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Sonic 1 Color Contrast Beta 4.3

#61 User is offline KingofHarts 

Posted 29 June 2013 - 10:15 PM

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Did you change the chunk or block layouts? If not then I can just work with that and send you the layout itself.
Having an .ini with more acts is no stretch, I can do that, and new zones myself.

As for monitors... I'll note them in a .png export of the layout.

#62 User is offline TheInvisibleSun 

Posted 30 June 2013 - 12:17 AM

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View PostKingofHarts, on 29 June 2013 - 10:15 PM, said:

Did you change the chunk or block layouts? If not then I can just work with that and send you the layout itself.
Having an .ini with more acts is no stretch, I can do that, and new zones myself.

As for monitors... I'll note them in a .png export of the layout.

Marble and Spring Yard have a couple of extra added 'sign' chunks at the end of the list, but the arrangement/layout is otherwise the same. So I guess you could just send me an act layout file and the png and I can work with them. Just any zone except Green Hill (which is pretty much finished).

#63 User is offline TheInvisibleSun 

Posted 01 July 2013 - 12:52 PM

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View PostTheInvisibleSun, on 29 June 2013 - 08:17 PM, said:

View PostChaosRinger, on 28 June 2013 - 11:08 PM, said:

Awesome!
Do you plan on adding monitors/new spheres into the special stages to get a similar effect?

I've thought about this before and I might try it out, but its pretty low on the priority list at the moment. In the meantime though, I've implemented an effect that colorizes the cycled palettes once you've passed the ghost blocks (after they change into solid blocks). I might make a video of it another time.


After some consideration/experimentation, I've changed this to load the first line's restored palette instead of the palette cycle, as this generates better aesthetic results. For some reason, recoloring the palette cycle in the middle of the stage delivers a strange purple/magenta color.
This post has been edited by TheInvisibleSun: 01 July 2013 - 12:53 PM

#64 User is offline KingofHarts 

Posted 02 July 2013 - 09:03 PM

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Couple of errors. Tested them out multiple times on Regen... they're there.

Get 100 rings, via a ring... you get an extra life... all is well.
Get an extra life via ring monitor though... and well, you get the extra life, BUT Sonic's palette is also restored...

#65 User is offline TheInvisibleSun 

Posted 03 July 2013 - 10:36 AM

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View PostKingofHarts, on 02 July 2013 - 09:03 PM, said:

Couple of errors. Tested them out multiple times on Regen... they're there.

Get 100 rings, via a ring... you get an extra life... all is well.
Get an extra life via ring monitor though... and well, you get the extra life, BUT Sonic's palette is also restored...

Fixed! Thanks for catching that.

#66 User is offline TheInvisibleSun 

Posted 05 July 2013 - 10:30 PM

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Small Progress Update:

-Fixed the 'Background Scrolling Glitch'

-I created a function that allows the player to return to the Hub stage (A+B+C when paused). If used, however, you lose one life if you have more than 3 (this is to make life padding more difficult; at first I had it always reset your lives back to 3 regardless of how many you had, but I felt it was too aggressive)

-I've implemented Markey Jester's fade-in/out routine fix, *edit* as well as KingofHarts' fade to/from white routine fixes (with very much help from KingofHarts)

-I've also implemented Cinossu's Smooth Special Stage Rotation edit

So, what do you guys think of the recent demo? I'd like as much feedback as possible, so that I can address as many potential issues as I can.
This post has been edited by TheInvisibleSun: 09 July 2013 - 07:41 PM

#67 User is offline TheInvisibleSun 

Posted 09 July 2013 - 07:12 PM

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Update Video:



Shows the new "flash-effect" you see when getting every Color Monitor in a stage (Which uses both the old 'colorful' fade to white routine, and KingofHarts' new "fixed" white fade routines), the "return to Hub" function, and the Restart Monitor fade (Which uses Markey Jester's new "fixed" fade in/out routines).

#68 User is offline KingofHarts 

Posted 09 July 2013 - 08:14 PM

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WOW... nice use of both fade routines on that... This is coming along very nice, I must say

#69 User is offline TheInvisibleSun 

Posted 09 July 2013 - 08:54 PM

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Thanks! It was your new fades that gave me the idea of porting back the old one for that. I also ported the old fade from black routine for the Restart Monitor, but it didn't look too great in-game. Since it's just sitting there unused, I may experiment with it later.

#70 User is offline TimpZ 

Posted 10 July 2013 - 08:11 AM

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I think this looks very interesting so far, The gradual transitions into colour looks awesome!

Something I noticed however is that it's looks hard to determine what's solid and what isn't with all the letters in the air. Perhaps you should consider custom tiles for all text?

#71 User is offline TheInvisibleSun 

Posted 10 July 2013 - 03:54 PM

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View PostTimpZ, on 10 July 2013 - 08:11 AM, said:

I think this looks very interesting so far, The gradual transitions into colour looks awesome!

Something I noticed however is that it's looks hard to determine what's solid and what isn't with all the letters in the air. Perhaps you should consider custom tiles for all text?


Not sure about completely custom tiles, but I'll probably use at least different blocks for ones that are solid, to differentiate the two (the GOAL ones are partially solid on top to prevent players from accidentally hitting a Restart Monitor from above). Thanks for bringing that up.

#72 User is offline KingofHarts 

Posted 10 July 2013 - 09:20 PM

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In GHZ there are unused line tiles that bear resemblance to some tiles that are seen in the SMS/GG game. Perhaps these could be used to some extent???

