don't click here

Sonic Universe

Discussion in 'Engineering & Reverse Engineering' started by MXJ, Jul 16, 2009.

Thread Status:
Not open for further replies.
  1. MXJ

    MXJ

    20
    0
    1
    12992
    Sonic Universe (Being procrastenated)
  2. Master3k

    Master3k

    Member
    278
    0
    0
    Not bad for a start!
    However, I must make a note of:
    -Title screen is obvious glitched. Also music does not fit at all.
    -GHZ music fits, but... could use a bit of PSG work IMO.
    -Blue GHZ is a bit overused.
    -<3 GHZ layout.
    -</3 MZ art. Colors aren't very good, also sky and FG.

    Keep it up! :)
     
  3. LordOfSquad

    LordOfSquad

    bobs over baghdad Member
    5,208
    245
    43
    Winnipeg, MB
    making cool music no one gives a shit about
    I don't know why, but I love the background in GHZ.
     
  4. MXJ

    MXJ

    20
    0
    1
    12992
    Sonic Universe (Being procrastenated)
    It's a beta, and I'll fix it after vacation.

    Nineko's port, but I'm not blaming him, I can't use xm4smps at all.

    I guess I could change the BG to a sunset. EDIT: Fix'd

    :)

    I'll change it after vacation.


    EDIT: Ok, I worked on the GHZ palette a bit. What do you think?

    [​IMG]
     
  5. I like the game so far, slight work on the background in Marble Zone Act 2 from what I saw as I played but so far its very good. I also love the Sonic and Knuckles Sandtopolis music for Marble Zone, very nice.
     
  6. LordOfSquad

    LordOfSquad

    bobs over baghdad Member
    5,208
    245
    43
    Winnipeg, MB
    making cool music no one gives a shit about
    =(

    I think he was talking about the foreground.
     
  7. The Shad

    The Shad

    ↑ & ↓ & ↻ Oldbie
    3,073
    8
    18
    Yeah, the problem is trying to find a good color that will go well with green grass that isn't brown. Otherwise, it just looks like GHZ restructured. Its annoying. Keep trying, though.
     
  8. MXJ

    MXJ

    20
    0
    1
    12992
    Sonic Universe (Being procrastenated)
    Ok, I'll come up with something sometime. EDIT: [​IMG]


    As for MZ, I have to do a complete overhaul on it.


    Maybe for both I'll get some inspirations on vacation. After 6:00 P.M. today I won't be able to work on anything.
     
  9. Icewarrior

    Icewarrior

    I'm a member of S.T.A.R.S !!11!!!1!! Member
    I like that palette.
    Since there's mostly water in the background, how about adding a bit of underwater sections, not as deep and as complex as the Labyrinth zone? That would harmonize all the layers and make your first zone unique compared to the other hacks.

    Also, the blue palette you were using before was nice so why not making different daytimes every act (like in Sonic Pixel Perfect) ?
     
  10. MXJ

    MXJ

    20
    0
    1
    12992
    Sonic Universe (Being procrastenated)
    I'll try both, but I'm only 11 yrs old so don't expect any major ASM things.

    Also, new pic!

    [​IMG]


    EDIT:Okay so I've been messing around with ghz trying to load water but it just refuses to. The level loads pefectly fine without freezing, but it just won't load the water!


    Here's my code.


