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Sonic - Into The Void About my hack

#31 User is offline Blueblur93 

Posted 18 May 2014 - 10:01 AM

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The .sep files are separate and labelled to each act, so 3 files per zone.
I've opened one file and here what it looks like:


Type: 1

Zone ID: 0
Act ID: 0

Object Def: objdef\s1obj

8x8 Tiles: ..\artnem\8x8ghz.bin

16x16 Tiles: ..\map16\ghz.bin

256x256 Tiles: ..\map256\ghz.bin

FG Layout: ..\levels\ghz1.bin
BG Layout: ..\levels\ghzbg.bin

Objects: ..\objpos\ghz1.bin

Palettes-

Number of files: 2

Palette 1-

Start index: 0
Number of entries: 16
File: ..\pallet\sonic.bin

Palette 2-

Start index: 16
Number of entries: 48
File: ..\pallet\ghz.bin

Angle Array: ..\collide\anglemap.bin
Collision Array: ..\collide\carray_n.bin
Rotated Collision Array: ..\collide\carray_r.bin

Collision Index 1: ..\collide\ghz.bin

-EOF-

I've tried doing what you said, by adding ghz1.bin and ghz2.bin for the 8x8 tiles, and it does sort out the graphics, but gets completely messed up.

Also this is where I got the files from:

http://info.sonicret...lit_disassembly


OK I've found a temporary solution where it display's the main GHZ art. I've changed 8x8ghz.bin to 8x8ghz1.bin. It still shows some of those square is crosses in but that's more to do with bridges and waterfalls, etc.
This post has been edited by Blueblur93: 18 May 2014 - 10:22 AM

#32 User is offline Clownacy 

Posted 18 May 2014 - 10:20 AM

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I got my settings from the GitHub disasm:

Spoiler


If you're using the latest version of SonED2, you should be able to just hybridise them in the way I said above. How is it "messed up" for you?

If my understanding is correct, just replace

8x8 Tiles: ..\artnem\8x8ghz.bin


with

8x8 Compression:       3
Num 8x8 Pages:         2
8x8 Tiles Page 0:      ..\artnem\8x8ghz1.bin
8x8 Tiles Page 1:      ..\artnem\8x8ghz2.bin


and ensure you're using the latest SonED2, incase older versions didn't support the additional input.

Hang on a tick... Why is your .sep looking for 8x8ghz.bin instead of 8x8ghz1.bin/8x8ghz2.bin? Your disassembly does include the latter two files, don't they?

EDIT: Just saw your (first) edit. Yeah, your project files appear to be outdated. I should look into updating them to the later Hivebrain revision later. Just do what I said above, it should make it compatible, I'll do some tests, myself.

EDIT2: *Sees second edit* That's more or less the right direction, you just want it to load the second file too, the code from earlier should do it. Looking at the level through SonLVL, even with both files, the top row of tiles of a waterfall appear to fall into the same case as the flowers; they will remain as those squares, but only in the editor, ingame should be fine.

EDIT3 :| : It looks like that guide you mentioned also directs you to an older SonED2, you may have to update.

EDIT4: I hope this will catch your attention before I'm forced to double post. I got it working. I have the Hivebrain disasm, and those project files you told me about. I put them together, and, yes, the art is broken. Now, the version of SonED2 that guide points you to is old, so go here and download the latest version. Replace your old one with it. Now, follow the instructions I listed above to replace the single pointer with the two pointers and appropriate setting. Open the modified .sep files in the new SonED2, and it should all work. After quickly checking to see if any other pointers are incorrect, this doesn't appear to be the case. After following the instructions, everything should work.
This post has been edited by Clownacy: 18 May 2014 - 10:43 AM

#33 User is offline Blueblur93 

Posted 18 May 2014 - 11:21 AM

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Hmm I've updated and tried to do what you suggested, but when it loads the .sep file, it just shows a black screen, and in the log it shows a whole lot of can't open file messages. I've tried "installing" it with my project as I did originally which worked last time, but this time it doesn't. I used the instructions from the link in my previous post. I think I might just stick with the temporary solution.

I've also tried just replacing the the necessary code, but just makes the file NULL upon opening it.




#34 User is offline Clownacy 

Posted 18 May 2014 - 11:45 AM

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I could try sending you a working disassembly with stock Hivebrain, the project folder, and SonED2 already set up, so you can compare it to your disassembly and adapt.

