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Amy In Sonic 1 "Amy Rose is here!"

#226 User is offline E-122-Psi 

Posted 25 September 2010 - 08:16 PM

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QUOTE (Solaris Paradox @ Sep 25 2010, 09:13 PM)
Looking forward to both Sally and the next version of this one. smile.png


May be a while before the next Sally release, she's getting a whole new moveset which is a bit complex to program. The next Amy revision shouldn't take too long though, it's basically complete (unless anyone knows of a few necessary refinements).

#227 User is offline TheUltimaXtreme 

Posted 27 September 2010 - 12:31 PM

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So, attempted to download the Layout swap version. Fix link, kthx

#228 User is offline ICEknight 

Posted 28 September 2010 - 08:48 AM

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QUOTE (E-122-Psi @ Sep 13 2010, 07:31 PM)
QUOTE (Ravenfreak @ Sep 13 2010, 03:50 PM)
I agree with what ICEKnight said though, the B button works better as the attack button because it's comfortable.

I worked with the A button because it was the least harmful to the games programming with the control scheme, the debug mode would render the B attack unusable for example (and for some reason I can't edit debug to use a different button).

I don't think the debug mode will be missed if it's taken out, quite honestly.


Anyway, wouldn't there be a way to manually hex edit that button press or something? =|

#229 User is offline E-122-Psi 

Posted 28 September 2010 - 09:02 AM

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QUOTE (ICEknight @ Sep 28 2010, 08:48 AM)
QUOTE (E-122-Psi @ Sep 13 2010, 07:31 PM)
QUOTE (Ravenfreak @ Sep 13 2010, 03:50 PM)
I agree with what ICEKnight said though, the B button works better as the attack button because it's comfortable.

I worked with the A button because it was the least harmful to the games programming with the control scheme, the debug mode would render the B attack unusable for example (and for some reason I can't edit debug to use a different button).

I don't think the debug mode will be missed if it's taken out, quite honestly.


Anyway, wouldn't there be a way to manually hex edit that button press or something? =|


Wouldn't know as I haven't used Hex Editor before. Also keep in mind it would screw up the demos as well (though I could probably redo those). As said I'll make an alt version later on. I've almost finished refining the hack so I may as well give you a completed version anyway.

#230 User is offline DigitalDuck 

Posted 28 September 2010 - 09:05 AM

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QUOTE (E-122-Psi @ Sep 28 2010, 03:02 PM)
Wouldn't know as I haven't used Hex Editor before. Also keep in mind it would screw up the demos as well (though I could probably redo those). As said I'll make an alt version later on. I've almost finished refining the hack so I may as well give you a completed version anyway.


I'll happily run the demos through a converter if you like. Shouldn't be too difficult to swap bits 6 and 5/4 (whichever you're using as jump) of every even byte.

#231 User is offline E-122-Psi 

Posted 30 September 2010 - 07:06 PM

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QUOTE (DigitalDuck @ Sep 28 2010, 09:05 AM)
QUOTE (E-122-Psi @ Sep 28 2010, 03:02 PM)
Wouldn't know as I haven't used Hex Editor before. Also keep in mind it would screw up the demos as well (though I could probably redo those). As said I'll make an alt version later on. I've almost finished refining the hack so I may as well give you a completed version anyway.


I'll happily run the demos through a converter if you like. Shouldn't be too difficult to swap bits 6 and 5/4 (whichever you're using as jump) of every even byte.


Thanx, I'll send you the demo files later on. :D

Updated the Wiki link with Rev1.8. Some more bugfixes and pallette refinements. Also, have fun with the springs...

Aaaannnd, I think that might be it done. Unless there are any more rough edges I've neglected, this project is more or less complete (or as complete as it's gonna get with me) outside the button layout revision. :D

I'll probably find something else in it to tweek though in time.
This post has been edited by E-122-Psi: 30 September 2010 - 07:08 PM

#232 User is offline HarrisonJ 

Posted 02 October 2010 - 01:14 AM

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Well, I finally downloaded this. It's great!

I just miss Amy's faceplant move from Advance 1...

#233 User is offline E-122-Psi 

Posted 02 October 2010 - 08:11 PM

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QUOTE (HarrisonJ @ Oct 2 2010, 01:14 AM)
Well, I finally downloaded this. It's great!

I just miss Amy's faceplant move from Advance 1...


Thanx. :D

I admit I maybe should have put that in, but I wasn't quite sure how to program the movement. And I was also cramming the thing for extra sprites and such. Comic relief aside, it was kinda a dud move anyway.

#234 User is offline sms skull leader 

Posted 02 October 2010 - 10:26 PM

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Just played the latest version and this hack continues to amaze me, especially when one considers that Amy, much less her advance 1 style gameplay, was never considered when the programers designed the levels in Sonic 1, even more now that she is finally able to propell herself by hitting springs yet the way she can speedrun is very smooth. (And not to mention how here she is a natural boss killer)

As for the head slide move (always loved that reference to Sonic the Fighters) there were a few spots in advance 1 where it came in handy, or really lolworthy when watching Amy bouncing while looking like she's KO'd. However here in Sonic 1 there aren't any places where the same effect can be achieved... then again I could be wrong.

