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Sonic 2 Adventure Edition a thing happened

#31 User is offline Jimmy Hedgehog 

Posted 22 October 2012 - 06:21 PM

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Completed this the other day with all the missions done, incredibly fun stuff it was ^_^ Any planned future features/releases?

#32 User is offline MainMemory 

Posted 25 October 2012 - 10:21 PM

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Update:
  • Using uncompressed level layouts for small speedup in act transitions.
  • It is now impossible for the levels to play out of order.
  • Adventure mode now works properly when starting it with 100% completion.
  • Homing Attack/Light Speed Attack into breakable rock's side breaks the rock.
  • Fixed first digit of ring counter being overwritten by enemy bonus counter.


#33 User is offline Star and Moon 

Posted 26 October 2012 - 07:02 AM

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+5 points if can add an adventure field!

#34 User is offline Jimmy Hedgehog 

Posted 26 October 2012 - 07:09 AM

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Unless it's one more similar to Advance 3 rather than Adventure, that could be somewhat awkward in 2D. Plus it'd essentially be like playing an extremely tiny act that doesn't give score to get to the level itself. Besides, 5 points would seem hardly worth it considering popping a badnik scores you 100 :v:

On topic, that rock fix is wonderful, saves a slight bit of time too since you don't have to cancel and then jump again.
This post has been edited by Jimmy Hedgehog: 26 October 2012 - 07:10 AM

#35 User is offline flarn2006 

Posted 02 January 2013 - 05:13 AM

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This hack is really cool. Might I make a few suggestions?

  • A pause menu
  • "Target" meter for bosses
  • Character upgrades
  • If you have less than 4 lives left and die before hitting a checkpoint (or complete a level) your lives should be refilled. Yes, I know SA doesn't do this, but it should.
  • Adventure fields? (could be beyond the scope of this hack)
  • Make transitions between "acts" less obvious (unless technical limitations prevent it)
  • Mandatory fishing levels that must be completed in order to truly beat the game. Posted Image

The lack of these features (especially that last one) certainly doesn't detract from the hack in any way though. Nice job! :)
This post has been edited by flarn2006: 02 January 2013 - 05:15 AM

#36 User is offline MainMemory 

Posted 02 January 2013 - 08:12 AM

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  • No idea where I'd find space in VRAM.
  • No idea where I'd find space in VRAM.
  • Probably not. Also no idea where I'd find space in VRAM.
  • No.
  • No.
  • Can't do that without redesigning the end of every first act and the beginning of every second act. Even then I'm not sure I could.


The only features I'm really considering at this point are:
  • A Boss Rush.
  • Knuckles. I have no idea where I would find VRAM space for treasure hunting stuff, or how I would program it, so he'll probably just have regular Sonic gameplay.


#37 User is offline TheInvisibleSun 

Posted 02 January 2013 - 04:50 PM

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Though I don't hack Sonic 2, I would try to do that in Sonic 1 by making a new Emerald Shard Monitor, that would set off/add to a new flag (add.b #1,(f_newflagname).w) upon the destruction of each. When said flag/variable reaches #3, then the Level Ending routines and cards would only be loaded under this condition (regardless of where you are), instead of when you hit the capsule/pass the signpost. As for the radar, perhaps you could ask Thorn how he did it in Retro Remix?

EDIT: This is all of course hypothetically disregarding VRAM space and all that.
This post has been edited by TheInvisibleSun: 02 January 2013 - 04:52 PM

#38 User is offline MainMemory 

Posted 02 January 2013 - 05:07 PM

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That's... not what I meant at all. I meant like, the radar. Having them in monitors wouldn't look good.

#39 User is offline Cinossu 

Posted 05 January 2013 - 06:38 AM

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Radar wouldn't be hard to do; store position in RAM, compare current position to it, if within certain values and not that previously change radar state.

As for VRAM space.. 12 tiles should be enough, if you load each radar's state art dynamically, and each is 16x16 in size; possibly put it in the place of where Tails's VRAM stuff would be? As with Knuckles he wouldn't be there.. unless you're already using that section.

Adding an extra 3 sprites to what's on-screen shouldn't be too terrible either.

#40 User is offline Yeow 

Posted 12 January 2013 - 09:29 AM

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View Postflarn2006, on 02 January 2013 - 05:13 AM, said:

This hack is really cool. Might I make a few suggestions?

[*]Make transitions between "acts" less obvious (unless technical limitations prevent it)



View PostMainMemory, on 02 January 2013 - 08:12 AM, said:


[*]No.


If it's the case of not having enough space, you could try merging the two acts into one like how it was in Sonic 3, although I'm pretty sure that would take up a lot of time and you'd need a lot of know-how to do it right.

