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Sonic Turbo Just another person trying to get a hack noticed

#1 User is offline Thorn 

Posted 08 August 2007 - 02:23 PM

  • wroar
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Well, I've realized that giving a lot of info in the first post just gives people more to criticize, so I'll just post what's absolutely necessary. :P

Download Link
Sorry it's MegaUpload; I'll move to my own web space as soon as my uploader stops acting up.

Screens:

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Noteworthy Features:
    > Level Layouts - yes, hacks with new layouts do still exist.
    > Individual Character Stats - allows for two different play styles, and individual character routes in some cases.
    > Art - no new zone art *hides from incoming bullets*, but new palettes and compressed art are present. Credit for some most of the art goes to JcFerggy, DNXDelta, and the SCAA.
    > Music - new music all around. Admittedly some tracks are a touch buggy, but altogether it beats hearing the original soundtrack for the umpteenth time. Credit to Tweaker for a music port.
    > Credit to R. Solaris of SGMC for his public hosting of the code for an object used in the game.
I'll leave it at that and let people draw their own conclusions. I won't be able to comment much, as I have limited posts, but I'll duck in every once in a while if I need to address concerns.

#2 User is offline Chao2 

  Posted 08 August 2007 - 03:45 PM

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This is the first hack I've seen in which the water slide actually effects Sonic.

Good work! :)

#3 User is offline Covarr 

Posted 08 August 2007 - 04:09 PM

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No complaints here about the lack of new art. The amount of other new stuff more than makes up for it. A palette swap is only really a problem if it's the primary focus of the hack.

#4 User is offline FSX 

Posted 10 August 2007 - 07:05 AM

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That looks pretty sweet. I'll play it, and get my opinion back here.

#5 User is offline Puto 

Posted 10 August 2007 - 07:41 AM

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Love everything except the music (which is pretty bad; fixplz).

#6 User is offline Dark Sonic 

Posted 10 August 2007 - 09:53 AM

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View PostPuto, on Aug 10 2007, 04:41 AM, said:

Love everything except the music (which is pretty bad; fixplz).

I'll agree for the most part. Just put the original Chaotix music in, that'll work better. However I loved the boss music.

#7 User is offline FSX 

Posted 10 August 2007 - 11:20 AM

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Now for my review:
When you first start Sonic Turbo up, you get the same thing as Sonic 2, minus different colors in the title screen sky and a red "TURBO" on the 2 in the Sonic 2 logo. So, pick 1 Player to start.
GAMEPLAY:
The level design is considerably different. It allows for straight, high-speed sections, and Boardwalk Zone has some red-spring powered sections that echo the forced-speed areas in newer games. The addition of Low-Speed Shoes is the only new object, but the most important object in the game is the high-speed shoes, which allow you to go so fast that the scrolling can barely keep up. The only thing I ask is: Why is Construction Zone Act 2 skipped over?
FINAL VERDICT:
8.5/10
There is not too much new in Sonic Turbo yet. However, that does not stop it from being a very good hack.

#8 User is offline Dark Sonic 

Posted 10 August 2007 - 12:45 PM

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View PostFlameshadowxeroshin, on Aug 10 2007, 08:20 AM, said:

Now for my review:
When you first start Sonic Turbo up, you get the same thing as Sonic 2, minus different colors in the title screen sky and a red "TURBO" on the 2 in the Sonic 2 logo. So, pick 1 Player to start.
GAMEPLAY:
The level design is considerably different. It allows for straight, high-speed sections, and Boardwalk Zone has some red-spring powered sections that echo the forced-speed areas in newer games. The addition of Low-Speed Shoes is the only new object, but the most important object in the game is the high-speed shoes, which allow you to go so fast that the scrolling can barely keep up. The only thing I ask is: Why is Construction Zone Act 2 skipped over?
FINAL VERDICT:
8.5/10
There is not too much new in Sonic Turbo yet. However, that does not stop it from being a very good hack.

Construction Zone Act 2 isn't skipped over, it's simply played later on. However I do have a question. Why does Metropolis act 3 have NO RINGS! That is soooo annoying.

#9 User is offline Covarr 

Posted 10 August 2007 - 06:51 PM

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Most of this game is fun but how the FUCK do you get through robot zone 3?

#10 User is offline Thorn 

Posted 10 August 2007 - 08:38 PM

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Okay, lemme try to hit the two concerns that have come up so far:

Music: Only thing I can say is "I'll see what I can do". I'll go read over the Music Porting Guide again and stop relying on MPF to port the tracks for me. When Dark Sonic says "put the original music in"... I don't really know what that means; this was my attempt at porting the tracks, I just had to use new voices because MPF likes to screw with them during the transition. Try pulling Techno Tower (Crackers or Chaotix version) over to S2Beta using MPF, and just listen to that thing screeeech. I don't look forward to learning how to fish out one or two bad coordiantion flags out of a track, but I guess it's part of the process.

Robot Factory 3: For the boss to work, I had to strip the level of rings. Otherwise, it would have been easy to get hit, catch a ring, rinse, and repeat. My answer to the difficulty is to use the many Invincibility items I've stashed throughout the level. If anyone thinks the obstacles are a bit tough, here's where an unfortunate truth comes in: almost every obstacle in the level is in the same location it was in Sonic 2. All I did was arrange the walls so Sonic and Tails are each directed at certain ones. I'll touch up the level design, but until I do, there's a video pseudo-walkthrough here for Gens+ users (and by NO means does the walkthrough do things efficiently, I deliberately avoided shortcuts).

#11 User is offline Dark Sonic 

Posted 10 August 2007 - 09:13 PM

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View PostThorn, on Aug 10 2007, 05:38 PM, said:

Okay, lemme try to hit the two concerns that have come up so far:

Music: Only thing I can say is "I'll see what I can do". I'll go read over the Music Porting Guide again and stop relying on MPF to port the tracks for me. When Dark Sonic says "put the original music in"... I don't really know what that means; this was my attempt at porting the tracks, I just had to use new voices because MPF likes to screw with them during the transition. Try pulling Techno Tower (Crackers or Chaotix version) over to S2Beta using MPF, and just listen to that thing screeeech. I don't look forward to learning how to fish out one or two bad coordiantion flags out of a track, but I guess it's part of the process.


Are you using a ported Sonic 1 sound driver? Perhaps that might help.

#12 User is offline Thorn 

Posted 10 August 2007 - 09:17 PM

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The only way I've seen to port the Sonic 1 sound driver is with ASM. That'd require me to restart my hack, since I only used hex, and atm I have plans to move on and do a different hack rather than redo this one.

Also crap, already ate through three of my ten posts.

#13 User is offline SMTP 

Posted 10 August 2007 - 10:28 PM

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You could always put a few shields here and there on Robot Factory 3.

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