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Sonic 1, 2, 3K, ReadySonic Casual Editions

#1 User is offline Hayate 

Posted 28 October 2012 - 03:43 AM

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So hey, I was stupidly sick and bored, so I set out to do some very simple Sonic hacking to pass the time... and, I've always wanted a version of Sonic games that don't make you lose progress when you get hit, cause I suck.

So here you go. Full changelog:

Quote

- taking or causing damage counts to 2 separate counters displayed in place of SONIC x 3
- spike bug fix (only affects Sonic 1, of course)
- don't game/time over any more
- restarting the level doesn't fade out and replay music (only happens when you pitfall or get crushed)
- crushing plays what was spike death sound, while pitfalling plays normal death sound (only affects Sonic 1, was too lazy to look for crushing objects in S2/S3K)
- debug mode no longer stops you getting killed from crushing or pitfalls (only affects Sonic 1)
- you no longer collect extra lives (1-up monitor does nothing)


Bugs (I.e. stuff I realize is broken, and too lazy to fix):

Quote

- hitting bosses doesn't increment the damage caused counter
- Sonic 2's 2-player mode doesn't track separate counters for Tails
- S3K doesn't save the counters in the save data
- haven't tested S3K's 2-player mode at all but it's probably broken for some ridiculous reason


I was thinking of making the 1-up monitors give you 50 or 100 rings instead of doing nothing but I felt I wanted to keep everything apart from what I set out to change as close to the original games as possible, and assigning some arbitrary number doesn't really fit with that goal.

Probably took me about 4 hours yesterday to do S1 and ReadySonic, and another 4 hours today to do S2 and S3K.

download here

ReadySonic config file I used (comments removed for brevity, download ReadySonic yourself if you don't know what they mean):

Quote


WallJumpActive: = 0
MoveLamppostVRAM: = 1
UseDMAQueue: = 1
SpinDashActive: = 1
	SpinDashDustActive: = SpinDashActive*MoveLamppostVRAM*UseDMAQueue*1
	SpinDashSFXActive: = SpinDashActive*1
	SpinDashCancel: = SpinDashActive*1
	SpinDashNoRevDown: = SpinDashActive*1
	SpinDashCameraLag: = SpinDashActive*1

DashCDActive: = 0
BalanceCDActive: = 0
InstaShieldActive: = 0
SimpleCheatEntry: = 1
MonitorArtOptimise: = 1
HUDCentiseconds: = MonitorArtOptimise*1
ChunksInROM: = 0
BlocksInROM: = 0
HUDHasLeadingZeroes: = 0
TimeRingsFlashFix: = 1
	TimeRingsFlashFixNotRed: = TimeRingsFlashFix*1

DynamicSpecialStageWalls: = 0
HUDInSpecialStage: = DynamicSpecialStageWalls*1
	HUDInSpecialStageType: = 0

TimeLimitInSpecialStage: = HUDInSpecialStage*TimeRingsFlashFix*0
	TimeLimitInSpecialStagePinch: = $00001E00
	TimeLimitInSpecialStageStart: = $00010000

TitleScreenPaletteFix: = 0
SpecialStageJumpFix: = 0
WarmPaletteMod: = 0
ShieldArtMod: = 1

SonicCDRollJump: = 0
ReboundMod: = 0
EnablePSBMessage: = 1
LimitLZBlockRisingSpeed: = 1
SkipCheckSumCheck: = 1
SpeedUpScoreTally: = 1
SpikeSFXFix: = 0
RollingTurnAroundFix: = 1
ScrollDelay: = 1
	ScrollDelayTime: = 30

LookShiftFix: = 1
SpikeFix: = 1
CaterkillerFix: = 1
CustomDemoDelay: = 0
	CustomDemoDelayTime: = $280

OrbinautAnimationTweak: = 0
	OrbinautAnimationTweakRange: = $80
	OrbinautAnimationTweakSpeed: = $8

SLZOrbinautBehaviourMod: = 0

NewtronBehaviourTweak: = 0

LostRingsFlash: = 1
	LostRingsFlashTime: = 80

FZBossInvulnMod: = 0
	FZBossInvulnModTime: = $20

DisableSpeedCap: = 0

GiantRingArtLoadsWithEndSign: = 1
SpecialStageIndexIncreasesOnlyIfWon: = 1
SpecialStagesStillAppearWithAllEmeralds: = 0

GiantRingsInSBZ: = GiantRingArtLoadsWithEndSign*1
	GiantRingsInSBZArtLoc1: = $4DA
	GiantRingsInSBZArtLoc2: = $568
	GiantRingsInSBZArtLoc3: = $3A0
	GiantRingsInSBZArtLoc4: = $4C0

PaddingActive: = 1
	PaddingValue: = $FF
	PaddingMegs: = 1

QuarterloopFix: = 1
MagneticRings: = 1
RingsBounceAtZoneBottom: = 1




I will post source if enough people care (and diffs if moreso)

#2 User is offline PsychoSk8r 

Posted 28 October 2012 - 07:11 AM

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I love the idea of a casual edition. Sometimes, it's just annoying to hear the same music starting over (my son loses infinite lives over and over), so perhaps you could make the music also not restart on death? =P
Might I suggest perhaps making the Super/Hyper themes optional? I'm sure there's people don't enjoy hearing it instead of stage music. My Aims when in a casual play normally involve getting emeralds as quick as possible, but staying away from super so as to not ruin the experience by listening to SS's theme for the rest of the game.

#3 User is offline Hayate 

Posted 28 October 2012 - 07:38 AM

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View PostPsychoSk8r, on 28 October 2012 - 07:11 AM, said:

I love the idea of a casual edition. Sometimes, it's just annoying to hear the same music starting over (my son loses infinite lives over and over), so perhaps you could make the music also not restart on death? =P


This is already done.

View PostPsychoSk8r, on 28 October 2012 - 07:11 AM, said:

Might I suggest perhaps making the Super/Hyper themes optional? I'm sure there's people don't enjoy hearing it instead of stage music. My Aims when in a casual play normally involve getting emeralds as quick as possible, but staying away from super so as to not ruin the experience by listening to SS's theme for the rest of the game.


That would be first of a long line of preferences...
This post has been edited by Hayate: 28 October 2012 - 07:39 AM

#4 User is offline Cinossu 

Posted 28 October 2012 - 07:39 AM

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180
The only thing it needs extra, as well, is a chill, jazz remixed soundtrack. :P

Nice ideas for a change of pace in these games, although a ReadySonic version is a surprising addition.

#5 User is offline Hayate 

Posted 28 October 2012 - 07:49 AM

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View PostCinossu, on 28 October 2012 - 07:39 AM, said:

The only thing it needs extra, as well, is a chill, jazz remixed soundtrack. :P


So like you to say that! and I'd agree, were it not for my extensive association with the music that's already there.

If you'd like to do a music hack with the same idea, though, feel free :)

Quote

Nice ideas for a change of pace in these games, although a ReadySonic version is a surprising addition.


The original reason I did ReadySonic is because I've gone through implementing spindash and all those bugfixes several times before and it just doesn't feel right to play without them, even when testing a hack.

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