I had almost forgotten about that hack. You know, that idea is so epic I will try to contact ColinC10 and see if he is willing to work with me on it.
Uh, you sure? That's the whole thing we've been commenting on recently... He always jumps full height. I like that.
OMFG I just tried going Super Sonic, and it blew my ass off. All three of them become SUPER!!! I wasn't expecting that! I expected the game to glitch out or something. Wow... I was really impressed, and had a lot of fun switching between Super Sonic, Super Tails and Super Knuckles. THIS is Sonic Heroes as I imagined it! XD I also noticed that beating Wing Fortress as the Super Trio won't loop it at the end, and I did reach Death Egg Zone. I love this hack so much.
4 1 2 6 (or whatever that code is) A+Start at the title screen for level select is enabled by default, so enter it there.
To whoever is bored and wants to see Swpah Sawneek, Teilz and Nawkxorz, I made a YouTube video about it. Beware - I ate too much chocolate, it was 2 AM, I didn't know what I was doing, and I just randomly jumped around to get rings. If you wish, I can delete the video and rerecord it with more.. proper gameplay. edit: YouBlah downgraded my 1080p video to 480p... There wasn't much 1080p stuff to show, anyway. Other than the intro and the text which looked.... much more better.
I don't know if it was mentioned before, but I hope that he plans to have the super characters share attributes based on the lead characters just like they do during normal mode. Also, just wondering, flamewing, is possible to change super Knux and Tails into new colors and add new sprites for stand, walking, run, and crouch without much hassle (aside from making the sprites)?
Change Super Knuckles and Super Tails into 'new colors'? Hmm? Even though I'm not flamewing, I'd enjoy a clarification of that. Also, about adding new sprites, I believe it should be fully possible - albeit not very easy. (Or it might be much easier/harder than I believe it to be- then again, I'm no ROM hacker).
I am not sure what you mean; characters share power-ups regardless of who is leader, whether it is shields, invincibility, speed shoes or super form; but that is about it. Define 'new colors'. If you mean their S3&K colors, they use it in v0.05 already; if you mean brand new colors, similarly to Sonic becoming golden when super, I would say it is possible, but will be more work than it is worth -- there are already side-effects from Tails' transformation (much as in S3&K). I'd prefer to stick to the S3&K sprite set as much as possible.
1. I should've just asked if Knux and Tails will share the same jump height as Super Sonic during AI mode. The way that they get left behind in the vid above is ridiculous. Also, a faster descent while catching up to Sonic during super mode, maybe (at least for Knuckles)? 2. Yeah, I meant brand new colors like a red Tails or a green Knux. I figured it'd not be an easy thing to implement. 3. Understood.
Re: the jump height when super: while I won't change that per se, I am thinking of adding some tailgating ability for Tails and Knuckles that allows them to follow Sonic; I may also make Sonic always faster than both, forcing them to tailgate in order to keep up. The other point, Knuckles' descent, was done to be as close as possible to his gliding. I may tweak his initial falling speed when he does drop from the glide, but that is it. On quite different news: I have begun the work of porting the S3&K sound driver. The first step, phase 0, is complete: I compared songs and sound effects from S2 and S3&K to find the best/closest matches to see what I don't need to port. Here is the map I have so far: Code (Text): Song/SFX Map S2 S3&K Description Notes 0x00 0x00 empty 0x01 n/a 2P results Not in S2:Heroes 0x02 n/a Emerald Hill 0x03 n/a Mystic Cave 2P Not in S2:Heroes 0x04 n/a Oil Ocean 0x05 n/a Metropolis 0x06 n/a Hill Top 0x07 n/a Aquatic Ruin 0x08 n/a Carnival Night 2P Not in S2:Heroes 0x09 n/a Carnival Night 0x0A n/a Death Egg 0x0B n/a Mystic Cave 0x0C n/a Emerald Hill 2P Not in S2:Heroes 0x0D n/a Sky Chase 0x0E n/a Chemical Plant 0x0F n/a Wing Fortress 0x10 n/a Hidden Palace 0x11 n/a Options 0x12 n/a Special Stage 0x13 n/a Boss 0x14 n/a Final Boss 0x15 n/a Ending 0x16 n/a Super Sonic 0x17 n/a Invincibility 0x18 n/a Extra Life 0x19 n/a Title Screen 0x1A n/a Sonic Got Through 0x1B n/a Game Over 0x1C n/a Continue Screen 0x1D 0x2B Get Emerald 0x1E n/a Credits 0x1F 0x31 (approx) Drowning 0x20 0x62 Jump 0x21 0x63 Checkpoint 0x22 0x64 (approx) Spike switch 0x23 0x35 Hurt 0x24 0x36 Skidding 0x25 0x67 Pushing 0x26 0x37 Impalement 0x27 n/a Intro sparkle 0x28 0x5B (approx) Short beep 0x29 0x6B Bwoop 0x2A 