Sonic 2 Adventure Edition a thing happened
#31
Posted 22 October 2012 - 06:21 PM
#32
Posted 25 October 2012 - 10:21 PM
- 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.
#34
Posted 26 October 2012 - 07:09 AM
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.
#35
Posted 02 January 2013 - 05:13 AM
- 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.

The lack of these features (especially that last one) certainly doesn't detract from the hack in any way though. Nice job!
#36
Posted 02 January 2013 - 08:12 AM
- 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
Posted 02 January 2013 - 04:50 PM
EDIT: This is all of course hypothetically disregarding VRAM space and all that.
#38
Posted 02 January 2013 - 05:07 PM
#39
Posted 05 January 2013 - 06:38 AM
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
Posted 12 January 2013 - 09:29 AM
flarn2006, on 02 January 2013 - 05:13 AM, said:
[*]Make transitions between "acts" less obvious (unless technical limitations prevent it)
MainMemory, 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
Posted 12 January 2013 - 10:16 PM
Zinos, on 12 January 2013 - 09:29 AM, said:
That's fixing to change really soon. He's been showing off a lot of stuff in the Gen. Screenshot thread. Including minibosses
#42
Posted 12 August 2013 - 09:38 AM
#43
Posted 15 August 2013 - 12:51 AM
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!
#44
Posted 30 September 2013 - 01:31 PM

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
Posted 30 September 2013 - 03:50 PM
MainMemory, on 30 September 2013 - 01:31 PM, said:

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?

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