I recently got the title screen completed, except for one thing: the logo wants to scroll with the background! I have compared what I have with the Sonic 1 disassembly, and I am not finding anything unusual about my implementation. Any volunteers for looking at my code and trying to figure out what's wrong?
DigitalDuck, on 16 February 2015 - 10:32 PM, said:
Only done a preliminary playthrough so only brief findings, so here goes, in order of appearance:
- SEGA screen is skippable.
- Title screen does not contain background or Sonic, and emblem scrolls.
- Title card for each zone is from Sonic 2.
- Title card displays garbled version of Sonic 2 zone name.
- Music for each zone is from Sonic 2.
- Art mappings for many objects are broken, most notably springs, end-of-level bonuses, and breakable blocks in MZ.
- Sound effects for many objects are broken, using Sonic 2 sound effects.
- Palettes for many objects are broken, possibly uniquely those that used to share Sonic's palettes.
- Spindash present - if this is supposed to be Sonic 1, it probably shouldn't be.
- Speed caps present, spike bug not - don't see any problems with this, but just pointing it out.
- Special stages aren't present.
- Pushable blocks do not appear; neither do blocks that drop from the ceiling (renders MZ1+3 impossible to complete).
- Lava flow in MZ2 does not appear.
- Rexon bug present - destroying two Batbots in MZ2 quickly enough from the start can sometimes cause the game to crash (stupidly I didn't get a savestate).
- Something's off with the girders in SLZ. They're either aligned incorrectly, or scroll at the wrong speed, or something similar; they seem to cover the screen in different areas than they used to.
- SLZ boss doesn't drop spike balls.
- Defeating SLZ boss causes girder graphics to be overwritten.
And just for fun:
- Level select is deformed the way the background should be.
- SYZ, LZ, SBZ are mostly objectless and crash shortly after starting.
- Debug mode only contains ring and monitor.
Most of these should be already known, but here they are anyway.
Thanks for testing! That's quite a thorough list you've provided. I will have most of those fixed by the next demo. I plan to have at least two more demos before it's finalized.
Sodaholic, on 17 February 2015 - 08:51 PM, said:
One thing you might want to consider as far as more S1-like gameplay goes would be implementing an option to use the alternate, more lethal spike behavior. Specifically, where you can die if you get hit again while still showing the pain animation.
Though not entirely related to S1, could I suggest adding in a double-tap to look up/down option like in SCD? I liked it so much better than having to sit there holding it like in S2.
Because I consider the spike behavior to be more of a bug than anything, I am leaning against it. Unless of course anyone feels it makes the port of the game less legitamite without it. Or unless anyone thinks it makes for a good "feature" to have in hacks.
I would actually very much like to add the double-tap look up/down style of Sonic CD. I've been considering that and a few other minor things out of the world of Sonic CD. No promises, but if I find the time to insert it, I will.