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Sonic The Hedgehog 1 for Sega/Mega-CD UPDATE: 12/05/2013

#1 User is offline HCKTROX 

Posted 26 October 2013 - 05:47 PM

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Hello. For those who don't know, I have been working on an open-source port of Sonic 1 for Sega/Mega-CD, which I released at the SonicGamesDimension forums. I thought it could be a nice input, mostly because of the easiness SegaCD games have to be tested on hardware, the extra space, and all it's other nice features. It took me two weeks to do it, and I think it's pretty stable as-is. Works with all regions, and it has been tested on a PAL Mega-CD, where it works fine.

Features:

  • Full support for all regions.
  • Supports BRAM, to save the games.
  • This port is based on MarkeyJester's two-eight project. Chunks are 128x128-sized.
  • Little bugfixes to the original engine.


To Do:

  • Implement PCM driver
  • Implement FMV video system
  • Support for "Transfer Cable"


Download:


Credits:
HCKTROX - Main author.
SonicVaan - Hardware testing, net helper.
SGD's people - Tests, opinions and suggestions.
MarkeyJester - "Two-Eight" version.
Darkon & Bakayote- SGD's splash screen's art.

Special thanks:
HPZMan: (VERY special thanks) Info. provider, help, and others.
ChillyWilly: Who helped me to sort out most of mine bugs.
SoulessSentinel: SegaCD's template.
TristanSeifert: Hardware's notes, misc help.

How to use:
Before using it, you'll need to compile the game first...

Go to source code's root folder -> Game -> BuildAllFiles.BAT
That will compile the files required for the disc image

Go to BuildISO.bat and you'll get your ISO ready and working.


And remember: Every bug you find, don't be afraid to notify me. Thanks!
This post has been edited by HCKTROX: 07 December 2013 - 01:11 PM

#2 User is offline KingofHarts 

Posted 27 October 2013 - 11:01 AM

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I was actually looking for something like this the other day... glad to see this. I'll give it a go.

#3 User is offline HCKTROX 

Posted 05 December 2013 - 09:13 PM

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Hello again.

I've just fixed some major bugs on this release, which include:

  • SEGA's CDDA delay
  • An errate in sp.asm, causing the CDDA to don't play in certain consoles and emulators (Special thanks to SonicVaan and Bobesh8, for being the only people who told me about this issue.).


New links have been updated in the first post; Will be uploaded to Retro's wiki and my personal FTP space once my connection gets better and lets me to do so :P
This post has been edited by HCKTROX: 07 December 2013 - 12:55 PM

#4 User is offline Eduardo Knuckles 

Posted 10 December 2013 - 05:00 PM

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Why Two-Eight instead of Kraminator?

#5 User is offline KingofHarts 

Posted 15 October 2014 - 09:21 PM

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I wanna bump this because....

A. I feel this should be more relevant than it is.

B. I need more clarification on how to build this. I downloaded all of the .rar's and followed your instructions. Could you please offer more clarification for me, and possibly for anyone else who has similar difficulty with this?

#6 User is offline SonicVaan 

Posted 16 October 2014 - 04:16 AM

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First off, every time you change level or code inside the /Game folder, open up "buildallfiles.bat" which is also in the /Game folder. Then in the root folder open up "buildISO.bat". Then in /DiskImage there should be the built ISO. Also put the MP3s and the CUE in this folder. Hope I could help!
This post has been edited by SonicVaan: 16 October 2014 - 04:17 AM

#7 User is offline Spanner 

Posted 16 October 2014 - 07:16 AM

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View PostKingofHarts, on 15 October 2014 - 09:21 PM, said:

I wanna bump this because....

A. I feel this should be more relevant than it is.

Unless you actually know what you can do with a Mega CD there really is no point to convert something to use it. Same applies with the 32X. If you are going to utilise the hardware features of those consoles then yes, convert your hack to using them. If you just want to play MP3s and that's it well what's the point? Just learn how to use SMPS.

#8 User is offline Xeta 

Posted 16 October 2014 - 08:06 AM

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View PostSpanner, on 16 October 2014 - 07:16 AM, said:

If you just want to play MP3s and that's it well what's the point? Just learn how to use SMPS.

This. I know that it is fun to play with MP3s, but after learning a good amount of SMPS myself, it really disturbs me when I see people saying that they're going to port their hack to the Sega CD and list MP3 support as a big thing *looks at Stardust Gear over at SSRG*

I don't want to seriously offend anyone, I was just saying that you shouldn't rely on this as your source for epic music in your hack. I know most of you know better than this, but people who are very new here might try something like that...

#9 User is offline KingofHarts 

Posted 16 October 2014 - 09:03 AM

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^^^ Admittedly I am still very new with regards to the peripheral hardware, so any advice you or Spanner or anyone have is worth hearing.

#10 User is offline SonicVaan 

Posted 16 October 2014 - 10:41 AM

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I'd say if you prefer a hack with CDDA support, go with it. Keep in mind that more stuff, even FMV is on the to-do list. This source code isn't even finished yet.

#11 User is offline KingofHarts 

Posted 16 October 2014 - 08:23 PM

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aside from CDDA, isn't the only other major advantage the SIZE of the game you could put together?

#12 User is offline Sodaholic 

Posted 17 October 2014 - 09:30 PM

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Man, if only there was ever a Neptune CD to easily make use of both addons in one machine. You could make the most badass cart games with it, mode 1 CD/32X would be pretty awesome for that. Really, you could do module music ala Sonic CD's past stages and make use of more sample channels with the 32X like Chaotix using the PVM channels for percussion. Palette indices could be freed up MD-side for the backgrounds while you don't have to worry about clashes with sprites, etc.

#13 User is offline MainMemory 

Posted 17 October 2014 - 11:59 PM

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Yeah but the problem with 32X graphics is that they don't work like MD sprites, they can only be either in front or behind all of the MD's graphics, meaning if you want Sonic to appear between the foreground and background, like when he goes through a loop, you'd have to cover him up with sprites on the 32X side.

#14 User is offline ICEknight 

Posted 18 October 2014 - 01:44 PM

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View PostMainMemory, on 17 October 2014 - 11:59 PM, said:

Yeah but the problem with 32X graphics is that they don't work like MD sprites, they can only be either in front or behind all of the MD's graphics, meaning if you want Sonic to appear between the foreground and background, like when he goes through a loop, you'd have to cover him up with sprites on the 32X side.

Wait a minute, could this be why they entirely removed the loops from Chaotix? :O
This post has been edited by ICEknight: 18 October 2014 - 01:55 PM

#15 User is offline SoullessSentinel 

Posted 18 October 2014 - 04:09 PM

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View PostICEknight, on 18 October 2014 - 01:44 PM, said:

View PostMainMemory, on 17 October 2014 - 11:59 PM, said:

Yeah but the problem with 32X graphics is that they don't work like MD sprites, they can only be either in front or behind all of the MD's graphics, meaning if you want Sonic to appear between the foreground and background, like when he goes through a loop, you'd have to cover him up with sprites on the 32X side.

Wait a minute, could this be why they entirely removed the loops from Chaotix? :O


I'm still trying to decide on the best way to approach this in my port of Sonic to 32X. I don't think this is the reason loops were removed from Chaotix though, simply because I recall there are places in the game where the player appears between layers.

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