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Sonic Delta 40Mb

Discussion in 'Engineering & Reverse Engineering' started by Esrael, Mar 9, 2020.

  1. Lostgame

    Lostgame

    producer/turnablist. homebrew dev. cosplayer. Oldbie
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    The O.I.C.
    Awesome work, Esrael. Fantastic to see you still at it after all of these years.
     
  2. Esrael

    Esrael

    Neto Tech Member
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    Neto Assembler Editor / Sonic 2 Delta / Neto MD-DOS
    New Build released ( Sonic Delta v0.33 ) / Hardware

    The following errors was fixed:

    - Corruption of the SRAM Buffer, after playing seventh Sonic 2 Special Stage, causing game not to save after this issue and a crashes in real hardware during Special Stage Results Screen;

    - Removed silence from Competition Sound ($2D).

    Thanks.

    Best regards:
    --------------------
    Neto
     
  3. vexatious

    vexatious

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    Esrael... Here's some extension RAM cartridges for Z80 MSX computer. These work in Z80 mode with diy adapter. These will also work on the Game Gear with Diy adapter and mass storage device (like datasette cassette tape or similar through joystick or extension plug).

    Your webpage shows D.O.S. for the core (Neto Dos) so thought you might find interest in these RAM carts. Checkout the Super AMS with 74ls612.

    Mega ram for MSX
    [​IMG]

    Other pagers-mappers and tidbits for MSX
    https://hansotten.file-hunter.com/do-it-yourself/memory-mappers-slots/

    Classic PC 16MB Memory Expansion
    Possibly the largest RAM expansion I've seen for the Z80 (MSX2).
    https://www.msx.org/wiki/Classic_PC_16MB_Expansion_Memory#Minimum_System_Requirements
    [​IMG]

    Super AMS Card
    http://www.unige.ch/medecine/nouspikel/ti99/superams.htm
     
    Last edited: Apr 2, 2020
  4. Giovanni

    Giovanni

    It's Joe-vanni, not Geo-vanni. Member
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    Sonic Hacking Contest
    I had played this many years ago, maybe it was 0.29? Either way, I had really negative thoughts back then, due to how broken it was.
    Now here I am in front of 0.33 and MY GOD I think I have a work of art in front of my eyes.
    This looks sooooo much more stable than what I tried back then!
    I still need more time to try this out. A LOT more (It's still 77 Sonic levels + extras, after all). However, I can tell that the Sonic 1/2 part of the game is going to be the most unstable, because I've noticed a few issues just in these first few minutes.

    - While flying, Tails uses different (and rather unfitting, in my opinion) sound effects
    - In the Sonic 1 Special Stage, the "R" doesn't work
    - Not sure if it counts as a bug, but why is Sonic still using his Sonic 1 sprites in the Special Stage? Especially when he uses S3K sprites in the Slot machine bonus stage?

    Of course, since I've played this for like 15 minutes, I can't say "ooh, sonic 1 and 2 are gonna be garbage!", but this

    I will make a more in-depth review once I complete the entirety of this game.
     
    Last edited: Apr 2, 2020
  5. Esrael

    Esrael

    Neto Tech Member
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    Neto Assembler Editor / Sonic 2 Delta / Neto MD-DOS
    New Build released ( Sonic Delta v0.34 ) / Hardware

    Whats new?
    - You will no longer lost the classic shield anymore after returning from a Bonus Stage;
    - Super Sonic Sprites no longer glitch, if you get a classic shield;
    - Miles flying sound effects fixed;
    - Added missing sound effects for Sonic 1 and Sonic 2 Levels;
    - Now Knuckles can break walls in Green Hill and Star Light with his fists;
    - New art for Sonic animation in Title Screen based on Sonic 2 Beta;
    - The Title Screen sound no longer restart if user press "START" to skip intro.

    Special Thanks to @Master Emerald for Sonic 2 Beta art in Title Screen animation.

    Best regards:
    --------------------
    Neto
     
  6. penBorefield

    penBorefield

    Living in my best life Member
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    Patching things up
    Some sound effects play incorrectly. Example: The hidden switches from Mystic Cave. After you grabbed the vine switch, the sound plays when the bridge goes down is actually Hydrocity Act 1 music and the bridge stops moving sound plays the Non-Sonic music. Also, the laser beam sound (Oil Ocean and Metropolis Boss) plays the Sonic 1 Invincibily theme and the Tornado damage sound plays the Final version of Sonic 2 Boss theme. Speaking of the Invincibility theme, why not just replace the Sonic 3 Invincibilty theme with the aforementioned theme (Sonic 1 Invincibilty) since you start with Sonic 1 and 2, not 3.
     
    Last edited: Apr 4, 2020
  7. Esrael

    Esrael

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    Neto Assembler Editor / Sonic 2 Delta / Neto MD-DOS
    Fixed, please download New Build ( Sonic Delta v0.34a )

    Best regards:
    --------------------
    Neto
     
  8. Giovanni

    Giovanni

    It's Joe-vanni, not Geo-vanni. Member
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    Sonic Hacking Contest
    I finally did it. A 100% run of Sonic Delta as Sonic and Tails.
    This kind of journey is something you should NOT do in one sitting (I didn't). There are SO MANY stages!
    This used to be nothing more than a dream for me, and now, you are currently making this a real thing. The original Sonic quadrilogy (+ lost levels) in a single game.
    And it's surprisingly very stable for being something of this caliber!

