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Sonic 2 Retro Remix

Discussion in 'Engineering & Reverse Engineering' started by Thorn, May 30, 2008.

  1. MoDule

    MoDule

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    Procrastinating from writing bug-fix guides
    I was considering that, but wouldn't you want to be able to see the HUD for the time attack and score attack mission goals? Sonic and Tails's VRAM area should be enough for all the letters and other symbols you'd need plus a nice little box around the pause menu. Also, if you only overwrite Sonic and Tails's tiles you wouldn't have to reload any compressed graphics when exiting the pause menu.
     
  2. Chimpo

    Chimpo

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    What's wrong with a good old Pause Screen?

    [​IMG]
     
  3. dsrb

    dsrb

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    My reading comprehension isn't that bad.
     
  4. StephenUK

    StephenUK

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    Well, if you added Tails back only for Classic mode, then it wouldn't be an issue. The mission pause screen wouldn't be needed in classic mode if it works by simple zone progression, so it could use the classic pause style and have Tails back.
     
  5. Thorn

    Thorn

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    Sonic 2 Retro Remix
    Right, I came to the realization that I'm just too damned lazy to do any more work on it right now, and SAGE is tomorrow or in a few hours or something, so here's Revision 1 of the SAGE release. Given the drama the last Wiki edit caused, if somebody could get the new release and a properly titled picture of the new title screen onto the Wiki in a way that doesn't cause total chaos, I''d appreciate it. I'm a bit scared myself. :ohdear:

    Changes:
    * Classic Mode implemented. Old save files can be accessed in Adventure Mode if you rename the old SRAM file appropriately.
    * Emerald Monitor Counter now available.
    * Reaching 9:59:99 no longer makes the signpost malfunction.
    * Water in Chemical Plant 2 has a corrected palette and will automatically rise at the level's halfway point to prevent the boss from sucking up nothing and dropping it on you.
    * Bumper objects in Casino Night 2 were repositioned to line up with the art for the bumpers drawn into chunks, preventing strange-looking bounces and instances of getting stuck.
    * Breakable wall objects were introduced into Frosty Peak and Cascade Valley -- how did I forget this staple of classic Sonic until now? Some of them are just decorative, while others of them blend into real walls to conceal new passages.
    * The "13" door in Cascade Valley Overworld functions properly.
    * Arrow signs were added to Cascade Valley 3 in the area where you need to head left. This should stop people from getting lost.

    The pause menu you all asked for didn't make it... I'd've thought spawning an edited Obj0F (title menu) would've done it, but it spawns after the game unpauses, not when it pauses. I'll get back to that next year, maybe.

    EDIT: Shit, I had a collision path error in Cascade Valley 3. It's fixed now. If you downloaded before this post edit, you can download again to fix it. Sorry about that.
     
  6. FraGag

    FraGag

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    Objects are not run at all when the game is paused. While the game is paused, it's stuck in Pause_Loop until you press start, so if you want to run some code for a menu, that's where you'll have to invoke it. You could run one or more specific objects from there or just specific code for the menu.
     
  7. Thorn

    Thorn

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    I actually don't want to. Coding is work and work sucks. Many other people want me to, though, and they're probably right.

    This post is actually to draw attention to the edit of my last post, which of course didn't bump the topic. I was just too much of a pansy to double post.
     
  8. dsrb

    dsrb

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    Looking forward to trying it when I have a proper chance. I updated the article, mostly with info from the S2RR home page; hope it looks alright.

    Admittedly, I simply replaced the older release Zip and screenshot with the same file names, as I wasn't sure how else to do it, and didn't want to risk any further wrath.
     
  9. Thorn

    Thorn

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    So, I'm getting a lot of messages about there being too many boosters, so I want to ask those concerned: what zone are you in? If it's the first level, then I need to essentially cut out boosters altogether. If it's Chemical Plant... well, yeah, my bad, I guess, because it was intentional. :(

    I suppose I also need to ask, what qualifies as a booster? Are we still talking about the little things you touch from any angle and go flying off, or are we also talking about red springs, pinball flippers, and the occasional zoom tube? I did a count on the speed booster object and came up with this...
    CV1: 7
    CV2: 5
    CV3: 4
    CP1: 27
    CP2: 31
    FP1: 0
    FP2: 0
    CN1: 0
    CN2: 0
    MTZ: 0

    Last question: what mode are you playing on? I'm getting a lot of "the game plays itself", and if that's the case in Adventure Mode... well, I have no words. It would pretty much mean that I wasted my time on the entire concept. If it's Classic Mode, then I'm a bit miffed that I added it to pacify people, and I ended up getting backlash for it.

    tl;dr I didn't think I added that many boosters except where deliberate, I can't figure out how to please all of the people all of the time, please give input so that I know for next time.
     
  10. Hanoch

    Hanoch

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    So what if there are boosters? TBH classic mode plays like sonic 4 without the shitty engine that requires speed boosters all over the place.

    It has a few speed boosters, 4 zones before the final zones, homing attack. It was pretty short game in classic mode, but I didn't play adventure mode because im not really a fan of doing missions for the next level (had this hell when I was a kid playing toy story 2, fucking tokens)

    + - I noticed a lot of similiarities between mario 64 and toy story 2, are they built off the same engine or something?  

