Amy In Sonic 2 "I'll destroy all of you!"
#196
Posted 06 May 2012 - 01:09 PM
I completely agree with everyone else on the first animation being better, for the same reasons: it's both original and fitting.
#197
Posted 21 July 2013 - 07:15 PM
As promised quite some time ago:

http://www.sendspace.com/file/lc52j9
Bugs:
* The title emblem loads with a different palette line so enters in black.
* Some of the Special Stage sprites are a little clipped. Also Cream's ring count still reads 'TAILS' in western emulators since the file causes a freeze when edited for some reason.
* Continue sprites not edited.

http://www.sendspace.com/file/lc52j9
Bugs:
* The title emblem loads with a different palette line so enters in black.
* Some of the Special Stage sprites are a little clipped. Also Cream's ring count still reads 'TAILS' in western emulators since the file causes a freeze when edited for some reason.
* Continue sprites not edited.
This post has been edited by E-122-Psi: 21 July 2013 - 07:16 PM
#198
Posted 22 July 2013 - 02:49 AM
Looking good. I was kinda hoping to see Cream fly but that's no big deal. I noticed you forgot to edit one of Amy's balancing sprites (balancing while looking away from the edge). Overall very nice, I love your sprite work, it doesn't feel just like a sloppily edited Sonic like people normally do.
This post has been edited by Rika Chou: 22 July 2013 - 02:49 AM
#199
Posted 22 July 2013 - 04:51 AM
I'd almost wanna know if you could modify the fade routines to get a pink-ish fade for this hack... that'd be pretty sweet.
#200
Posted 22 July 2013 - 09:02 AM
Rika Chou, on 22 July 2013 - 02:49 AM, said:
Looking good. I was kinda hoping to see Cream fly but that's no big deal. I noticed you forgot to edit one of Amy's balancing sprites (balancing while looking away from the edge). Overall very nice, I love your sprite work, it doesn't feel just like a sloppily edited Sonic like people normally do.
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Thanx. :D
Crap, knew I'd forgot something. Oh well, a new revision shouldn't take long.
Sadly I'm not experienced with Tails' fly code (tried to port it before but failed miserably). If anyone can instruct I'd be glad to add it. Hell if someone knows how to add Cheese I could give it a shot.
KingofHarts, on 22 July 2013 - 04:51 AM, said:
I'd almost wanna know if you could modify the fade routines to get a pink-ish fade for this hack... that'd be pretty sweet.
That would be a cool effect, but similar to the fly code, I'd have no idea how to implement it.
This post has been edited by E-122-Psi: 22 July 2013 - 09:03 AM
#201
Posted 22 July 2013 - 10:11 AM
I'm quite liking your work that you do E-122 for these character hacks for the original Sonic games. For each mod you make/ progress with, it gives me a reason to play through the whole game once again. :L
#202
Posted 22 July 2013 - 10:12 AM
#203
Posted 21 August 2013 - 10:20 AM
I did this with Sonic 1's fading code. Sonic 2's is very similar, if not just about identical. The only difference would be labels, but that's not a huge stretch.
You should have no issue implementing this. It gives off a pink fade, by decreasing green first, then decreasing blue and red together... so instead of RRRRRRRGGGGGGGBBBBBBB, you have GGGGGGG BR/BR/BR/BR/BR/BR/BR. This gives off the pink effect. I can keep toying with it to see if I can improve it but for now this is that pink effect that is closest to the original blue fade... Lemme know if you like it.
Here's the code:
You should have no issue implementing this. It gives off a pink fade, by decreasing green first, then decreasing blue and red together... so instead of RRRRRRRGGGGGGGBBBBBBB, you have GGGGGGG BR/BR/BR/BR/BR/BR/BR. This gives off the pink effect. I can keep toying with it to see if I can improve it but for now this is that pink effect that is closest to the original blue fade... Lemme know if you like it.
Here's the code:
; ---------------------------------------------------------------------------
; Subroutine to fade out to black
; ---------------------------------------------------------------------------
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
PaletteFadeOut:
move.w #$003F,(v_pfade_start).w ; start position = 0; size = $40
move.w #$15,d4
@mainloop:
move.b #$12,(v_vbla_routine).w
bsr.w WaitForVBla
bsr.s FadeOut_ToBlack
bsr.w RunPLC
dbf d4,@mainloop
rts
; End of function PaletteFadeOut
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
FadeOut_ToBlack: ; XREF: PaletteFadeOut
moveq #0,d0
lea (v_pal_dry).w,a0
move.b (v_pfade_start).w,d0
adda.w d0,a0
move.b (v_pfade_size).w,d0
@decolour:
bsr.s FadeOut_DecColour ; decrease colour
dbf d0,@decolour ; repeat for size of palette
moveq #0,d0
lea (v_pal_water).w,a0
move.b (v_pfade_start).w,d0
adda.w d0,a0
move.b (v_pfade_size).w,d0
@decolour2:
bsr.s FadeOut_DecColour
dbf d0,@decolour2
rts
; End of function FadeOut_ToBlack
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
HERE IS THE PART THAT I CHANGED!
FadeOut_DecColour: ; XREF: FadeOut_ToBlack
@degreen:
move.w (a0),d2
beq.s @next
move.w d2,d1
andi.w #$E0,d1
beq.s @deblueandred
subi.w #$20,(a0)+ ; decrease green value
rts
@deblueandred:
move.w d2,d1
andi.w #$E00,d1
beq.s @dered
subi.w #$200,(a0) ; decrease blue value
@dered:
move.w (a0),d2
beq.s @next
move.w d2,d1
andi.w #$E,d1
beq.s @next
subq.w #2,(a0)+ ; decrease red value
rts
@next:
addq.w #2,a0
rts
; End of function FadeOut_DecColour
#205
Posted 21 August 2013 - 08:09 PM
Search for this (Sonic 2 HG disassembly)
And all you have to do is mind the different equates. The only part I really changed was the last subroutine, so that's all you really need to copy/paste... not the whole thing. I put the whole code in to help give an idea where it is. The part where I changed starts at:
Hope this helps. If you have any issues porting this, lemme know. Also lemme know if you like it.
; --------------------------------------------------------------------------- ; Palette fade-out subroutine ; --------------------------------------------------------------------------- ; ||||||||||||||| S U B R O U T I N E ||||||||||||||||||||||||||||||||||||||| ; sub_248A: Pal_FadeOut:
And all you have to do is mind the different equates. The only part I really changed was the last subroutine, so that's all you really need to copy/paste... not the whole thing. I put the whole code in to help give an idea where it is. The part where I changed starts at:
; sub_24B8: Pal_DecColor:
Hope this helps. If you have any issues porting this, lemme know. Also lemme know if you like it.
#206
Posted 22 August 2013 - 04:59 AM
Playing it right now. The new sprites are cute. .u. Great job.
I stumbled upon a little bug though; if you exit a Special Stage after entering with a hundred or more rings, you get another life if you collect another ring. If you've got 200 Rings, you get two more lives if you get two more rings. (EDIT: This also happens after dying. Speaking of which, why do we have our Rings retained after dying? This game's easy enough as it is. owo; )
And I can't help it, but I feel Amy's a little too small? By a pixel or two? Iunno, chances are it's just me. I mean, her sprites are more detailed than the vanilla Sonic ones, that might be it.
I don't know.
ANOTHER EDIT:
After a lot of things that interrupted my session, I finished playing this little hack. It was fun! ouo Here's a bunch of things I stumbled upon; warning, long post due to images!