0x39 (approx) Water splash 0x2B 0x6D Swish 0x2C 0x6E Boss hit 0x2D 0x38 Inhaling bubble 0x2E 0x70 Arrow, lava ball 0x2F 0x3A Shield 0x30 n/a Silver Sonic's spikes 0x31 n/a Zap S1 leftover 0x32 0x3B Drowning 0x33 0x70+burn Burning fire 0x34 0xAA Round bumper 0x35 0x33 Ring (right speaker) 0x36 0x52 (approx) Sliding spikes 0x37 n/a Rumbling 0x38 n/a S1 leftover 0x39 0x59 (sample) Smashing 0x3A 0xB5 Nondescript ding S1 leftover 0x3B 0x56 (approx) Door slam 0x3C 0xB6 Spindash unleashed 0x3D n/a Slide-thunk 0x3E 0x3C Rolling 0x3F 0xAC Continue 0x40 0xB7 Casino bonus ding 0x41 0x3D Badnik bust 0x42 0xA9 Warning ding-ding 0x43 0xB3 Enter giant ring S1 leftover 0x44 0xB4 Boss explosion 0x45 0xB0 Tally end 0x46 0xB9 Ring spill 0x47 n/a Chain pull chink-chink S1 leftover 0x48 n/a Flamethrower 0x49 n/a S1 end-of-act bonus S1 leftover 0x4A 0xAF Enter special stage 0x4B 0x59 (approx) Slow smash/crumble 0x4C 0xB1 Spring 0x4D 0x5B (approx) Blip 0x4E 0x34 Ring (left speaker) 0x4F n/a Signpost spin 0x50 n/a CNZ Boss zap 0x51 n/a Seems unused 0x52 n/a Magnetic sound? Seems unused 0x53 n/a 2p signpost 0x54 n/a OOZ lid pop 0x55 n/a Sliding spike 0x56 n/a CNZ Elevator 0x57 n/a Platform knock 0x58 n/a CNZ Bonus bumper 0x59 n/a Large bumper 0x5A n/a Water droplet 0x5B n/a Pre-arrow firing 0x5C n/a Fire 0x5D n/a Arrow stick 0x5E n/a WFZ Helicopter 0x5F n/a Super Transform 0x60 0xAB Spindash rev 0x61 n/a Another rumbling 0x62 n/a CNZ Launch 0x63 0xAE (approx) Flipper 0x64 0x55 HTZ lift 0x65 n/a Leaves being kicked 0x66 n/a Mega Mack drop 0x67 n/a Draw bridge move 0x68 0x4C (approx) Quick door slam Seems unused 0x69 n/a Draw bridge down 0x6A n/a MTZ Boss laser 0x6B n/a Laser floor/scatter 0x6C n/a 2p teleport 0x6D 0xB2 Error 0x6E n/a Silver Sonic buzzsaw 0x6F n/a Large laser 0x70 n/a Oil slide Here, "n/a" means I will definitely have to port, "(approx)" means I might get away with using this sound instead of porting, "(sample)" means I will not have to port the sample, only the SFX. Given the use of alternate banks, I am thinking of porting even the songs and SFX I don't use -- to wit, the 2P songs and the S1 leftovers. Also, I am thinking of swapping the "get lightning shield" from S3&K's 0x41 (a ding of sorts) to 0x40 (an electric zap). I will also have to port a few DAC samples; here is where I am so far: Code (Text): DAC conversion S2 S3&K $81 $86 $82 $81 $83 $8F $84 $BB $85 $9A <= check/port $86 $83 <= check/port $87 port $88 $98 $89 $9A $8A $99 <= check/port $8B $99 <= check/port $8C $83 $8D $84 $8E $85 $8F port $90 port $91 port I will check all samples to see if they do indeed fit, but it seems that I will be able to reuse some. I am posting this here so that people can give their opinions on whether the above SFX map (particularly those marked "(approx)" is good enough. Some are actually identical to the S2 SFX, but the slightly different voices cause the differences you can hear if you have a good enough ear.
Sorry for the double post, but I have a query for you folks. I have been thinking of making some HUD changes based on the "real" Sonic Heroes; I wanted to know which of these versions you think is best: 1: 2: 3: 4: Note that while all but the first are mockups, I have enough VRAM space to do each of them (including a separate 1-up icon for cases 2 and 4). And before anyone asks, no, there isn't enough VRAM space to use the original S2 HUD; I literally had to go scavenging VRAM to be able to pull off cases 2 and 4, and I need at least 21 more tiles (which I don't have) to use the S2 HUD. I myself am leaning towards 2 or 4; what do you guys think?
I'd say definitely 4. I generally prefer the centiseconds on the timer and the life icons look much better than the stock ones for this sort of thing.
4, definitely. I'd imagine the animation for the life icons switching around would look a lot smoother with the circles.
I'm not a huge fan of the buttons around each character - seems like a waste of space. If you wanted to do something like that though, how about this: But obviously better. And if it would be possible to flip around a few different versions of it where the character location and border color swaps depending on who you were controlling, that would be cool too. I'm lame at comprehending the exact limitations of these things though, so sorry if I'm being stupid. Also tried to make the smallest possible "score" text possible. If my ideas completely suck, I'd prefer #1, honestly. Maybe #3. I think breaking down seconds any more is useless, honestly.
#2, definitely. I just cannot stand those life icons and I vastly prefer accuracy to my time. Milliseconds would be better than centiseconds, but VRAM is essential, obviously.