    This is sonic 2 classic dimps edition (sonic advance dimps)
     
  11. steveswede

    steveswede

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    If that's the case then I think it's because of classic mode. Did you even get messages like this before you put the classic in? I can say from my point that when doing missions. It does not play itself nor do I think they are too many speed boosters. Even with the amount of speed boosters that you put CP2, which I think are essential with that 1:20 time attack.
     
  12. Liliam

    Liliam

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    Any object which, when touched, immediately sends you flying horizontally in a predetermined direction which might or might not be where you're actually trying to go. Therefore, speed boosters, horizontal springs and diagonal springs.

    I think the biggest problem is not that these items exist, but that they're chained in such a manner that when you hit one, you get propelled to the next one, then to the next one and so on, eventually driving you a great distance from where you originally were. This would work fine if all you had to do is clear the stage, but it makes no sense in Adventure mode.

    It's not so much "the game plays itself", because you need to go out of your way to find the emeralds in order to make any actual progress. It's more like "the stage plays itself", with several gimmicks like the ziplines, the tubes and, well, the aforementioned "boosters" almost forcing you to go in a certain direction (right) at a certain pace (fast). Honestly, it's like you have two good, but conflicting gameplay styles. The rollercoaster-style gameplay of Sonic Advance 2 does not lend itself well with the free-roaming exploration trait of the emerald [monitor] missions. In fact, the very same game was panned for the same reasons, which begs the question as to why you would purposely mimic it.

    What the hell kinda logic is this? The mission requisites should be geared around the level design, not the other way around.
     
  13. steveswede

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    Have you done the time attack yet for CP2? If you have or have been close to doing it you will know that it would be impossible to do because of the speed cap on Sonic's normal run speed. If the boosters were taken out. The time attack would have to be made alot longer. Also. Have you seen the size of CPZ2? This level is absolutely huge. I mean really huge. And it's not linear. None of the levels are. You can explore and play at your own pace or blast through it speed running that is not linear. Best of both worlds. I can't understand why there are complaints.
     
  14. FANSean

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    Odd, I've not really encountered a circumstance in which I could say the game/stage plays itself. The only complaint I have off the top of my head is that the difficulty curve seems off (or my playing is). getting emeralds in Cascade Valley was hard (I don't think I have any but the two the game practically gives you) but in Chemical Plant I was getting some with a bit more ease, and one I think I found by complete accident.

    Of course, that only helped me so much. I still have to step up my game to get some of those emeralds.
     
  15. Namo

    Namo

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    This is, without a doubt, THE most impressive Sonic 2 Romhack I have ever played. The levels are great, the music, though used from other sources, is great, just everything's great.

    My only complaint is, don't have the entire background of a level one gigantic waterfall.
     
  16. I like the gameplay, but the levels can be a bit confusing. But that's why it's challenging. The use of missions reminds me of Super Mario 64. Nice hack!
     
  17. GT Koopa

    GT Koopa

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    Is it bad that I thought there was an update?
     
  18. DNX

    DNX

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    There are updates alright. I just don't want to release any screens yet. =P
     
  19. I have just a few criticisms. The bosses often take too many hits to count and don't change their attack pattern, so it becomes more tedious than challenging, especially in Death Egg. I really liked some of the changes you made though, especially the hidden Aquatic Ruins boss. The Chemical Plant one was good too but it sucked having to do the whole level over after dying. I understand if you don't want to make the game too easy, but have you considered adding check points just before the bosses and nowhere else?

    Also, in the overworlds, there were a few tunnels on level ground which seemed kind of pointless, and annoying if you entered them without enough speed and just stopped in the middle.

    There were some smaller issues too but overall it was a lot of fun.
     
  20. Mr Lange

    Mr Lange

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    I'm not sure I even know where to begin to talk about this hack.
    Well I'll try.

    The inclusion of Sonic Advance gameplay style was not something that I felt hurt the game at all. I enjoyed the areas made just for cruising really fast. Even with that, the game still has robust platforming. The wall kick was well designed (so many people suck at making wall kick maneuvers in any game), and I especially liked the separation between homing attack and jump dash, something I have subconsciously wanted in a Sonic hack.

    The level graphics were marvelous, but what really got my attention was the level mapping alone had aesthetic value to it. That's impressive. What I also noticed was the effort in making levels not just long, but large, expansive, rich in explorable quality. This is great for classic mode anyway, but I found it to be very troubling in adventure mode. The levels were too big for me, and I felt I could not possibly dedicate so much time in trying to find every emerald and emerald monitor in every act, as much as I want to. I still love all the unorthodox placements of tons of hidden areas.

    My only real complaint is, the game felt progressively more unfinished as I played. The level graphics gradually reverted to their original forms, which made me feel like I was slipping out of the experience. I dare say the level maps themselves were more lackluster toward the end. Maybe this is not an issue if the game is still in the works and subject to change.

    This hack clearly has an enormous amount of effort and detail put into it. I really admire that, a very good game has resulted. While playing it, I found myself goofing around and exploring and having a lot of fun. I thus came to the realization... its like I'm playing Sonic for the first time again. Forgive all my drama but this hack really inspired me.


    Anyone remember this glitch in Sonic 2? I have found this game makes it more awesome.