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Sonic Classic Heroes

Discussion in 'Engineering & Reverse Engineering' started by flamewing, Nov 2, 2010.

  1. flamewing

    flamewing

    Emerald Hunter Tech Member
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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    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.
     
  2. Namo

    Namo

    take a screenshot of your heart Member
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    Holy crap.
    [​IMG]
     
  3. Deef

    Deef

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    Uh, you sure? That's the whole thing we've been commenting on recently...

    He always jumps full height. I like that.
     
  4. shihe

    shihe

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    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.
     
  5. Deef

    Deef

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    ... how? Since you can't enter special stages...
     
  6. Miles3298

    Miles3298

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    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.
     
  7. TheBetaFox

    TheBetaFox

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    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.
     
  8. Drex

    Drex

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    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)?
     
  9. TheBetaFox

    TheBetaFox

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    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).
     
  10. flamewing

    flamewing

    Emerald Hunter Tech Member
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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    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.
     
  11. Drex

    Drex

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    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.
     
  12. flamewing

    flamewing

    Emerald Hunter Tech Member
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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    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):
    1. Song/SFX Map            
    2. S2      S3&K                 Description              Notes
    3. 0x00    0x00                 empty
    4. 0x01    n/a                  2P results               Not in S2:Heroes
    5. 0x02    n/a                  Emerald Hill
    6. 0x03    n/a                  Mystic Cave 2P           Not in S2:Heroes
    7. 0x04    n/a                  Oil Ocean
    8. 0x05    n/a                  Metropolis
    9. 0x06    n/a                  Hill Top
    10. 0x07    n/a                  Aquatic Ruin
    11. 0x08    n/a                  Carnival Night 2P        Not in S2:Heroes
    12. 0x09    n/a                  Carnival Night
    13. 0x0A    n/a                  Death Egg
    14. 0x0B    n/a                  Mystic Cave
    15. 0x0C    n/a                  Emerald Hill 2P          Not in S2:Heroes
    16. 0x0D    n/a                  Sky Chase
    17. 0x0E    n/a                  Chemical Plant
    18. 0x0F    n/a                  Wing Fortress
    19. 0x10    n/a                  Hidden Palace
    20. 0x11    n/a                  Options
    21. 0x12    n/a                  Special Stage
    22. 0x13    n/a                  Boss
    23. 0x14    n/a                  Final Boss
    24. 0x15    n/a                  Ending
    25. 0x16    n/a                  Super Sonic
    26. 0x17    n/a                  Invincibility
    27. 0x18    n/a                  Extra Life
    28. 0x19    n/a                  Title Screen
    29. 0x1A    n/a                  Sonic Got Through
    30. 0x1B    n/a                  Game Over
    31. 0x1C    n/a                  Continue Screen
    32. 0x1D    0x2B                 Get Emerald
    33. 0x1E    n/a                  Credits
    34. 0x1F    0x31 (approx)        Drowning
    35. 0x20    0x62                 Jump
    36. 0x21    0x63                 Checkpoint
    37. 0x22    0x64 (approx)        Spike switch
    38. 0x23    0x35                 Hurt
    39. 0x24    0x36                 Skidding
    40. 0x25    0x67                 Pushing
    41. 0x26    0x37                 Impalement
    42. 0x27    n/a                  Intro sparkle
    43. 0x28    0x5B (approx)        Short beep
    44. 0x29    0x6B                 Bwoop
    45. 0x2A    0x39 (approx)        Water splash
    46. 0x2B    0x6D                 Swish
    47. 0x2C    0x6E                 Boss hit
    48. 0x2D    0x38                 Inhaling bubble
    49. 0x2E    0x70                 Arrow, lava ball
    50. 0x2F    0x3A                 Shield
    51. 0x30    n/a                  Silver Sonic's spikes
    52. 0x31    n/a                  Zap                      S1 leftover
    53. 0x32    0x3B                 Drowning
    54. 0x33    0x70+burn            Burning fire
    55. 0x34    0xAA                 Round bumper
    56. 0x35    0x33                 Ring (right speaker)
    57. 0x36    0x52 (approx)        Sliding spikes
    58. 0x37    n/a                  Rumbling
    59. 0x38    n/a                                           S1 leftover    
    60. 0x39    0x59 (sample)        Smashing
    61. 0x3A    0xB5                 Nondescript ding         S1 leftover
    62. 0x3B    0x56 (approx)        Door slam
    63. 0x3C    0xB6                 Spindash unleashed
    64. 0x3D    n/a                  Slide-thunk
    65. 0x3E    0x3C                 Rolling
