those are some more things to try fixing if you want to.

#15 User is offline Puto 

Posted 12 December 2006 - 08:21 AM

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How can I make Sonic roll without triggering the rolling animation?

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