    However, I still did find a fair amount of bugs and oversights here and there. And I've got them all in this list:

    This bug list was made between 0.33 and 0.34. I was at Mushroom Valley Zone when the game was updated. The game was played on Kega Fusion.

    - Sonic's running animation is corrupted.
    - The bubble shield animation is corrupted.
    - In S1/2, Speed Shoes may not speed up music everytime.
    - You always get a perfect bonus in S2 special stages, regardless of ring amount.
    - MZ's boss collision is way smaller than it's supposed to be.
    - I've had this one instance in Wood Zone in 0.33 where the music broke. There's a save state for you to look at.
    - In S1 special stages, "R" doesn't work. Which is weird, because S3's Slot machine bonus stage has a copy of it that is completely functional.
    - Sonic uses his S1 sprites in S1 special stages.
    - If you touch the bottom of a tunnel in LZ while you're being carried away, the walking animation will trigger, while doing the same in HCZ does not trigger it.
    - Using a bubble shield on a Sonic 1 spring will trigger the bubble shield's effect, even though it shouldn't.
    - S1 Red springs use S3K's palette, which makes them appear incorrect.
    - Some vines will just pop up in the screen in DHZ
    - The perfect bonus count will not erase digits once you go down a decimal position. It does clear only once you reach 0 rings. This is very noticeable in S2HPZ2
    - SBZ's rotating platforms don't let you fall properly once they start rotating.
    - If you collected every emerald in S1/2, then you'll start from Special Stage 8. You will also not be able to keep the emerald, meaning that you have to waste a special stage attempt.
    - If you leave a S3K Special Stage, the Perfect Bonus count goes back to 0.
    - When you do that, the Perfect Bonus counter may underflow.
    - Not sure what happened to the S3 miniboss music, but it sounds weird.
    - Sonic 1's Waterfall sound effect is missing.
    - Background clouds will flicker in FBZ's boss.
    - The Insta-Shield does not function with any object from Sonic 1 and 2.
    - The Insta-Shield is invisible until you lose a shield.
    - There are various collision issues in SSZ, WHZ and WZ.

    But still, what can I say about this hack? It's Classic Sonic, featuring all of the levels we know and love. And Labyrinth Zone.
    I can say there are negatives in this, though.
    Other than the glitches I've found, one major issue I've noticed (mostly in Sonic 1 and 2) is the lag. There have been some instances where it was just INSANE how much lag there is! Have you tried taking damage in Labyrinth Zone while you're underwater and you have Tails following you? It's so unbearably slow!
    I also believe that the custom lost levels suffer from bad level design. I've seen empty looking levels and unfair practices, and there's GCZ2 which is a CPZ2 clone. I'd suggest having a look at the lost levels and revise them in the future.
    Moreover, I think that with the inclusion of S3K levels, the Perfect Bonus counter should be scrapped. It's glitchy, and S3K levels are clearly not designed with Perfect Bonus in mind.
    Furthermore, while I know this is not your fault, the quality of life improvements that I've seen in other major projects (such as Sonic 3 Complete) would really benefit this hack (or maybe it's just me being a spoiled brat)

    All the issues that I've mentioned don't make this project any less astonishing to my eyes. It's still a very impressive technical feat, and I applaud you for what you've accomplished.

    I will keep playing this hack for long. I still have to check some specific scenarios, and I still did not pull off a full Knuckles run. I will tell you if I find other issues with the game. I want to do whatever I can to make this game become better and better.
     
    Last edited: Apr 19, 2020
  9. Esrael

    Esrael

    Neto Tech Member
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    Brazil, São Paulo, Guarulhos
    Neto Assembler Editor / Sonic 2 Delta / Neto MD-DOS
    New Build released ( Sonic Delta v0.35 ) / Hardware

    The following errors was fixed:

    - Uncompressed art data aligned at VDP bank boundaries (This fixes corrupted graphics);
    - "Hidden Grounder" rocks art not showing correctly in Neo Green Hill;
    - "Reverse" object in Sonic 1 Special Stage;
    - Debug Mode for Slot Machine Bonus Stage and Sonic 1 Special Stage;
    - Sonic no longer can walk when carried in Tunnels in Labyrinth;
    - Spikes sfx changed for Sonic 1 and Sonic 2 Levels;
    - Insta-Shield now works with Sonic 1 and Sonic 2 objects and are loaded correctly.

    And other changes:
    - Adjusted some frames for Sonic in the Title Screen animation;
    - New animation in Title Screen;
    - Transition from Death Egg (S2) to Angel Island;
    - Changed Sonic Sprites in Sonic 1 Special Stages.


    Special Thanks to @Master Emerald for Sonic 2 Beta art in Title Screen animation.