But first, you have your disassembly's folder, and inside is your 'project' folder, which contains the .sep files? The .sep files need to be inside a folder that is inside the disassembly's folder.

To summarise, inside your disassembly's folder, you have the project folder, the GHZ files it contains are modified the way I directed. You open those .sep files with the newer SonED2.

Well, here's a disasm slapped together that works. DOWNLOAD SonED2 is in the 'soned2' folder, and the modified project files are in the 'project' folder.

There shouldn't be any 'file not found' problems since you had it semi-working earlier. You shouldn't have moved the 'project' folder, SonED2, you can move anywhere. Can you open the unedited .sep files with the newer SonED2 and have the same results as with the older one?
This post has been edited by Clownacy: 18 May 2014 - 12:05 PM

#35 User is offline Blueblur93 

Posted 18 May 2014 - 12:50 PM

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Sorry, I was busy for a bit, thank you for a newer and working version of SonED2 with Hivebrain, I'll have a look at it now. Posted Image

#36 User is offline KingofHarts 

Posted 24 May 2014 - 10:35 AM

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FINALLY played this hack... really havent had time to do ANYTHING on the internet lately. I'll try to be more constructive than some... but I honestly don't like this iteration of the hack. It CAN be made into something great though.

Um... First off, these palettes. I know I mentioned this in my first post... I'm sorry to say, most of them are horrid. That said, not all of them are bad. Act 3 of Zone 1 wasn't as bad as Acts 1 and 2... especially 2. BUT after seeing Acts 1 and 2... Act 3 can easily be looked at with the attitude of "GOD DAMN NO MORE BLUE." I'd be happy to offer suggestions of what to do for palettes... they just shouldn't clash so much. Also... you don't want your foreground and objects blending in with your background. This happens so much... including that HUD. THAT is my biggest, and first complaint. ALSO, for the most part, the colors of constant items like springs and rings and such really shouldn't change. They do in this hack. What they look like in Zone 2 Act 1 is close to what I'd have your sprites look like, personally...

Level layouts need drastic work. I think that nail's been hit in the head enough. For the most part... it's just slightly bad chunk placement and poor use of your objects. It seems you have some good ideas in mind for level concepts and stuff... but they are poorly implemented. Let's take Zone 2 Act 1... the blocks with the swings. The falling blocks... there are FAR too many of them. I managed to get by not dying but I really had to try hard to do so... I'm a seasoned Sonic player of 20 years. This should not be the case with an obstacle so trivial. I respect that you are trying to take seemingly trivial level sections and put some challenge into them... but don't overdo it. By and large that seems to be the case with your level design. That will come with practice.

Invincibility sprites could do with a flicker effect. Other than that... and the color (again, slightly too much blue... blends in with Sonic too much) they are ok.

Monitors and signposts... I assume that like myself, you aren't the best spriter. Try to contact someone who is willing to refine these for you. ChelseaCatGirl... Neo... or others can help you with this.

I'm not gonna mention the Special stages too much... which I stumbled upon on accident. If you can figure out how to make them a hidden extra at the end like you did with Zone 2, Act 1... that'd be pretty cool.

I'll play it more and give more feedback. I play it on mute (married man here... gotta listen for my wife) so I've no comments on the sound aspects yet.

#37 User is offline Caverns 4 

Posted 26 May 2014 - 12:23 PM

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For one, you're using Soned2 and not SonLvL. Soned2 has an entire one feature that is advantageous over SonLvl (the make level 2p compatible option), and even that's only good for Sonic 2.

Now, you've gotten plenty of harsh feedback, and frankly, I think it's all deserved.. But, I don't want to be the bad guy. What I'm going to do is offer a few suggestions.

1: EVERYTHING has shading. Your Sonic palette's darkest color is MS-Paint blue. Consider adjusting the palette to actually fade from the black shade to the lightest color of blue.
2: A hard white colour against dark blue and/or black doesn't look good. Don't make your level are too dark, or Sonic's white colors will be flat out jarring. You need to have lighter palettes, even for nighttime, if you darken them too much, visibility is at stake.

3: NEVER make a situation where the player must jump to a place that's off screen This is called "blind jumps" and is the pinnacle of unfair game design. This happens off the top of my head in Labyrinth Zone Act 2, in the falling blocks section.