    66. 0x3F    0xAC                 Continue
    67. 0x40    0xB7                 Casino bonus ding
    68. 0x41    0x3D                 Badnik bust
    69. 0x42    0xA9                 Warning ding-ding
    70. 0x43    0xB3                 Enter giant ring         S1 leftover
    71. 0x44    0xB4                 Boss explosion
    72. 0x45    0xB0                 Tally end
    73. 0x46    0xB9                 Ring spill
    74. 0x47    n/a                  Chain pull chink-chink   S1 leftover
    75. 0x48    n/a                  Flamethrower
    76. 0x49    n/a                  S1 end-of-act bonus      S1 leftover
    77. 0x4A    0xAF                 Enter special stage
    78. 0x4B    0x59 (approx)        Slow smash/crumble
    79. 0x4C    0xB1                 Spring
    80. 0x4D    0x5B (approx)        Blip
    81. 0x4E    0x34                 Ring (left speaker)
    82. 0x4F    n/a                  Signpost spin
    83. 0x50    n/a                  CNZ Boss zap
    84. 0x51    n/a                                           Seems unused
    85. 0x52    n/a                  Magnetic sound?          Seems unused
    86. 0x53    n/a                  2p signpost
    87. 0x54    n/a                  OOZ lid pop
    88. 0x55    n/a                  Sliding spike
    89. 0x56    n/a                  CNZ Elevator
    90. 0x57    n/a                  Platform knock
    91. 0x58    n/a                  CNZ Bonus bumper
    92. 0x59    n/a                  Large bumper
    93. 0x5A    n/a                  Water droplet
    94. 0x5B    n/a                  Pre-arrow firing
    95. 0x5C    n/a                  Fire
    96. 0x5D    n/a                  Arrow stick
    97. 0x5E    n/a                  WFZ Helicopter
    98. 0x5F    n/a                  Super Transform
    99. 0x60    0xAB                 Spindash rev
    100. 0x61    n/a                  Another rumbling
    101. 0x62    n/a                  CNZ Launch
    102. 0x63    0xAE (approx)        Flipper
    103. 0x64    0x55                 HTZ lift
    104. 0x65    n/a                  Leaves being kicked
    105. 0x66    n/a                  Mega Mack drop
    106. 0x67    n/a                  Draw bridge move
    107. 0x68    0x4C (approx)        Quick door slam          Seems unused
    108. 0x69    n/a                  Draw bridge down
    109. 0x6A    n/a                  MTZ Boss laser
    110. 0x6B    n/a                  Laser floor/scatter
    111. 0x6C    n/a                  2p teleport
    112. 0x6D    0xB2                 Error
    113. 0x6E    n/a                  Silver Sonic buzzsaw
    114. 0x6F    n/a                  Large laser
    115. 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):
    1. DAC conversion
    2. S2        S3&K
    3. $81        $86
    4. $82        $81
    5. $83        $8F
    6. $84        $BB
    7. $85&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;$9A&nbsp;&nbsp;&nbsp;&nbsp;<= check/port
    8. $86&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;$83&nbsp;&nbsp;&nbsp;&nbsp;<= check/port
    9. $87&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;port
    10. $88&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;$98
    11. $89&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;$9A
    12. $8A&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;$99&nbsp;&nbsp;&nbsp;&nbsp;<= check/port
    13. $8B&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;$99&nbsp;&nbsp;&nbsp;&nbsp;<= check/port
    14. $8C&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;$83
    15. $8D&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;$84
    16. $8E&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;$85
    17. $8F&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;port
    18. $90&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;port
    19. $91&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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.
     
  13. flamewing

    flamewing

    Emerald Hunter Tech Member
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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    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: [​IMG] 2: [​IMG]
    3: [​IMG] 4: [​IMG]

    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?
     
  14. 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.
     
  15. steveswede

    steveswede

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    Number 2. Sorry but I can't stand those round life icons.
     
  16. Crappy Blue

    Crappy Blue

    Knuckles' Chaotix is a perfect game with no flaws Member
    4, definitely. I'd imagine the animation for the life icons switching around would look a lot smoother with the circles.
     
  17. The Shad

    The Shad

    ↑ & ↓ & ↻ Oldbie
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    I like 3, personally. I like that clock.
     
  18. Shadic

    Shadic

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    Home improvement eternal
    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:
    [​IMG]
    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.
     
  19. amphobius

    amphobius

    doing more important things with my life Member
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    #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.
     
  20. FeliciaVal

    FeliciaVal

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    I say 4 :) I've never seen round icons in a Sonic hack so I think that would be pretty original