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Sonic 2 Delta v0.24 Works on Real Hardware

#31 User is offline Esrael 

Posted 19 May 2012 - 05:52 PM

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View PostSonicVaan, on 17 May 2012 - 08:15 AM, said:

At the Labyrinth Zone act 3 the bar grips, when you're sucked into the tube when the door opens isn't ported correctly.

After finishing Neo Green Hill Zone I got to Star Light Zone. Then I restarted the game and at the save screen it said "ZONE 13", and when I selected it, I got to Dust Hill Zone, not to Star Light Zone. EDIT: When I finished Act 1 of Dust Hill Zone, it saved, so basically I made a jump back to "ZONE 5".


I might fully debug this once I finished this game.

EDIT2: In Labyrinth Zone act 1 at the secret path, there's an odd placed ring.

EDIT3: When I finished Casino Night act 1, saved and resetted, the save screen shows "ZONE 10" and leads me to Emerald Hill Zone. You really should consider fixing the order.


Download New Build

Update: Fixed Level order and Icons for Sonic 2 Delta Levels in SRAM select.

Other related bugs not fixed yet.

#32 User is offline Metal Man88 

Posted 20 May 2012 - 03:15 AM

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Man, I thought this project had died. Nice to see it's still alive after all these years. Can always use more updates to a venerable hack like this.

#33 User is offline Uberham 

Posted 23 May 2012 - 10:29 AM

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BUG REPORT!

These monitors (ring and a robotnik) in Wood Zone 1 can't be broken, be it via jumping or spinning.
Posted Image

EDIT: The Dust Hill boss could do with some background detail, it's hard to gauge where you are without something there.
This post has been edited by Uberham: 23 May 2012 - 12:33 PM

#34 User is offline Iceguy 

Posted 23 May 2012 - 10:56 AM

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View PostEsrael, on 19 May 2012 - 05:52 PM, said:


Bob dangit, Esrael, I'm downloading the third file in this topic. :v:
On a more serious note, welcome back! I'll give this a try, since it's got such awesome feedback and everything.
This post has been edited by Iceguy: 23 May 2012 - 10:56 AM

#35 User is offline Esrael 

Posted 23 May 2012 - 09:30 PM

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View PostUberham, on 23 May 2012 - 10:29 AM, said:

BUG REPORT!

These monitors (ring and a robotnik) in Wood Zone 1 can't be broken, be it via jumping or spinning.
Posted Image

EDIT: The Dust Hill boss could do with some background detail, it's hard to gauge where you are without something there.



View PostIceguy, on 23 May 2012 - 10:56 AM, said:

View PostEsrael, on 19 May 2012 - 05:52 PM, said:


Bob dangit, Esrael, I'm downloading the third file in this topic. :v:
On a more serious note, welcome back! I'll give this a try, since it's got such awesome feedback and everything.


Download New Build

Update:
- Fixed Labyrinth Wind Tunnels bar grips object code and art reference.
- Fixed Tails Sprites alignment (Some frames get corrupted) only noticed in Real Hardware and Kega. (DMA transfer bug????)
- Fixed Wood Zone reported bug.
- Fixed Slide in wrong place at SBz 3.
- Fixed other bugs found while testing.

Thanks for playing and reporting.

#36 User is offline KingofHarts 

Posted 23 May 2012 - 11:56 PM

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View PostEsrael, on 23 May 2012 - 09:30 PM, said:

View PostUberham, on 23 May 2012 - 10:29 AM, said:

BUG REPORT!

These monitors (ring and a robotnik) in Wood Zone 1 can't be broken, be it via jumping or spinning.
Posted Image

EDIT: The Dust Hill boss could do with some background detail, it's hard to gauge where you are without something there.



View PostIceguy, on 23 May 2012 - 10:56 AM, said:

View PostEsrael, on 19 May 2012 - 05:52 PM, said:


Bob dangit, Esrael, I'm downloading the third file in this topic. :v:
On a more serious note, welcome back! I'll give this a try, since it's got such awesome feedback and everything.


Download New Build

Update:
- Fixed Labyrinth Wind Tunnels bar grips object code and art reference.
- Fixed Tails Sprites alignment (Some frames get corrupted) only noticed in Real Hardware and Kega. (DMA transfer bug????)
- Fixed Wood Zone reported bug.
- Fixed Slide in wrong place at SBz 3.
- Fixed other bugs found while testing.

Thanks for playing and reporting.


Trying out the new build. And on a side note, I think the Tails Sprite bug also happened in Gens as well. I use Gens and noticed some slight issues with Tails' sprites. (In particular, the ones on an angle.)

#37 User is offline Knucklez 

Posted 24 May 2012 - 05:21 AM

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I've always wondered and never quite understood, but why is Green Hill even in this game to begin with? What's the purpose of this level alone being in a hack of a Sonic 2 beta?

#38 User is offline Xodras 

Posted 24 May 2012 - 06:46 AM

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View PostKnucklez, on 24 May 2012 - 05:21 AM, said:

I've always wondered and never quite understood, but why is Green Hill even in this game to begin with? What's the purpose of this level alone being in a hack of a Sonic 2 beta?