4: Speed is something that the player should be able to gain, keep for a while, and get a chance to lose without being punished. It's not fair to ever make a level (and you do this A LOT in Star Light) where the player is given a long stretch with loops and lots of down hill running, only to cut off suddenly to either a random badnik, or worse, a cliff. Most players are going to roll when going downhill, and you can't blame them. It makes you go faster, it protects you from normal badnik damage, and it slows your deceleration. However, it also forces the player to lose their horizontal control of they need to jump from rolling.... So don't encourage us to roll, and then give us a sudden change in pace.

5: Star light Zone act 3 is THE WORST idea you had in this hack of all. Put a speed section, again, right before the boss, encourage the player to roll, and then suddenly the screen locks and all the player has are blocks that break when rolled on. You can't get onto the platforms to get to the boss fight, because each block barely bounces you, and there's nothing you can do except stall inevitable death. That's not fair to a player at all. I shouldn't have to platform up there in the first place.

6: If the players can't get through through something without taking damage, DON'T DO IT (Marble boss and Labyrinth Boss come to mind). And your Labyrinth Zone act 3 is also inexcusable. An entire boring, repetitive section of level before the boss, and no checkpoint. It's not fun.

7: The final boss is.. horrid. If the player falls into the gap on the right side of the screen, they can't get out, and are forced to stand there until a lightening ball kills them. The original boss was fine as it was, your variant is nothing but tedious and annoying... How many hits does that guy take!?

Remember when you are designing your level to think about what someone who DOESN'T know your level might think or do. In fast sections, they might roll. They also might not. They don't know where every jump is supposed to lead. Put checkpoints in levels in fitting places. Once a player finally beats a challenge, especially ones like the fabricated difficulty crap you've thrown at us, we DON'T want to have to replay it.

Also, a friend of mine got a game crash once homing attacking a monitor. No idea what the cause was but the error message said "DIVIDE ZERO". So don't divide by zero I guess.

#38 User is offline Xeta 

Posted 14 June 2014 - 03:12 PM

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I guess I'm here for the same reason as others... to provide criticism and advice. I haven't played the hack 100% thoroughly, so I don't think I've seen everything that I would want to comment on. I will come back and make edits if I find something new.

Okay, like KingofHarts said, I agree that some of the art isn't the best, but I certainly can't blame you, because I'm not good at pixel art myself. =P It would probably be fine to ask somebody else to help out with the art, though, that's what I would do. Now, for a bit of criticism on that factor. First, the title screen banner has transparent spots on the sides. Second, the art for the life icon and the signpost does look a little odd, but like I said, I can't blame you if you're not very talented in this area. Also, if you happened to want a custom sprite set for Sonic, then I would recommend this sheet. Why? Because it's Classic Sonic-themed, and I feel that it would fit in with a hack about Generations. (The signpost art in that sheet is also very Generations-ish, another reason why I would recommend it.) Of course, you don't have to use it; I just thought I'd point you to a helpful resource.

As for palettes, I don't have many objections, but you really shouldn't change the palettes for the rings, unless you're making them a slightly different yellow/gold color (I actually like it when people do that.).

Now, for some gameplay discussion. All in all, I think that the hack is pretty decent, but I'll just go ahead and blabber on. As for the Homing Attack, I'm totally okay with it, and I agree that it will make it better if you map it to one button and give players a choice on whether or not to use it. Now, about the Spin Dash. The dust is buggy, and is it intentional that you make it play the spin sound? Sonic 3's driver does come with the actual Spin Dash sound effect, you know. (Its sound ID is $AB) Also, I did notice a bug at the beginning of Delta Base 1 where I used the Spin Dash through the tube and went spinning into the wall. After that, I flew through the level until I got to a part where the camera pans upward and you're inside a tube. I think you know what happened then. Also, bosses. I think the MAZ boss is cool and all, how you follow it up during the fight, but did you place a hurt tag or something at the top of the arena? Because when I go up there, I keep getting hurt until I die. Also, don't forget the Special Stages! (If for whatever reason they're supposed to be a surprise, then feel free to tell me to remove it.) I find these really neat; how do you make them rotate so smoothly? Also, I happened to notice that you removed the birds and fish; I assume you followed this guide? Now, I'm not saying that they're flawless, as I got stuck in the wall in a few places. However, I do think that the art, sounds, and design you have for them are all just so cool!

