Sodaholic, on 21 January 2015 - 06:39 AM, said:
Saxman, this is really awesome and I love every aspect of this project from the concept to the execution. If my coding skills were up to snuff, I'd have tried the same thing; a unified, polished/bug-fixed yet faithful version of the disassemblies, for community use. The thing I like most about it is the attempt to establish some kind of base standard so that hackers can focus on what they want to/are good at without having to worry about handling the commonly expected bug-fix/extra feature checklist. It's a goddamn waste of time to redo what's already been done but better, so why not just have those expected assembly changes be accessible by default?
You get it! I couldn't have said it better myself! I think with time, minds will change regarding the approach I'm using. This scene doesn't do things quite the same way as many others, and I don't see any reason it can't.
Tiddles, on 22 January 2015 - 04:35 AM, said:
Most of the stuff that would be relevant to a project like this, I.e. tweaks and bugfixes, there shouldn't be any problem sharing - I'd have to scan through, but the vast majority of that category comes from either me or published tutorials.
I wouldn't really want to give over feature stuff like selectable modes, layouts, level reorder, added music etc. for public reuse, but I don't think any of that is relevant to a project like this in the first place, nor to an original project based on S3&K - in fact, trust me on this, a lot of user end options to maintain only make the thing harder to work with. (I'd actively encourage taking on multibutton super though, since I detest the way that works as standard with the S3 moveset!)
That's good to know for the future. The more stuff I can access without reinventing the wheel, the easier it will be to make stuff happen =)
ThomasSpeedrunner, on 22 January 2015 - 04:56 PM, said:
To be honest, I'm not sure how to feel about this whole engine in the first place.
Things I like:
+ It's based off of Sonic 2, which means automatic higher score since I love Sonic 2.
+ Several assembly options allow for a mix of different fixes and features.
+ Objects are merged together with unique ways of detecting what subtype of an object to load.
Things I personally have a problem with:
- Touching on the merging of objects, the code on the Sol/Orbinaut example is kinda messy in my opinion.
- May I ask why 32X support was ever necessary? This could probably work perfectly fine without it, and the problem of people with no 32X knowledge attempting to make hacks utilizing it is going to be a thing rather quickly should this gain mass popularity among newcomers...
- Why dost thou includeth Sonic 1?
- The name is Sonic Boom, which is also the name of a cartoon, a game, a song, a user, and a Sonic 2 hack. I would suggest being more original with the title...
I know this is all kinda long for my first post here, but I've known about this for a while and have been keeping tabs on it despite preferring Xenowhirl's S2 disasm from '07.
While I do thing some of your concerns are misplaced, I do appreciate your feedback. I think Clownacy did a pretty good job summing up some of your concerns.
Clownacy, on 22 January 2015 - 05:48 PM, said:
Sonic 1 and 32x are both optional. The latter's already had its existence questioned. Also, people like Sonic 1. The Orbinaut/Sol looks like a space-saver, and the rest of the disasm is just as messy. The name came from what inspired the project.
The wiki has info on that.
Anyway... Saxman, I can't find that line anywhere in the UPMEM disasm or my REV02 disasm. Not even a hex-search for the machine code had any results. Just where did you find that thing?
Also, another suggestion: In a similar manner to ReadySonic and my driver, could your changes be labelled, appended with a comment containing 'Boom Engine' or something?
I don't know what to say at this point. I searched Knuckles in Sonic 2, Sonic 2 revisions 01 and 02, Sonic 1, and Sonic 3 & Knuckles, and I did not find that line ANYWHERE. I could have sworn I pulled it from KiS2. I am honestly completely confused now. I clearly got it from somewhere, but I couldn't begin to tell you where.
And I need to do more of the commenting on specific changes. I have not been doing that, but I definitely feel there's a legitimate need for that. I'll try to have that done for future released.
Hitaxas, on 23 January 2015 - 03:48 PM, said:
I would actually be more interested in having it build for Sega cd. Maybe both ideas could be good. But allowing it to build on Sega cd would allow people to modify Sonic 2 on a system they previously could not. So far I think most if not all hacks made for Sega cd are of Sonic 1. This would enable to ability to utilize red book audio and also allow the creator to access more data space, allowing them to create bigger and better things.
Tl;dr : The Sega cd option is the way to go imho.
I'm a little intimidated by the Sega CD to be perfectly honest. That's why I kind of thought maybe bringing over some Sonic CD code and assets over to the Genesis/32X would be better. But I haven't made any decisions on that just yet. If I do decide to go the Sega CD route, it would be a big learning curve for me. We'll see what happens.
Sodaholic, on 23 January 2015 - 06:32 PM, said:
The MCD is pretty limiting in some ways for mode 2 software, namely in that you have to keep everything that needs immediate access in the program RAM as the only other way to access data is through slow disc reading instead of fast ROM reading, and the program RAM only allows for 256kb of space. Of course, Stealth demonstrated that it was quite possible, but he had to jump through some hoops to do it.
Some questions:
1. If MCD support is added, could it perhaps be mode 1 at first? That would probably require less effort to tap into the MCD hardware as a faster cartridge game than to restructure the program to squeeze it into 256kb chunks?
2. I'm no programmer, but am I wrong to assume that 3K would be a huge chore or even impossible (without significant mid-level load delays) to port to MCD? I seem to recall that 3K heavily relied on dynamically loading what it needed from the cart from a pretty huge selection of content for even a single act.
3. Do you intend to have any fixed sprites built in? For a few examples: Sonic 1's forward-facing walking animation is horribly aligned (all other angles center him horizontally) and this was fixed in the Tax-Stealth Retro engine port. Sonic 2's walking animation has his face shift off to the left by one pixel in one of the frames, though this was not fixed in the mobile version. Sonic 2's floating animation still retains his S1 style eyes, but this was fixed in the mobile version.
1) I have no idea. Big learning curve for me!
2) I imagine there must be some way of making this work. But again, the learning curve!
3) I may. I already fixed the Knuckles look-up sprite offset issue pointed out earlier in the topic. I could potentially do the same for other sprites. It's not a high priority for me, but it's good low-hanging fruit if I decide I need to do more before I'm satisfied with things prior to making a release. I am very curious about the Sonic 2 sprite issue (I'll be loading Sonic 2 after I post this to see it for myself so I know what you're referring to).
This post has been edited by saxman: 23 January 2015 - 09:42 PM