#73 User is offline TheInvisibleSun 

Posted 11 August 2013 - 06:58 PM

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Contest Page Entry said:

Dr. Eggman has somehow stolen almost all of the colors (and music) from South Island, and Sonic himself! It is now up to Sonic to return them to where they belong, and restore the island to its colorful musical self.

Sonic's mission is to find the various Color Monitors hidden in each stage. Upon finding them, the various colors and music of the area will begin to be restored to the zone, and he can then proceed to the next act. Collecting every Color Monitor in an act will also allow for Sonic to access the Special Stages to collect the 6 Chaos Emeralds. It is rumored that the Chaos Emeralds grant the power to restore all the colors of an act at once; collect them all to find out! Each zone (except Scrap Brain Zone) includes a hub stage, in which Sonic must pass Acts 1 and 3 to continue to the next zone. Finding any one of the Color Monitors is required to get through the current act, but you can explore the stages to find them all!

The aforementioned Color Monitors include:

*C' (3x): Returns the normal colors to the stage. Each stage includes three of these to track down.
*'Sonic': Reverts Sonic's colors back to normal, and grants 1 extra life.
*'Goggles': Returns all underwater colors to normal, including Sonic's. Labyrinth Zone and Scrap Brain Act 3 only.
*'Music': Changes the background music back to normal.
*'Cycle': Returns all of the cycling palettes (like Green Hill's waterfalls) to normal. There are none of these in Marble Zone.

Note: Only finding one of these is required to complete the Act.

Other helpful Monitors include:

*'Super Ring': Gives you 10 rings.
*'Speed Shoes': Increases Sonic's speed.
*'High-Jump Shield': Increases Sonic's jump height, as well as protects him from one single hit.
*'Restart': Returns Sonic back to the start of the stage.
*'Invincibility': Makes Sonic invincible for a short time.

This build includes 4 Zones--Green Hill Zone, Marble Zone, Spring Yard Zone, and Final Zone. However, future revisions will include Labyrinth Zone, Star Light Zone, and Scrap Brain Zone.

If you want to leave an act early, Hold A, then press Start when paused to return to the Hub Stage from any act. However, using this will cost a life if you have more than 3, and the Color Monitors you have collected won't be saved, so use wisely!

Explore the zones to find all of the Color Monitors and unlock hidden secrets and extras!

Credits:

KingofHarts - SYZ1 Layout, and Miscellaneous help/fixes. Also created Sonic Triad, an excellent and very useful palette editor (and so much more!).
Vladickomper - Several boss DLE fixes and miscellaneous help.
GenesisFan64 - For the PalLoad_Loop quick loading subroutine.

Special Thanks go to:

MarkeyJester (Various guides and fixes, and miscellaneous bug fixes/help)
redhotsonic (For his various guides, miscellaneous help and feedback)
Selbi (For his Basic Error Fixing Guide, and the Sonic 1 TCG)
PsychoSk8tr
HighFrictionZone (For the Music Monitor suggestion)
Mercury (Helped with signpost bug fixes and created ReadySonic, the source of more than a few fixes)
MainMemory (For SonLVL, and all other associated tools)
FuzzBuzz (For the SonicOneMusicEditor)
Xenowhirl (For SonMapEd)
Cinossu (For some initial coding help)
XtremerSadiq
VadaPega
jdpense (for the idea to stop the timer in the Hubs)
Ravenfreak
FlickyF/KosmoF
KooklyLookyMan (for the special stage suggestion)
God (For allowing me the ability to do something like this)

.........all of the Sonic Retro Wiki in general, and all of you who have supported this project so far!

Also note: There is no save feature currently, so be sure to Soft Reset or use a savestate to retain progress and return later.



You guys ready for the contest?

#74 User is offline TheInvisibleSun 

Posted 12 August 2013 - 08:12 PM

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Updated the Wiki page, which includes a mirror of the Hacking Contest demo entry (since the site is currently down):

http://info.sonicretro.org/Sonic_1_Color_Contrast

Other than the inclusion of MZ and SYZ (and FZ), there's a lot more little new features and things under the hood, as well as a few more secrets and unlockables than before, so completing everything won't be in vain!

Enjoy!

*edit* Made long past due updates to the first page, as well.
This post has been edited by TheInvisibleSun: 15 August 2013 - 12:46 AM

#75 User is offline TheInvisibleSun 

Posted 20 August 2013 - 10:06 PM

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UPDATE:

Beta 4.1

Changes/Fixes:

-Disabled TimeOver; the timer stays at 9:59, but you can take as long as you want to complete the stage.

-Several Layout Edits, and Object Placement issues (especially in Green Hill).

-Fixed some almost unnoticeable, but dangerous Variable placement issues.

-The secret 'Pseudo' Hyper Sonic Transformation now works in the secret unlockable Acts (which are accessed via Giant Rings that only appear once you've completely restored the corresponding zone, including the Hub), as it didn't before.

-The requirement for said Transformation is now lightened; after getting the emeralds, the power-up works in zones where the hub is fully restored, and you have 'Gotten Through' both Acts. (The contest version required that a zone was %100 completed before using it in the zone)

However, I have recently discovered a terrible bug regarding this Transformation. After transforming at any point, the game will crash upon changing gamemodes (This affects the game upon getting a GameOver, and getting to the Ending, unfortunately). Soft Resetting seems to cure this (until you transform again) I really don't know what is causing this. So, if this occurs, simply Soft Reset; all progress will be saved (beaten/complete levels, your emeralds etc.), but you will have to travel back to the stage you were on.

Fixed
This post has been edited by TheInvisibleSun: 25 July 2014 - 01:54 PM

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