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Random Hack/Mini Project Thread

#601 User is offline kazblox 

Posted 18 March 2015 - 03:29 PM

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View PostDigitalDuck, on 18 March 2015 - 10:09 AM, said:

View PostMarkeyJester, on 18 March 2015 - 07:14 AM, said:

Everything I said above was an honest opinion with no sarcasm or hidden meaning implied, the excessive use of exclamation marks is simply there to convey my excitement for his work.

*snip*
http://www.youtube.c...h?v=1avndzdzxAw

*snip* charades usually are humorous.


Damnit, someone else has already proved my idea possible! How do infinite looping levels work by the way, does it involve a huge rewrite in the level engine with chunks being overwritten on the fly?
This post has been edited by kazblox: 18 March 2015 - 03:30 PM

#602 User is offline Green Snake 

Posted 18 March 2015 - 03:32 PM

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View Postkazblox, on 18 March 2015 - 03:29 PM, said:

View PostDigitalDuck, on 18 March 2015 - 10:09 AM, said:

View PostMarkeyJester, on 18 March 2015 - 07:14 AM, said:

Everything I said above was an honest opinion with no sarcasm or hidden meaning implied, the excessive use of exclamation marks is simply there to convey my excitement for his work.

*snip*
http://www.youtube.c...h?v=1avndzdzxAw

*snip* charades usually are humorous.


Damnit, someone else has already proved my idea possible! How do infinite looping levels work by the way, does it involve a huge rewrite in the level engine with chunks being overwritten on the fly?

More or less just changing the level position, and moving all the necessary objects (aka those which you could see on screen later on the loop again, and players), and you are usually set. Sometimes you may need to load the tiles in, but to give correct looping effect that should not be necessary.

#603 User is offline DigitalDuck 

Posted 18 March 2015 - 04:09 PM

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View PostGreen Snake, on 18 March 2015 - 03:32 PM, said:

View Postkazblox, on 18 March 2015 - 03:29 PM, said:

Damnit, someone else has already proved my idea possible! How do infinite looping levels work by the way, does it involve a huge rewrite in the level engine with chunks being overwritten on the fly?

More or less just changing the level position, and moving all the necessary objects (aka those which you could see on screen later on the loop again, and players), and you are usually set. Sometimes you may need to load the tiles in, but to give correct looping effect that should not be necessary.


Well, in the actual level I am overwriting chunks on the fly. The level's composed of a number of $800x$400 (or 16x8 128px chunks) which are loaded in (eventually a random) order. The game only keeps the previous, current, and next section in memory at any time (although deleting sections isn't working properly and I need to fix that - I'm fairly sure that's the cause for objects failing to load). Object positions are added as necessary to put them in the right place, and then when the camera reaches $3100 I'm subtracting $2000 from the camera, Sonic's position, and all objects. I'm also doing the same thing in reverse when the camera reaches $F00 by adding everything again. (Plus some DLE management.)

The boss section does it the boring way, though - it's just a layout with teleporting objects, the same way S3K did a few of its bosses.


If all you want is an infinite looping level, you don't need to do much - the engine is already capable of doing this in the Y direction, after all! It's just teleportation yeah, waaaah zabadoobapbap!

#604 User is offline KingofHarts 

Posted 18 March 2015 - 09:35 PM

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View PostDigitalDuck, on 18 March 2015 - 10:09 AM, said:

Since you can't do anything except jump, loops can now be jumped through like Runners (although you'll miss out on the rings), and should you not have enough speed to make it around you'll automatically fall through onto the correct path, whichever direction you're running in. Running through monitors automatically smashes them, as though they're capsules. Still questioning whether I should include a double-jump (or triple-jump, like Runners, although I'd prefer the former).


Having done something similar for a Sketchhog hack a while back, I'd say I personally prefer the Double Jump. I think the Triple Jump is overkill... just my opinion though.
This post has been edited by KingofHarts: 18 March 2015 - 09:36 PM

#605 User is offline DigitalDuck 

Posted 19 March 2015 - 05:22 AM

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View PostKingofHarts, on 18 March 2015 - 09:35 PM, said:

Having done something similar for a Sketchhog hack a while back, I'd say I personally prefer the Double Jump. I think the Triple Jump is overkill... just my opinion though.


Yeah, that's what I was thinking.

#606 User is offline MainMemory 

Posted 19 March 2015 - 03:17 PM

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View PostKorama, on 18 March 2015 - 03:08 PM, said:

I wrote my own "compatibility DLL" for Sonic 3D Blast PC, makes the game run perfectly fine in Windows 8.1, with a few extras like music playback from file instead of CD. I hope to release it soon.