You tired yet? Well, I'm almost done. Posted Image Here, I'm going to talk about the hack's sound features. It's actually pretty neat how you have Sonic 3's sound driver in the hack, but personally I find it arbitrary in the area of what music you can have, because of the way it uses address pointing. In my opinion, music imports would make this hack even better. To do this, there would have to be a way to add smps2asm compatibility to the driver import, then you could probably have custom music while still being able to use S3K's songs. If the lightning happens to strike and I find something, then I'll share it with you. Also, for some weird reason, the Sega screen cuts off early when playing the Sega sound, so I suggest changing it to play the ring sound or something like that. That way, it's playing something brief before it cuts off.

Well, that's about all. It would be nice to see this hack improve, and I hope that my comments help.
This post has been edited by RetroUser: 16 June 2014 - 01:48 PM

#39 User is offline Blueblur93 

Posted 20 June 2014 - 10:05 AM

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Well, I've taken both of your advice and asked someone (with experience of course :P ) to refine some of my pixel art. Also, you might also see a new sonic sprite sheet after when my hack's been completely polished. I have now mapped moves now to buttons, e.g. A = Jump Dash, B = Homing Attack, C = Spin Dash, obviously the ABC buttons allow sonic jump. :P

I have also tried to change the SEGA sound to a ring sound for example, but for some reason, when I change the sound to any other sound (including the ring sound) it just sounds like a heavily muffled, distorted SEGA sound.

Also, I have re-changed the shield sprite from a electric style shield, to a (yes it's my own design again) white generic style BUT unique, also the invincibility stars are now white too rather than the blue.

Anyway, there's still much more work to be done yet. And for all of you, think of these releases as build up demo's even though it's a full game. :P

-------------
RetroUser: Ahh, thank you for that, the ring sound works now on the SEGA screen. I actually thought I had to change the file name, which is probably why it made that horrible sound. But now I know that the file names at the bottom of the main script are just declaring the sound effect / music.
This post has been edited by Blueblur93: 20 June 2014 - 05:55 PM

#40 User is offline Xeta 

Posted 20 June 2014 - 12:29 PM

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View PostBlueblur93, on 20 June 2014 - 10:05 AM, said:

I have also tried to change the SEGA sound to a ring sound for example, but for some reason, when I change the sound to any other sound (including the ring sound) it just sounds like a heavily muffled, distorted SEGA sound.

Hmm, that's odd. Okay, let me show you how I did it.

So, go to "Sega_WaitPallet:" and you should see a reference to playing the Sega sound. To make it play a ring sound, change that piece of code to this:

                move.b	#$33,d0 		
 		bsr.w	PlaySound_Special ; play "SEGA" sound

And that should work. If it doesn't, let me know and give me a few more details. But the thing is, this is an issue in vanilla Sonic 1 to begin with. Try going there and changing what plays at the Sega screen and you get the same issue: it cuts off.

Anyway, keep on polishing this hack, as seeing improvements would be nice.

===============

View PostBlueblur93, on 20 June 2014 - 10:05 AM, said:

Xeta: Ahh, thank you for that, the ring sound works now on the SEGA screen. I actually thought I had to change the file name, which is probably why it made that horrible sound. But now I know that the file names at the bottom of the main script are just declaring the sound effect / music.

No problem. I'm happy to help.

===============

Another edit:

Umm, Clownacy, there's something wrong with the project files you gave out. When you save after loading one, it garbles the tile mappings and possibly messes up the collision.
This post has been edited by Xeta: 16 July 2014 - 01:58 PM

#41 User is offline Blueblur93 

Posted 08 August 2014 - 03:49 PM

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Well, It's been a while since I made post on here, so I'd thought I make a post and show you all what I've been doing, this screenshot is for a future release, but I'm proud to say It's starting to look much better, if it's palette changes, level changes, sprite changes, etc.

Spoiler


So yeah, as you can see the HUD has been updated (which is in the coming soon release). The sonic sprite has been completely changed, which is the part what I'm ecstatic about, because it was bloody hard work. XD And also you can see the sonic side of the signpost is changed (which isn't in the coming soon release, but will be in a future release when I feel like it's READY.) So there we go!

#42 User is offline Xeta 

Posted 13 August 2014 - 11:39 AM

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All right, so if the sprites look a bit odd, don't panic! I'm currently importing them myself, and if he likes the end result, he'll roll with them.

I'll probably post a few screenshots once I get some more work done.