Somewhat related to this is alriightyman's "Sonic 2: S3 Edition" hack of Sonic 2 that tried to have Sonic 2 play like Sonic 3. He was able to "merge" at least both Emerald Hill and Chemical Plant together. The hack hasn't been updated since 2009 though.

#41 User is offline KingofHarts 

Posted 12 January 2013 - 10:16 PM

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View PostZinos, on 12 January 2013 - 09:29 AM, said:

Somewhat related to this is alriightyman's "Sonic 2: S3 Edition" hack of Sonic 2 that tried to have Sonic 2 play like Sonic 3. He was able to "merge" at least both Emerald Hill and Chemical Plant together. The hack hasn't been updated since 2009 though.


That's fixing to change really soon. He's been showing off a lot of stuff in the Gen. Screenshot thread. Including minibosses

#42 User is offline MainMemory 

Posted 12 August 2013 - 09:38 AM

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http://shc.sonicresearch.org/entry/6
This post has been edited by MainMemory: 13 August 2013 - 08:32 AM

#43 User is offline TimpZ 

Posted 15 August 2013 - 12:51 AM

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I found this hack through the hacking contest. Perhaps funnily enough this was one of the hacks I enjoyed the most as it brought an interesting new mechanic into play.

Here's my full playthrough if you're interested http://www.twitch.tv...67312?t=111m25s

If you're striving for accuracy with Sonic Adventure, there's a couple things you could adress off the top of my head:

  • In SA spindashes are completely charged sometime 0.3-0.5 seconds after you start to hold the spindash button and both when rolling and running you decelerate to a max ground speed. This means that optimal spindashing charges for 0.1-0.2 seconds then immediately unrolls and spindashes again for 0.1-0.2 seconds. You know a lot more of how spindashing works in this game than me but I can tell this is far from how the mechanics work ingame
  • In later releases such as GC and 360 you actually have 2 spindash buttons with a jump button in the middle. An option to inverse the controls would be nice.
  • Sonics spindashes doesn't have an upside-down flag, but it's possible to spindash while running on the roof. This looks weird if nothing else because it's not mirrored.
  • It's incredibly easy to fall off the plane in SC. While you could make sonic unmoveable and add a gun of some kind to cater to the original, I'd be very pleased if you just made the plane move faster (or even make it possible to stand in one of the corners, leaving the controller and not dying during the course of the zone)
  • Make score tally's skippable


I did encounter a few glitches, but nothing really noteworthy other than mysteriously having to replay 2 zones after gaming over. Not the regular "main" missions but rather the ones where you collect 50 rings. Might be related to me loading a savestate at one point though. Another thing was that I homing attacked into an enemy while being in the twirl animation (in Metro when bouncing on the yellow sidesprings) which resulted in me hovering inside the enemy for a second while twirling and then dying.

I still haven't had time to play through the missions or Tails story. If I do it in the near future I'll edit this post with my thoughts.

All in all I had a blast playing this and I commend you for making it!
This post has been edited by TimpZ: 15 August 2013 - 01:01 AM

#44 User is offline MainMemory 

Posted 30 September 2013 - 01:31 PM

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If you've been following the screenshot thread you'll know that I've been implementing Knuckles' Emerald hunting gameplay, and that it looks like this:
Posted Image

I am nearly finished with the implementation, but before I go placing Emeralds around the levels, I want to hear your opinions on whether I should use Act 1 or Act 2 for each Zone. Act 2s may be more difficult because I'll have to disable the bosses, but I have to do that for WFZ anyway.

Since it looks like I will be implementing Tails' proper racing gameplay after all, you may also suggest acts for him.

#45 User is offline E-122-Psi 

Posted 30 September 2013 - 03:50 PM

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View PostMainMemory, on 30 September 2013 - 01:31 PM, said:

If you've been following the screenshot thread you'll know that I've been implementing Knuckles' Emerald hunting gameplay, and that it looks like this:
Posted Image

I am nearly finished with the implementation, but before I go placing Emeralds around the levels, I want to hear your opinions on whether I should use Act 1 or Act 2 for each Zone. Act 2s may be more difficult because I'll have to disable the bosses, but I have to do that for WFZ anyway.

Since it looks like I will be implementing Tails' proper racing gameplay after all, you may also suggest acts for him.


Depending on how fiddly taking out the bosses are, I'd go for two acts, so Knuckles' gameplay remains the same length as Sonic's, unless you plan on making specialized areas for Knuckles' gameplay.

You managed to find a way to make CPU Sonic work then?
This post has been edited by E-122-Psi: 30 September 2013 - 03:51 PM

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