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Sonic : Super Deformed (SSD) Sonic 2 hack since 01-28-08

#1 User is offline Hitaxas 

  Posted 25 December 2007 - 02:03 PM

  • SEGA: Sorry Classic Sonic, we are sending you back to 1994
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Posted Image

Note to Viewer: This Hack has been updated and upgraded from Sonic 1 to a Custom Sonic 2 rewrite, Please see other pages for more information

A few of you might have seen this hack around the internet, and I thought I would bring it here to Sonic Retro =P

The name for this hack was suggested by ddrmaxromance (at least, I THINK it was) about the time I first started this hack.
Overall, this is a mass ASM project.

Lets get down to the facts

what's new?

Multiple Characters
Super Forms for each character
SCD spindash
Forward jump dash (Sonic Only)
Double Jump (Shadow Only)
High speed Dash (Chaos Control- Shadow Only)
New level Palettes and Names
Slightly Edited Title Screen
New Sprites, in Chibi/Super Deformed style (Thanks to Chimpo and Yuki Speed)
New Compressed art, including enemies
diffrent end level results and signpost for
each character


What else is planned?


Super form art
Super Peelout (Sonic Only)
Chaos Blast (Super Kill all- Super Shadow only)
SCD style springing action
Sonic 3 style Special stage entrance
New Special stages (level based)
Spike bug fix
Insta-shield (Silver Only)
Flight (Silver only)
Sonic 2 Title menus
New Music (maybe some ports too)
New Level art and Layouts
And more



Screens


Title Screen (temporary):
Posted Image


Shadow in then new Spring Yard Zone (soon to be renamed):
Posted Image


Sonic in Rock Ruin Zone:
Posted Image

Super Sonic (still needs Super animations) in Autumn Hill Zone (name still pending):
Posted Image

End Of game (not all emeralds collected)
Posted Image

End act poses added, like in S3.
Posted Image
Posted Image


Thanks goes to:
Chimpo- for releasing the Sonic Sprites
Yuki Speed- for improving the Sprites and making more
Varion Icaria- for his ASM help, and the addition of Super Forms
Tweaker- for fixing the Forward Jump Dash and pointing out some bugs
ShadowFire- for helping with High speed dash
Pu7o- for the the High speed dash code =P
Various people- some music ports
AND anyone else who can help improve this Hack

C & C please =P
This post has been edited by Hitaxas: 06 September 2008 - 11:16 PM

#2 User is offline Tweaker 

Posted 25 December 2007 - 02:10 PM

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A playable copy would be nice. I'm not getting much of an impression from the screens... and the ASM edits seem rather basic. Moving a value to an SST address isn't "mass ASM." :P

I'd also rather you make original sprites rather than using ones that were made available for public use, but I guess that's just me.

#3 User is offline Armada 

Posted 25 December 2007 - 03:02 PM

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Where's all my beautifal art? ;_; Anyway, I'm liking this hack very much. I'm a big supporter of new features in hacks, especially if they're different. Keep up the good work.

View PostTweaker, on Dec 25 2007, 02:10 PM, said:

I'd also rather you make original sprites rather than using ones that were made available for public use, but I guess that's just me.


I thought Yuki made those sprites. Correct me if I'm wrong Hitaxas. I'm blind, he made some of them. :P
This post has been edited by Armada: 25 December 2007 - 03:03 PM

#4 User is online Adamis 

Posted 25 December 2007 - 04:02 PM

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The sprites are very unique and the end panels beautiful. Hope to see a playable version soon =)

#5 User is offline Jayextee 

Posted 25 December 2007 - 06:16 PM

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Since I had to sacrifice the name "Sonic One" for this, I'm demanding new zone art, and not recolours. :P

#6 User is offline Armada 

Posted 25 December 2007 - 08:41 PM

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View Postlove.self.hate, on Dec 25 2007, 06:16 PM, said:

Since I had to sacrifice the name "Sonic One" for this, I'm demanding new zone art, and not recolours. :P

I'm doing level art for this hack, so I won't let you down. ;)

#7 User is offline Hitaxas 

Posted 25 December 2007 - 11:03 PM

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Trust me Tweaker, its more than just a few tiny asm edits =P. There are features from Sonic 2 and Sonic 3, and soon to be loads of new custom code ^_^

And, New art is on the way, nothing too major right now, but still. Thanks to Armada we won't have plain old palette hacks =P

Posted Image


Posted Image

#8 User is offline Dark Sonic 

Posted 26 December 2007 - 12:00 AM

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QUOTE (Hitaxas @ Dec 25 2007, 08:03 PM) [post="174762"]Posted Image


Posted Image[/quote]
You gotta fix that HUD. It's really messy.

But either than that things are looking good. If you ported the Sonic 3 save screen over to Sonic 1, you'd be awesome (Well you say you're taking features from Sonic 3, so why not?)

#9 User is offline Sonic Boom 

Posted 26 December 2007 - 12:04 AM

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QUOTE (Hitaxas @ Dec 25 2007, 08:03 PM) [post="174762"]Posted Image
Posted Image[/quote]
The foreground seems too monochromatic and stands out way too much compared to the sky and water. Some variety in color would be nice...

#10 User is offline Lostgame 

Posted 26 December 2007 - 10:25 AM

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^

My only real opinion. I can't even look at it, the colors clash so badly...it makes me feel weirdly gay.

#11 User is offline Tweaker 

Posted 26 December 2007 - 10:32 AM

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Yeah, it's not looking much better... You may as well just keep the original art, since those changes aren't really significant enough to be even considered different.

#12 User is offline Armada 

Posted 26 December 2007 - 04:18 PM

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I suggest losing Super Orange Zone. Please use a different palette.

#13 User is offline Sith 

Posted 26 December 2007 - 04:38 PM

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View PostSonic Boom, on Dec 26 2007, 06:04 AM, said:

The foreground seems too monochromatic and stands out way too much compared to the sky and water. Some variety in color would be nice...

I second this. Some other color besides a brown shade would be nice.

#14 User is offline Hitaxas 

Posted 26 December 2007 - 05:12 PM

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Alright, I have switched up the palette, I am not too sure how much better it is though...

Posted Image

#15 User is offline Jayextee 

Posted 26 December 2007 - 05:46 PM

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QUOTE (Hitaxas @ Dec 26 2007, 10:12 PM) [post="174786"]Posted Image[/quote]

Keep the grass, and make the land maroon (Sorta darkish purple-red), or keep the land and give back our green grass.

I've seen a fair few hacks which suffer from being a little monochrome in places. Easy way to remedy this is to make any colour which goes through five or more pallete entries to subtly shift between hues. Look at Sandopolis 1's sky; there are yellow, pink AND purple (though not many shades) for an artist to work with in other areas. The key here is to not be so conservative whilst still applying strong principles of design (Anyone who bases their complimentary pairs from a RYB colour-wheel fails. FACT).

Yeah, and the HUD needs less MSPaint black outline.

But, keep it up!

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