#43 User is offline Blueblur93 

Posted 23 August 2014 - 07:51 AM

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Okay, so I have a favour to ask of you all reading this. Basically you, me and everyone one else who has played my hack knows that my level layout is pretty bad (especially on AHZ), however, I've been working on it, for now I think I've managed to more or less make Azure Hills Zone act 1, 2 (AND now there's a full act 3!) a better layout. So, would you be able to test that zone please, and tell me what you think as well.

Act 1 doesn't have much change, but there are a few changes, (spoiler!!) especially when you take the lower level all the way.

Now, act 2 has almost completely been changed and hopefully for the best! Posted Image You may not even recognise it.

And lastly, act 3 is completely new, except for the end part. For the boss, I've finally removed the invisible hurt blocks, but for now if you miss the boss, you're stuck there until time over, but I have made the boss move up slower, so hopefully it won't come to that. :P

Oh yeah may also notice a certain bug has been fixed in act 3 (the background disappearing bug when coming to the boss), AND also AHZ level art has been altered too.
By the way I have edited the sonic sprite, so it doesn't look as weird as before and I've swapped the rings back to the original sprite. :P

Edit: This link as been removed seen as an updated link is shown.
This post has been edited by Blueblur93: 24 August 2014 - 10:04 AM

#44 User is offline KingofHarts 

Posted 23 August 2014 - 08:21 AM

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Eh... I beat the boss before he ever got to the blocks... via invincibility stars... as you'll see in my recording of your hack. :D

I'll try the new demo and tack it onto the video.

#45 User is offline Clownacy 

Posted 23 August 2014 - 08:44 AM

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First up, act 1's dual 1-up monitors high up on that homing attack chain is exploitable, especially since it's right next to a checkpoint. Speaking of 1-ups, that bug where you get an extra life after destroying the first badnik is still there. And why is the spin dash on its own button? The others don't do anything; they aren't allocated additional moves, and just make you jump.

The boss. It took me a few seconds to make out where the orange platforms were against that orange background, especially with a noise-filter of a waterfall obscuring everything. There's gotta be a way to make this boss more forgiving. It's just like the LZ boss: if you get hit, and fall in just the right place, it's back to the bottom with you, and you'll never recover. Also, leading up the boss, there are some monitors. They were fine on my first attempt, but after using level select to get to act 3 again, I did some more exploring, and some of the same monitors I'd broken on my first playthrough were already broken.

When I reached Ember Mines act 1, I noticed Sonic's art was overwriting the score art (just smash the destroyable blocks at the beginning).

Back on topic, I have to say, your level design here has some real flow to it. With some use of the jump dash and a lot of rolling (see later), I can get through act 1 & 2 in a comfortable 28 seconds each. There are times that are a little confusing, like the crabmeat during the speedy bit right before the signpost in act 1. People are going to run into that, lose their rings, and miss out on a special stage. Actually, there are a lot of areas where you're going to just run straight into enemies (again, see later). The chain of bridge objects in act 3 cause horrible amounts of flickering. You gotta interleave them with chunks or something. The ring placement is pretty good, it's the one thing Megamix seeming never got right: way too many rings. The monitor placement is almost excessive, feeling very much like S3K. I like it, I don't think I've ever seen anything but S1/2-style monitor placement in hacks.

If I can go back to the badnik placement, a while ago, someone posted their interpretation of badnik placement philosophy, and after playing through GHZ, I feel that it holds true: Don't just put badniks in areas where they pose an immediate and possibly unavoidable threat. You see, the philosophy was that you indicate and warn of combat with badniks by making the player jump before it begins: GHZ has those rocks that you have to jump over dotted around right before a stream of platforming and badniks. Sometimes, speed sections end with Sonic being catapulted into the air by a ramp, shortly followed by a surge of badniks or a platforming section. You see where I'm coming from? Maybe even springs can be used to indicate that the following higher up area isn't a speed section? Jump over spikes coming out of the ground, jump up a small raised area in the ground that isn't a slope (see GHZ3's lowest path). Now, I don't know if this suggestion matches with the formula, but... since you need to be rolling to go through a destroyable wall, it might be appropriate to have some ground-based badniks behind the wall, which the player will immediately crash into and destroy, this will leave the player aware that there are upcoming enemies, and you can safely place enemies up ahead without it being unexpected.

That's as far as my knowledge goes. To my understanding, Marble Zone is entirely a combat zone, so there's no need to indicate enemies there. I wouldn't know a thing about the other zones, except perhaps, being that it's the only other speedy zone in the game, the formula might apply well to Star Light Zone.

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