You seem to have left this animation out when you redid Amy to her newer design.

You can't destroy this crawly-bouncy mecha unless you've got invincibility. As Amy. Cream's spin dash works just fine.

It's impossible to break these with Amy. It is possible to use Cream though. That's how I got through it. It's a minor inconvenience if you've got Cream by your side, but if you're playing as Amy alone, you won't be able to pass Hill Top Zone Act 1.

In Oil Ocean, Eggman's got this... interesting pallette. I think it's the same pallette as the one that's used for the background. At least, that's what I've thought until...

...I saw the same pallette in the bubble duplicates in Metropolis Zone. And speaking of pallettes;

You seem to have changed the monitors' pallette to match their Sonic 3 counterpart. This pallette appears to be shared by the Eggmobile, which results in the Eggmobile's color differing slightly from the rest of the mecha. Like here.

Maaaaybe something should be done about these spikes. Can't get the shield. o-o

Now, I don't want to look like a wannabe expert, or bossy, or demanding, or something, but this pose looks... uh, unnatural? Her head seems to be positioned too high.
And besides these minor things, I found some... other... minor... things. o-o
I love the new moves! ouo They add a lot to the game, makes it feel close to Sonic Advance, which I also really like. And seeing that you got the moves from there, how farfetched is it to ask that you program the second hammer attack? You know, the consecutive hits that Amy has in Sonic Advance when you press B twice.
Speaking of the hammer, there are some minor hitbox issues with it. For example, the hammer hits mechas in front of Amy at the moment she pulls it out. This also made me invincible a couple of times when I did the air-hammer thingy.
And the Down+A move, when Amy spins her hammer as she falls down, why does it have this, um, boost downwards?
Another question; is it possible to include this peelout-thingy and the leap? I like using the leap, and so far, although the peelout is quite cool, there were often times when I instincively wanted to leap, and... well yeah, obviously it didn't work. If I may suggest, Down+B would be a good combo for it.
And, once again, I don't want to be demanding or bossy or anything, but something seems to be off about Amy's ending sprite. Anatomy-wise.
But, as I said, I love this hack. Keep up the good work! \owo/
I stumbled upon a little bug though; if you exit a Special Stage after entering with a hundred or more rings, you get another life if you collect another ring. If you've got 200 Rings, you get two more lives if you get two more rings. (EDIT: This also happens after dying. Speaking of which, why do we have our Rings retained after dying? This game's easy enough as it is. owo; )
And I can't help it, but I feel Amy's a little too small? By a pixel or two? Iunno, chances are it's just me. I mean, her sprites are more detailed than the vanilla Sonic ones, that might be it.
I don't know.
ANOTHER EDIT:
After a lot of things that interrupted my session, I finished playing this little hack. It was fun! ouo Here's a bunch of things I stumbled upon; warning, long post due to images!
You seem to have left this animation out when you redid Amy to her newer design.

