Sonic and Sega Retro Message Board: Green Snake - Viewing Profile - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help

Group:
Member: Members
Active Posts:
78 (0.06 per day)
Most Active In:
Engineering & Reverse Engineering (38 posts)
Joined:
08-February 12
Profile Views:
6152
Last Active:
User is offline Today, 05:33 PM
Currently:
Offline

My Information

Age:
17 years old
Birthday:
October 14, 1997
Gender:
Female Female
Location:
0x00
Interests:
Hacking

Contact Information

E-mail:
Private

Previous Fields

Project:
SoniPlane
National Flag:
fi
SA2 Emblems:
1

Latest Visitors

Posts I've Made

  1. In Topic: General Project Screenshot/Video Thread

    15 April 2015 - 07:19 PM




    Something I am working on currently. The video doesn't show a lot and exactly because I don't want to give big spoilers out as of now, but I thought I'd make something at least half-watchable(?).
  2. In Topic: Sonic 2 Delta v0.25

    05 April 2015 - 12:49 PM

    I played the first 5 levels, after getting too frustrated and stopped. What can I say? Knuckles has missing sound effects. GHZ port is ok but laggy and could have been done better. EHZ layout edit is fine but could be better. WHZ is just boring as heck, almost not objects anywhere, unchallenging layouts, repeating patterns galore, I just wished it was over 90% of the time, and I fell through layout countless of times. WZ was almost as horrible, while it had more going on, the collision was seriously fucked beyond belief, even the badniks fell through it, as I did, they layout was just annoying more than anything, and one section in act 2 had 20-30 chunks of straight line... That is awful design decision. DHZ was better though, with a lot more going on, decent layouts, but god damn full of cheap traps and ways to annoy the fuck out of the player, especially the thingys which shoot fireballs, it is almost impossible to avoid hitting those fireballs all the time, and overall it was not really pleasing experience. Even the music ports you made were mostly sounding horrible or mediocre at least, many having pitch issues and completely sounding wrong, some even to the point of almost hurting ears.

    I can't really pick much positive to say, because honestly there isn't. This hack is sloppy thing with all the content slapped in somewhat working. This would need serious work to be a decent product, and I am saying this just based on 5 LEVELS!
  3. In Topic: General Project Screenshot/Video Thread

    02 April 2015 - 11:48 AM

    View PostLoneDevil, on 01 April 2015 - 07:18 PM, said:

    The long awaited sequel to Metal Sonic Hyperdrive is finally in the works.

    If it's a sequel, why does it look exactly the same as the original? It looks more like a new version rather than a sequel honestly.
  4. In Topic: Random Hack/Mini Project Thread

    01 April 2015 - 04:17 PM

    This is probably the best hack of 2016!
  5. In Topic: General Project Screenshot/Video Thread

    01 April 2015 - 09:21 AM

    View Postflamewing, on 01 April 2015 - 08:46 AM, said:

    View PostGreen Snake, on 31 March 2015 - 04:54 AM, said:

    The hard part isnt to disassemble all the game, but rather making functional, efficient and useful disassembly without making it a mess. A great example of what not to do is S1CD disassembly, but having all the code duplicate for each file would not work at all either, so its definitely the hardest part.

    I disagree about S1CD; and things are bound to end up like that for SCD: SCD is very modular in design; it screams code reuse and splitting a disassembly into several code files, with generally only data differences between levels. Making one single file per level would be a singularly stupid design decision because any hack would have to edit every single act in exactly the same way.

    ...And I told having separate level containing duplicate data for each level was not sufficient? And I meant S1CD is good attempt but does not really work for the user in many ways, especially the way the separate files are named and positioned; it makes it hard to find the exact code you are looking for. Simpler approach with more understandable and easily-to-approach structure would be necessary to make a good disassembly, and the structure S1CD has is at best a good attempt at that, but does not succeed. But to actually make such a structure be efficient and simple at the same time is a real design challenge, and I am sure requires some experimentation and testing to make a final product.