You didn't happen to reverse engineer the data formats while you were doing whatever voodoo magic you use to do all these things did you? But really, that sounds very nice, even nicer if there's something similar for Sonic R. We could finally have all the Windows Sonic games working on Vista+!
This post has been edited by MainMemory: 19 March 2015 - 03:18 PM

#607 User is offline Korama 

Posted 19 March 2015 - 06:29 PM

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View PostMainMemory, on 19 March 2015 - 03:17 PM, said:

You didn't happen to reverse engineer the data formats while you were doing whatever voodoo magic you use to do all these things did you? But really, that sounds very nice, even nicer if there's something similar for Sonic R. We could finally have all the Windows Sonic games working on Vista+!


I haven't really looked at the data formats, beyond the PCX/PIC and LBM image files.
A while ago, I managed to run Sonic R with DXWnd2, but only as a window and in DirectDraw mode. Apart from that, I haven't looked into that game yet.
But I have Sonic CD 1996 working perfectly again. :v:

#608 User is offline KingofHarts 

Posted 20 March 2015 - 09:33 AM

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I'd love you to share your secrets if it meant getting SK Collection working

#609 User is offline MainMemory 

Posted 20 March 2015 - 10:12 AM

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Last I checked, Sonic & Knuckles Collection was the only pre-SADX Sonic game that still worked perfectly in modern versions of Windows.

#610 User is offline Covarr 

Posted 20 March 2015 - 11:06 AM

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View PostMainMemory, on 20 March 2015 - 10:12 AM, said:

Last I checked, Sonic & Knuckles Collection was the only pre-SADX Sonic game that still worked perfectly in modern versions of Windows.

After you patch it to fix the framerate problems.

#611 User is offline MainMemory 

Posted 20 March 2015 - 11:21 AM

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If by "patch" you mean "set a value in an ini file", yes.
This post has been edited by MainMemory: 20 March 2015 - 11:22 AM

#612 User is offline Korama 

Posted 20 March 2015 - 04:37 PM

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View PostKingofHarts, on 20 March 2015 - 09:33 AM, said:

I'd love you to share your secrets if it meant getting SK Collection working


It's not a secret or anything you can easily apply to the game yourself. It's just a piece of software. I'm currently working on a GUI for the settings, once that's done I'll release it here.

View PostMainMemory, on 20 March 2015 - 10:12 AM, said:

Last I checked, Sonic & Knuckles Collection was the only pre-SADX Sonic game that still worked perfectly in modern versions of Windows.


Yeah, the programmer(s) made a smart choice. In windowed mode, if the current video mode isn't 8 bit, the game does not use DirectDraw but renders to a DIB section (memory bitmap). That nicely avoids a couple of problems. However, the game also does not use Vsync that way, which results in a somewhat jerky frame rate, at least on my PC.
I basically wrote a DirectDraw emulator that internally uses DIB sections as well, and I do use Vsync for smooth frame rates (on 60 Hz monitors).

The wiki is apparently missing one "secret" INI file setting: MIDIFlag (default is "1"). If it's 1, the game will first try to load midiout.dll, and if that fails, it'll try bgm.dll; vice versa for MIDIFlag=0. Makes you wonder if they had planned an alternate music playback method. The game was never shipped with a bgm.dll, as far as I know. Luckily there's smpsout.dll now!

#613 User is offline MainMemory 

Posted 20 March 2015 - 05:05 PM

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The game does still enable DirectDraw for a moment, which is annoying because it forces the display mode to change to 16bpp and back, causing a momentary black screen. I tried poking around the code in the disassembly, but I have no idea what it's actually doing or how to make it not do it.

I did notice the MIDIFlag setting when I was making SMPSOUT, but it's kind of useless...

#614 User is offline Selbi 

Posted 01 April 2015 - 02:06 PM

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Inspired by MegaGWolf's most recent Sonic Hack Showcase of Sonic 1 Painto Edition 2, I present to you:

Sonic 1 - The Enhanced Special Stage Experience

Posted Image

Yuji Naka (April 1st 2015) said:

These are the special stages of Sonic the Hedgehog 1 I've always dreamed of, but couldn't implement due to differences in quality with the product management.

I dearly thank
Selbi for his efforts in fixing this almost three-decades-old design misconception. This new version truly reflects what I think about the Sonic 1 special stages.


This was created using Mercury's ReadySonic kit.

(A little last-minute, I know, but I wanted to get this out.)
This post has been edited by Selbi: 01 April 2015 - 02:39 PM

#615 User is offline Green Snake 

Posted 01 April 2015 - 04:17 PM

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This is probably the best hack of 2016!

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