You can't destroy this crawly-bouncy mecha unless you've got invincibility. As Amy. Cream's spin dash works just fine.

It's impossible to break these with Amy. It is possible to use Cream though. That's how I got through it. It's a minor inconvenience if you've got Cream by your side, but if you're playing as Amy alone, you won't be able to pass Hill Top Zone Act 1.

In Oil Ocean, Eggman's got this... interesting pallette. I think it's the same pallette as the one that's used for the background. At least, that's what I've thought until...

...I saw the same pallette in the bubble duplicates in Metropolis Zone. And speaking of pallettes;

You seem to have changed the monitors' pallette to match their Sonic 3 counterpart. This pallette appears to be shared by the Eggmobile, which results in the Eggmobile's color differing slightly from the rest of the mecha. Like here.

Maaaaybe something should be done about these spikes. Can't get the shield. o-o

Now, I don't want to look like a wannabe expert, or bossy, or demanding, or something, but this pose looks... uh, unnatural? Her head seems to be positioned too high.
And besides these minor things, I found some... other... minor... things. o-o
I love the new moves! ouo They add a lot to the game, makes it feel close to Sonic Advance, which I also really like. And seeing that you got the moves from there, how farfetched is it to ask that you program the second hammer attack? You know, the consecutive hits that Amy has in Sonic Advance when you press B twice.
Speaking of the hammer, there are some minor hitbox issues with it. For example, the hammer hits mechas in front of Amy at the moment she pulls it out. This also made me invincible a couple of times when I did the air-hammer thingy.
And the Down+A move, when Amy spins her hammer as she falls down, why does it have this, um, boost downwards?
Another question; is it possible to include this peelout-thingy and the leap? I like using the leap, and so far, although the peelout is quite cool, there were often times when I instincively wanted to leap, and... well yeah, obviously it didn't work. If I may suggest, Down+B would be a good combo for it.
And, once again, I don't want to be demanding or bossy or anything, but something seems to be off about Amy's ending sprite. Anatomy-wise.
But, as I said, I love this hack. Keep up the good work! \owo/
This post has been edited by Iceguy: 23 August 2013 - 04:30 AM
#207
Posted 22 August 2013 - 08:40 AM
Iceguy, on 22 August 2013 - 04:59 AM, said:
Playing it right now. The new sprites are cute. .u. Great job.
I stumbled upon a little bug though; if you exit a Special Stage after entering with a hundred or more rings, you get another life if you collect another ring. If you've got 200 Rings, you get two more lives if you get two more rings. (EDIT: This also happens after dying. Speaking of which, why do we have our Rings retained after dying? This game's easy enough as it is. owo; )
And I can't help it, but I feel Amy's a little too small? By a pixel or two? Iunno, chances are it's just me. I mean, her sprites are more detailed than the vanilla Sonic ones, that might be it.
I don't know.
I stumbled upon a little bug though; if you exit a Special Stage after entering with a hundred or more rings, you get another life if you collect another ring. If you've got 200 Rings, you get two more lives if you get two more rings. (EDIT: This also happens after dying. Speaking of which, why do we have our Rings retained after dying? This game's easy enough as it is. owo; )
And I can't help it, but I feel Amy's a little too small? By a pixel or two? Iunno, chances are it's just me. I mean, her sprites are more detailed than the vanilla Sonic ones, that might be it.
I don't know.
Thanx.
The ring stipulations are made according to S2K, which similarly allows rings and extra lives after dying or exiting a special stage.
If you're talking about classic Amy's sprites it's proportioned according to her official CD sprite. Modern Amy might be too short since she's designed to use a similar tile space.
#208
Posted 22 August 2013 - 09:19 AM
...posted 37 minutes ago.
I can't believe I've been editing for so long. Ahaha... ha.
orz;
And no, I was talking about modern Amy. I was playing the Pink Edition.
(Damn, that sounds manly all right.)
I can't believe I've been editing for so long. Ahaha... ha.
orz;
And no, I was talking about modern Amy. I was playing the Pink Edition.
(Damn, that sounds manly all right.)
This post has been edited by Iceguy: 22 August 2013 - 09:20 AM
#210
Posted 22 August 2013 - 04:49 PM
Have you thought of adding a button code to switch between classic and modern Amy? Would be a better option than forcing people to play modern Amy.

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