    Best regards:
    --------------------
    Neto
     
  10. DeltaWooloo

    DeltaWooloo

    Be a boss-man and come to my big and tall man shop Member
    Nice update, Esrael.

    Just a few things I want to see next time regarding music mostly:
    1. Are you going to have the ability for Tails carry Sonic, the same way as Sonic Mania.
    2. The Sonic 3 invincibility used in Sonic 1 and 2 isn't finalized comparing the original. Is there a possibility where you can convert the music through SMPSConv to have the same music as the original.
    3. Speaking of Sonic 3 music, I feel like the extra life, continue and act clear music should be included in S1 and S2 to blend in, but I do think that my favourable option and some people wouldn't want that.
    4. Also, Sonic 3 sprites. I know Sonic looks cool in it but can't we have Sonic 1 or 2 sprites. Well, I'll take time to included due to special sprites needed for Sonic 3 zones.
    5. The Spindash doesn't rev in S1 and S2 and there is no horizontal scroll delay. Without it, seems like the Spindash isn't helping much from my eye. Is there a possibility for porting this.
    Final question: I feel like there should be a remixed version of whatever zone you are at when going to act 2/3 just like Sonic 3.

    That's all I have. Just keep up the good work.
     
  11. penBorefield

    penBorefield

    Living in my best life Member
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    This is about the hack with cut levels, beta compositions and unused objects. Having Sonic 3 drums/music in both Sonic 1 and 2 is unnecessary despite having Sonic 3 sprites. Leave it to Sonic 3 and Knuckles.

    @Esrael:
    I found bugs: The electric sound from Casino Night Boss plays the Waterfall sound. Also, Tails and Knuckles water/oil sliding. When you stop watersliding, Tails will fly automatically and Knuckles will glide automatically. It is very noticable in both Labyrinth Act 2 and Oil Ocean. Unlike the S1 stage, the S2 stage having Knuckles oil sliding will not land on the ground, but levitate. Entering the Slot Bonus Stage as Knuckles will load garbage graphics.
     
    Last edited: Apr 12, 2020
  12. Rrose80149

    Rrose80149

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    We don't want S1 and S2 music jingles and fanfares in game like that. Listen, It's only part of the Sonic & Knuckles Engine that's doing it. The S1 and S2 drums in S1 and S2 are fine.
     
  13. Inferno

    Inferno

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    Sonic 1 Definitive
    Uhhhhhh... you do realize that there isn't much space left in the DAC IDs for S3K in order to cram in the S2 samples, IIRC?
    Also, weren't you just asking for S3K drums in S1 not too long ago?
    EDIT:
    You do realize that it's the S1 drums in S1 already, right?
     
  14. DeltaWooloo

    DeltaWooloo

    Be a boss-man and come to my big and tall man shop Member
    Is the Casino Night August prototype background been ported over?
     
  15. Rrose80149

    Rrose80149

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    Oh yeah.
    Not really.
     
  16. Sappharad

    Sappharad

    Oldbie
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  17. RetroKoH

    RetroKoH

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    I've been itching to get back into the scene, with the way current events have been going. This hack has scratched that itch. I'm gonna check this out right away! Good to see you again Esrael!
     
  18. Esrael

    Esrael

    Neto Tech Member
    304
    257
    63
    Brazil, São Paulo, Guarulhos
    Neto Assembler Editor / Sonic 2 Delta / Neto MD-DOS
    New Build released ( Sonic Delta v0.36 ) / Hardware

    The following errors was fixed:
    - Hitting some bosses corrupts VDP data buffer;
    - Player can't grabs to bars when carried over Labyrinth tunnels;
    - End panel not showing in lower path of Spring Yard Act 2;
    - Wrong sfx in Casino Night / Chemical Plant / Genocide City Boss;
    - Sfx when resuming a Sonic 1 or Sonic 2 level from Save Select Screen;
    - Water slide behaviour;

    Other changes:
    - Level order changed;
    - Some changes in Marble 1 / 3 and Star Light 1 (2013 version based);
    - Removed second act for Genocide City;
    - Level layout changed for Genocide City (Based in Chemical Plant from Sonic 2 alpha).

    And the emulator (tested with Kega and Gens) must support SEGA mapper registers without tricks (like changing ROM Header or something else) or loading some levels will fail.

    The Everdrive MD (official and China version) runs the hack without any trick, but doesn't have SRAM register support when SEGA mapper register is used.

    The custom hardware developed runs the hack with SRAM support.


    Best regards:
    --------------------
    Neto
     
  19. penBorefield

    penBorefield

    Living in my best life Member
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    Patching things up
    Here's another bug. This time for Tails' behaviour. In the underwater section of Labyrinth Act 2, he doesn't spin jump sometimes:
    TailsBehaviourDelta.png

    Same thing happens in the Scrap Brain Act 3.
     
  20. Devon

    Devon

    You are the perfect drug Tech Member
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    I kinda find this change to be a bit silly, seeing as setting the hardware ID to "SEGA SSF" wouldn't really break compatibility with anything nor is it really a massive code hack...
     
    Last edited: Apr 19, 2020