And why no down B in the air move or hitting a spring with a hammer makes you jump higher like in E-122 psi's version? That was fun.
Sonic 3 Cz v2.0 Launch Base unglitched!
#16
Posted 02 November 2012 - 06:00 PM
And why no down B in the air move or hitting a spring with a hammer makes you jump higher like in E-122 psi's version? That was fun.
#17
Posted 03 November 2012 - 05:13 AM
Putmalk, on 02 November 2012 - 04:17 PM, said:
Aw jeez. xD
CNZ - you need to jump to get in the wind tunnel, and then it works fine. This is actually a bug in the original game - it's very rare but it DOES happen. With Amy, the bug is a lot more noticable because she is shorter. I will fix this at some point.
ICZ - yes the pillar is supposed to be breakable, but it should fall when you smash it (like it falls when other characters spindash through it), I haven't been able to find out why this doesn't happen yet. The cork block isn't supposed to be breakable as Amy, but that does create problems - I should probably force you to play the Knuckles route through ICZ as that one doesn't suffer from that issue.
MHZ - yes she does need a way to break out of that vine... I'm not sure what to do about it though. Maybe jumping and using air hammer attack should free her.
This is definitely helpful though, seeing where people have problems.
Perhaps I should put up a video of me playing through the hack and collecting all emeralds just to show how to do it? :p
Dark Sonic, on 02 November 2012 - 06:00 PM, said:
They sure are :X but it gets them out there!
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I think I'm actually missing a few still...
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How so? It looks right to me...
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Those are a bitch to edit, so I didn't bother as I was planning to do some more work on the data select at some point so I figured I'd do it then.
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Not sure what you mean by this, I already have enough space to fit all of Amy's sprites in, and the life icons REALLY don't occupy that much space.
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Hitting a spring with a hammer to jump higher is something I want to implement.
No down B moves because I want to stick with the "all buttons do the same thing" concept that Genesis Sonic games have always used. Also I don't feel it's necessary, learn how to use the air hammer attack accurately! :D
#18
Posted 03 November 2012 - 06:05 AM
#19
Posted 03 November 2012 - 12:28 PM
#20
Posted 03 November 2012 - 01:40 PM
Hayate, on 01 November 2012 - 12:46 PM, said:
dsrb, on 01 November 2012 - 08:02 AM, said:
If I omitted a change from the changelog, it means I made that change back in 2010 between the last release and putting the hack on hiatus and then forgot about it.
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#21
Posted 03 November 2012 - 01:56 PM
Dark Sonic, on 03 November 2012 - 06:05 AM, said:
Ah, that makes more sense. I know about most of these, it's just a case of getting round to putting them in.
Zinos, on 03 November 2012 - 12:28 PM, said:
Yes, Adventure!Amy was always the Amy I knew and loved. It helps that the first (and for a year or two, only) Sonic game I owned was Sonic Advance 1...
dsrb, on 03 November 2012 - 01:40 PM, said:
Ahhhh. Well, I'm pretty sure the previous release (1.2.1) had the new boss included... but maybe I'm wrong?
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Indeed, and I'd never been very good at level design; my levels were always extremely short... :u
#22
Posted 03 November 2012 - 03:02 PM
Hayate, on 03 November 2012 - 05:13 AM, said:
Putmalk, on 02 November 2012 - 04:17 PM, said:
Aw jeez. xD
CNZ - you need to jump to get in the wind tunnel, and then it works fine. This is actually a bug in the original game - it's very rare but it DOES happen. With Amy, the bug is a lot more noticable because she is shorter. I will fix this at some point.
ICZ - yes the pillar is supposed to be breakable, but it should fall when you smash it (like it falls when other characters spindash through it), I haven't been able to find out why this doesn't happen yet. The cork block isn't supposed to be breakable as Amy, but that does create problems - I should probably force you to play the Knuckles route through ICZ as that one doesn't suffer from that issue.
MHZ - yes she does need a way to break out of that vine... I'm not sure what to do about it though. Maybe jumping and using air hammer attack should free her.
This is definitely helpful though, seeing where people have problems.
Perhaps I should put up a video of me playing through the hack and collecting all emeralds just to show how to do it? :p
I will make another video of me playing through CNZ. If it works, it works, if it doesn't...then I can't do anything about it.
No, you should not make a video of you playing through it. Most people who play something don't rely on walkthroughs to help them through it. It's the creator's role to make sure the game plays as smoothly as possible. Which is why people must constantly play it (without prior knowledge of what's going on) to ensure that a smooth playing experience is taken.
And you should create objects that Amy cannot break through - these will prevent her from going somewhere she's not.
#24
Posted 03 November 2012 - 09:22 PM
Putmalk, on 03 November 2012 - 07:48 PM, said:
Gosh, you keep going the ways I don't expect xD
Added the signpost issue and the not being able to do anything at the end of Knuckles' route to the bug list.