Anyway really great job, loved this version of a classic that now gets even more fun and judging by your avatar, it seems that good things will come in the future. smile.png



#235 User is offline E-122-Psi 

Posted 02 October 2010 - 10:42 PM

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QUOTE (sms skull leader @ Oct 2 2010, 11:26 PM)
Just played the latest version and this hack continues to amaze me, especially when one considers that Amy, much less her advance 1 style gameplay, was never considered when the programers designed the levels in Sonic 1, even more now that she is finally able to propell herself by hitting springs yet the way she can speedrun is very smooth. (And not to mention how here she is a natural boss killer)

As for the head slide move (always loved that reference to Sonic the Fighters) there were a few spots in advance 1 where it came in handy, or really lolworthy when watching Amy bouncing while looking like she's KO'd. However here in Sonic 1 there aren't any places where the same effect can be achieved... then again I could be wrong.

Anyway really great job, loved this version of a classic that now gets even more fun and judging by your avatar, it seems that good things will come in the future. smile.png


Thanx SMS, glad to know our elite fan of Ms Rose approves. :D

Yeah, I thought it was bit redundant and more for a cheap button placeholder, like Tails and Knuckles' swipe moves when pressing B they don't really do much another move could do much more effeciently. I'll likely put in some point in the future though because I'm a perfectionist.

Hah, hah. You saw the teaser huh? There also another smaller project I'm halfway through right now, but what that is I'll only reveal later.

#236 User is offline Kiajinn 

Posted 06 October 2010 - 03:30 PM

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Awesome Job with this hack, It really is a breath of fresh air
and seeing classic Amy in (as far as I know) her first game is Epic!

Bug Report:
This may a have been mentioned it had a quick look.
Scrap Brain Zone, Amy can crouch on the top of the wheels in act two and remain stationary.
then rides the wheel in crouch mode when you let go of down.

Based on your Amy pallet, you might be able to pull off Nack/Fang instead of Eggman at the bosses.
Just a thought.

#237 User is offline E-122-Psi 

Posted 07 October 2010 - 09:42 PM

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QUOTE (Kiajinn @ Oct 6 2010, 03:30 PM)
Awesome Job with this hack, It really is a breath of fresh air
and seeing classic Amy in (as far as I know) her first game is Epic!

Bug Report:
This may a have been mentioned it had a quick look.
Scrap Brain Zone, Amy can crouch on the top of the wheels in act two and remain stationary.
then rides the wheel in crouch mode when you let go of down.

Based on your Amy pallet, you might be able to pull off Nack/Fang instead of Eggman at the bosses.
Just a thought.


Thanx. :D

Yeah, I tried fixing that as far as I know, originally it did it at any place rather than just the top (it was even displayed on the demo).

Hmm maybe some other project, this is just Sonic 1 as is for now. Plus I put a lot of effort into getting Eggman as close to his original pallette as possible so I'm not willing to just throw all that down the toilet.

#238 User is offline Kiajinn 

Posted 09 October 2010 - 08:43 PM

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For comparability sake I had a go on Sonic Advance as Amy, you did very well.
Only thing I think could be improved is slowing down the decent of Amy's Hammer Spin.
It seems to drop a tad bit too fast.

#239 User is offline E-122-Psi 

Posted 09 October 2010 - 08:55 PM

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QUOTE (Kiajinn @ Oct 9 2010, 08:43 PM)
For comparability sake I had a go on Sonic Advance as Amy, you did very well.
Only thing I think could be improved is slowing down the decent of Amy's Hammer Spin.
It seems to drop a tad bit too fast.


Thanx. :D

I tried slowing it down but doing so actually slows down your descent when falling in certain high places (trying jumping of ledge in SYZ and then hammer spinning). It may look more noticable however since the Advance hammer spin had a brief pause before decending rather than thrusting downward straightaway.
This post has been edited by E-122-Psi: 09 October 2010 - 08:55 PM

#240 User is offline E-122-Psi 

Posted 08 March 2015 - 06:55 PM

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And after almost five whole years, I've decided to use what I've learned to make another update:

* Physics are closer to Advance 1. Halting while ducking is less jerky and the hammer spin is now a slow descent.
* Decided to add upward dash. Hold up and jump to charge like with super peel out.
* Added ability to hammer switches and egg prison buttons I overlooked from Advance.
* Collision issues with hammer downplayed. Attacks also work when Amy actually lands the hammer.
* Loads of palette fixes. Far less pink this time round.
* Rev 01 graphics added (e.g. extra scrolling and level select order fixed).
* A few minor bug fixes added.
This post has been edited by E-122-Psi: 09 March 2015 - 10:29 AM

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