    Code (Text):
    1. Level_ClrVars3:
    2. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.l&nbsp;&nbsp;&nbsp;&nbsp;d0,(a1)+
    3. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;dbf&nbsp;&nbsp;&nbsp;&nbsp;d1,Level_ClrVars3; clear object variables
    4.  
    5. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move&nbsp;&nbsp;&nbsp;&nbsp;#$2700,sr
    6. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;bsr.w&nbsp;&nbsp;&nbsp;&nbsp;ClearScreen
    7. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;lea&nbsp;&nbsp;&nbsp;&nbsp;($C00004).l,a6
    8. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;#$8B03,(a6)
    9. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;#$8230,(a6)
    10. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;#$8407,(a6)
    11. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;#$857C,(a6)
    12. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;#$9001,(a6)
    13. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;#$8004,(a6)
    14. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;#$8720,(a6)
    15. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;#$8ADF,($FFFFF624).w
    16. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;($FFFFF624).w,(a6)
    17. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;clr.w&nbsp;&nbsp;&nbsp;&nbsp;($FFFFC800).w
    18. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.l&nbsp;&nbsp;&nbsp;&nbsp;#$FFFFC800,($FFFFC8FC).w
    19. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cmpi.b&nbsp;&nbsp;&nbsp;&nbsp;#1,($FFFFFE10).w; is level LZ?
    20. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;bne.s&nbsp;&nbsp;&nbsp;&nbsp;ghz_water; if not, branch
    21. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;#$8014,(a6)
    22. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;moveq&nbsp;&nbsp;&nbsp;&nbsp;#0,d0
    23. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.b&nbsp;&nbsp;&nbsp;&nbsp;($FFFFFE11).w,d0
    24. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add.w&nbsp;&nbsp;&nbsp;&nbsp;d0,d0
    25. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;lea&nbsp;&nbsp;&nbsp;&nbsp;(WaterHeight).l,a1; load water&nbsp;&nbsp;&nbsp;&nbsp;height array
    26. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;(a1,d0.w),d0
    27. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;d0,($FFFFF646).w; set water heights
    28. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;d0,($FFFFF648).w
    29. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;d0,($FFFFF64A).w
    30. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;clr.b&nbsp;&nbsp;&nbsp;&nbsp;($FFFFF64D).w; clear&nbsp;&nbsp;&nbsp;&nbsp;water routine counter
    31. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;clr.b&nbsp;&nbsp;&nbsp;&nbsp;($FFFFF64E).w; clear&nbsp;&nbsp;&nbsp;&nbsp;water movement
    32. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.b&nbsp;&nbsp;&nbsp;&nbsp;#1,($FFFFF64C).w; enable water
    33.  
    34. ghz_water:
    35. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cmpi.b&nbsp;&nbsp;&nbsp;&nbsp;#0,($FFFFFE10).w; is level ghZ?
    36. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;bNE.s&nbsp;&nbsp;&nbsp;&nbsp;Level_LoadPal; if not, branch
    37. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;#$8014,(a6)
    38. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;moveq&nbsp;&nbsp;&nbsp;&nbsp;#0,d0
    39. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.b&nbsp;&nbsp;&nbsp;&nbsp;($FFFFFE11).w,d0
    40. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add.w&nbsp;&nbsp;&nbsp;&nbsp;d0,d0
    41. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;lea&nbsp;&nbsp;&nbsp;&nbsp;(WaterHeight).l,a1; load water&nbsp;&nbsp;&nbsp;&nbsp;height array
    42. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;(a1,d0.w),d0
    43. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;d0,($FFFFF646).w; set water heights
    44. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;d0,($FFFFF648).w
    45. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.w&nbsp;&nbsp;&nbsp;&nbsp;d0,($FFFFF64A).w
    46. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;clr.b&nbsp;&nbsp;&nbsp;&nbsp;($FFFFF64D).w; clear&nbsp;&nbsp;&nbsp;&nbsp;water routine counter
    47. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;clr.b&nbsp;&nbsp;&nbsp;&nbsp;($FFFFF64E).w; clear&nbsp;&nbsp;&nbsp;&nbsp;water movement
    48. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;move.b&nbsp;&nbsp;&nbsp;&nbsp;#1,($FFFFF64C).w; enable water

    Help?
     
  11. I really, really don't like the layout in GHZ. The object placement is strange, random and at some times doesn't make any sense at all. (Impossible waterfalls, floating bridges, bridges attached to rocks, random nothingness, strange spike placement, choppers jumping out from platforms?)
     
  12. MXJ

    MXJ

    20
    0
    1
    12992
    Sonic Universe (Being procrastenated)
  13. Metal Knuckles

    Metal Knuckles

    HAVE SOME FUN WITH MIKU Member
    4,942
    0
    0
    New Hampshire, USA
    Shadow Alpha, an awesome hack of Sonic 1
    By "slightly edited" do you mean you got rid of the wocky collision blocks, made the level more speed friendly, got rid of obstacles that require jumping on enemies to pass, and fixed it so tiles don't cut off suddenly and don't just start out of nowhere? Because, you know, those things needed to be fixed.
     
  14. D.A. Garden

    D.A. Garden

    Sonic CD's Sound Test Member
    Would you mind fixing this?

    [​IMG]

    If you spindash at the start of a level really quickly, you warp to the end (This only works after you've completed an act or died before trying this from start up).
     
  15. MXJ

    MXJ

    20
    0
    1
    12992
    Sonic Universe (Being procrastenated)
    Yeah, I know, I'm not sure why that happens. I just used the Sonic 1 Spindash source code. :psyduck: Any ideas?
     
  16. D.A. Garden

    D.A. Garden

    Sonic CD's Sound Test Member
    It's been a while since I fixed it so I can't remember fully what needs to be done. But I do know that in the third part of the guide here - http://info.sonicretro.org/SCHG_How-to:Add..._Sonic_1/Part_3 , there is a mistake in the coding in the wiki guide. You need to fix up the last part of the Horizontal Scroll Delay fix, as it doesn't do what it's supposed to.
     
  17. MXJ

    MXJ

    20
    0
    1
    12992
    Sonic Universe (Being procrastenated)
    Oops.

    Seems the bug is still there. Should've tested a little more before I posted.

    Damn me and my crappy ASM skills. :argh:

    EDIT:

    Bug in tile drawing code.

    [​IMG]

    WTF?
     
  18. nineko

    nineko

    I am the Holy Cat Tech Member
    6,312
    489
    63
    italy
    Yes, because of a bug in the drawing code you can't go too fast when going left. Also the earlier versions of my hack had that problem.
     
  19. MXJ

    MXJ

    20
    0
    1
    12992
    Sonic Universe (Being procrastenated)
    Oh. Well do you know how to fix it?
     
  20. nineko

    nineko

    I am the Holy Cat Tech Member
    6,312
    489
    63
    italy
    No, I don't. I asked Puto to fix that for me in my hack. I asked him on AIM if he was up to help you too :)
     
Thread Status:
Not open for further replies.