Pretty sure Green Hill was in Sonic 2's Delta.
Edit: Yeah, It's in this list of levels. Silly me, That's this hack's information. GHZ was in the Nick Arcade prototype of S2.
Edit: As far as nit-picking goes, Sonic returns to his S1 palette in the S1 special stages.
This post has been edited by Xodras: 24 May 2012 - 08:39 AM

#39 User is offline Knucklez 

Posted 24 May 2012 - 09:40 AM

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View PostXodras, on 24 May 2012 - 06:46 AM, said:

View PostKnucklez, on 24 May 2012 - 05:21 AM, said:

I've always wondered and never quite understood, but why is Green Hill even in this game to begin with? What's the purpose of this level alone being in a hack of a Sonic 2 beta?

Pretty sure Green Hill was in Sonic 2's Delta.
Edit: Yeah, It's in this list of levels. Silly me, That's this hack's information. GHZ was in the Nick Arcade prototype of S2.
Edit: As far as nit-picking goes, Sonic returns to his S1 palette in the S1 special stages.

Ahhh the Nick Arcade prototype.. well seeing that this hack is based on restoring as many elements as possible from the betas/prototypes that were cut from the final version, then I guess it makes sense.

However, the state of the prototype's build showed that S2 was based off S1, which is why Green Hill is still there intact. That's why Green Hill being in S2 doesn't make any sense when it's evidently clear that it's not supposed to be there, being that it's already the first level of S1. They didn't go about removing it cause it was just an early proto, duhhh. ;)

#40 User is offline Rika Chou 

Posted 24 May 2012 - 08:20 PM

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View PostKnucklez, on 24 May 2012 - 09:40 AM, said:

View PostXodras, on 24 May 2012 - 06:46 AM, said:

View PostKnucklez, on 24 May 2012 - 05:21 AM, said:

I've always wondered and never quite understood, but why is Green Hill even in this game to begin with? What's the purpose of this level alone being in a hack of a Sonic 2 beta?

Pretty sure Green Hill was in Sonic 2's Delta.
Edit: Yeah, It's in this list of levels. Silly me, That's this hack's information. GHZ was in the Nick Arcade prototype of S2.
Edit: As far as nit-picking goes, Sonic returns to his S1 palette in the S1 special stages.

Ahhh the Nick Arcade prototype.. well seeing that this hack is based on restoring as many elements as possible from the betas/prototypes that were cut from the final version, then I guess it makes sense.

However, the state of the prototype's build showed that S2 was based off S1, which is why Green Hill is still there intact. That's why Green Hill being in S2 doesn't make any sense when it's evidently clear that it's not supposed to be there, being that it's already the first level of S1. They didn't go about removing it cause it was just an early proto, duhhh. ;)

Don't be so sure.

The GHZ level tiles were converted to be compatible with the 2P versus split screen mode. Though since the level was not designed with this mode in mind, it has too many tiles. Collision was also set to use different data than the rest of the levels, and I think it was converted to use 128x128 level chunks. Objects were also carried over.

If it was just a leftover from S1, they would not have done any of this.

Not that I think GHZ was a planned level for S2, but it being there is not just being leftover from S1.
This post has been edited by Rika Chou: 24 May 2012 - 08:30 PM

#41 User is offline KingofHarts 

Posted 25 May 2012 - 12:45 AM

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Why be bothered by this... we have scrapped levels and S1 levels mixed with S2 levels and a S3 save screen with Flying Tails and Knuckles... who can team together.
I don't need reasons. I simply need a download link. :D
I suppose if you wanna ask why... ask why Knuckles is even in this game. He wasn't planned for S2, as far as I know at least... Though I think some kind of character backstory similar to his was planned at some point or another.

But like I said... why ask why?

#42 User is offline SonicVaan 

Posted 26 May 2012 - 03:16 AM

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Okay, I played through this game with Super Sonic and now I'm ready to go into further testing, but I came across 2 bugs while playing the rest of the levels:

In Genocide City zone act 2 Super Sonic uses the wrong underwater palette.
Scrap Brain zone's cycling background palette is wrong. I mean those pink thingies.

#43 User is offline Esrael 

Posted 29 May 2012 - 07:51 PM

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View PostSonicVaan, on 26 May 2012 - 03:16 AM, said:

Okay, I played through this game with Super Sonic and now I'm ready to go into further testing, but I came across 2 bugs while playing the rest of the levels:

In Genocide City zone act 2 Super Sonic uses the wrong underwater palette.
Scrap Brain zone's cycling background palette is wrong. I mean those pink thingies.



Download New Build

Fixed SBz 2 / Final Pink cycling background Palette. (Hard to get because only occur when you came from SBz Act 1 to Act 2).
Fixed Super Sonic GCz palette.
Fixed Super Miles to Miles wrong Palette.

Thanks for playing and reporting.

Sorry for many builds.

#44 User is offline Uberham 

Posted 30 May 2012 - 08:50 AM

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View PostEsrael, on 29 May 2012 - 07:51 PM, said:

Sorry for many builds.


Sooner have lots of builds than a glitchy product.

#45 User is offline KingofHarts 

Posted 31 May 2012 - 04:30 AM

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View PostEsrael, on 29 May 2012 - 07:51 PM, said:

Sorry for many builds.


As long as the future builds can read my old save files... I have 0 problem downloading again and again.
It's really good stuff Esreal.

BTW, still unfixed is this bug: Screen boundary spin dash bug.
It's caused me problems on more than one occasion.

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