What is ultimately supposed to happen here is that you can either take Knuckles' route and take the teleporter to ICZ, or you can take Sonic's route and visit FBZ before going to ICZ (and if you visit FBZ here, you skip it after MHZ). This choice also affects some other things...
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Well yes, I mentioned I will add a block (visible or not) to the HCZ midboss loop to prevent her from going down there. For ICZ - I don't think you can get to Sonic's midboss arena, the problem is that if you die you respawn in Sonic's route and then get stuck.
Currently, I'm working on porting everything to the SVN disassembly - I had been putting this off but what made me go for it was wanting to fix the AIZ palette once and for all, which for certain reasons couldn't be done in my existing setup. Good news is it works:

notice both the rock and the HUD have the correct colors! Also as you can see I have the super power meter and casual mode active as well, here's a full list of things implemented in the port so far: (you can see I'm starting small)
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*Extra life every hundred rings.
*Gain rings from destroying enemies.
*Super power meter.
*Drain power twice as fast while hyper.
*Inhibit bubble bounce with {{down}}.
*Keep music playing through death/restart.
*Casual mode.
I can toggle each of these items (apart from the palette fix) on and off at build time, casual mode will be turned off for proper releases (and I guess I'll put the casual mode release in the casual editions thread). Still, if I ever wanted to make a customizer for this one, the ability's there.
#25
Posted 03 November 2012 - 10:54 PM
#27
Posted 04 November 2012 - 11:43 AM
loc_5215A: cmpi.w #3,(Player_mode).w beq.s loc_5216C move.w #8,($FFFFEEC0).w ; If playing as Sonic/Tails, don't do any special screen events bra.w CNZ2SE_Normal ; --------------------------------------------------------------------------- loc_5216C: lea (Player_1).w,a1 ; Only do all this is Knuckles is playing cmpi.w #$4880,$10(a1) bcs.w CNZ2SE_Normal ; If Knuckles is not past $4880 X, just play normally loc_5217A: cmpi.w #$B00,$14(a1) bcs.s CNZ2SE_Normal ; If Knuckles is not past $B00 Y, play normally jsr (Create_New_Sprite).l bne.s loc_521BE move.l #Obj_CNZTeleporter,(a1) jsr (CreateNewSprite4).l bne.s loc_521BE move.l #Obj_81,(a1) move.w #$4980,$10(a1) move.w #$A20,$14(a1) movem.l d7-a0/a2-a3,-(sp) lea (PLC_CNZ2KnuxEnd).l,a1 jsr (Load_PLC_Raw).l movem.l (sp)+,d7-a0/a2-a3
And then make edits to the horizontal and vertical branches:
loc_5215A: cmpi.w #3,(Player_mode).w beq.s loc_5216C move.w #8,($FFFFEEC0).w ; If playing as Sonic/Tails, don't do any special screen events bra.w CNZ2SE_Normal ; --------------------------------------------------------------------------- loc_5216C: lea (Player_1).w,a1 ; Only do all this is Knuckles is playing cmpi.w #$4800,$10(a1) bcs.w CNZ2SE_Normal ; If Knuckles is not past $4880 X, just play normally loc_5217A: cmpi.w #$970,$14(a1) bcs.s CNZ2SE_Normal ; If Knuckles is not past $B00 Y, play normally jsr (Create_New_Sprite).l bne.s loc_521BE move.l #Obj_CNZTeleporter,(a1) jsr (CreateNewSprite4).l bne.s loc_521BE move.l #Obj_81,(a1) move.w #$4980,$10(a1) move.w #$A20,$14(a1) movem.l d7-a0/a2-a3,-(sp) lea (PLC_CNZ2KnuxEnd).l,a1 jsr (Load_PLC_Raw).l movem.l (sp)+,d7-a0/a2-a3
You'll also need to make a branch at the top to recognise Amy's character flag (either 4 or 5 I guess) since it only recognises Knuckles at this point:
cmpi.w #3,(Player_mode).w beq.s loc_5216C
Making her enter Icecap the same way will be more challenging but I should be able to find the coding for that, I can also make edits for her to land via Tails' location normally if you want to avoid Sonic's slope area.
About the down and B hammer, technically you could just add to all three buttons and it still wouldn't complicate the controls much more, though I understand if you don't want to add that move.
#28
Posted 04 November 2012 - 01:21 PM
#29
Posted 04 November 2012 - 02:41 PM
About those special stages, yes you are supposed to be able to get Super Emeralds early. However, I agree that it's abusable when you have so many rings. I'm thinking of making it take away the respective number of rings (20, 50, 80) required to enter each type of bonus stage when you jump in, either that or just remove 80 rings when you get back from a special stage.
#30
Posted 04 November 2012 - 03:09 PM
The one-button control scheme for her is just kinda troublesome...

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