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RE: Sonic (discontinued) Another Sonic 1/2 engine from disassemblies

#1 User is offline Xeeynamo 

Posted 25 June 2017 - 09:17 AM

  • Posts: 26
  • Joined: 08-February 09
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  • Location:Italy
  • Project:Swords of Calengal
After 5 years I decided to share to my favourite community one of the projects which I was working.

The project was called RE: Sonic; it involved me, Xeeynamo, as programmer and another member of our community, STHX, as pixel artist.

Posted Image

We decided to re-create Sonic 1 and 2 from scratch after the Sonic CD '11 announcement by Taxman. The remake involved enhanced graphics, cross-platform support and cross-game support (like merging Sonic 1 and 2, import character or levels from other Sonic or platform games).

The engine was written in C++ using Visual Studio 2010 / 2012 and it used OpenGL 2.1. It is called libXeEngine and it was a very old version of what XeEngine is now.
This Sonic game featured:
  • 2x graphics
  • Sub-pixel camera movement
  • Enhanced animated palette
  • Better parallax effects
  • Rotations
  • Transparency
  • Better physics using IEEE float instead of fixed precision
  • Build-in level editor


Posted Image
Posted Image


And this is a video to view the game in action:



This is the source code and the assets:
https://github.com/Xeeynamo/RESonic

I have no documentation on how some things worked; even now I do not remember how to import levels or make them running properly.
I used part of Sonic CD '11 resources and a very little portion of code from Sonic 2 Saxman's engine for the parts that I did not understand from the disassembly.
Please notice that every kind of 2x graphics was done by STHX. I asked his permission before to share with you the entire stuff, but please mind that everything was not done by me.


Plus, I want to give my best thanks the entire community to give me the opportunity to grow up on the technical aspect. Without SonicRetro probably my interest about game development, since I was kid, would disappeared. I hope that one day I will be able to offer a product that you will enjoy.


Q: Why did you decided to re-make everything?
A: I find that ROM hacking is too limited. It was hard to add new graphics, new enemies or import new characters. Re-making Sonic from scratch allowed me to have the flexibility to do everything that I wanted without much limits.

Q: Why did you never post this before?
A: Because I am basically a lurker: I don't like talking very much, I was insecure to post something very incomplete and I had some problems with English.

Q: Why did you abandon this project?
A: The decision was made by me after seeing the Sonic 1 remake reveal. Very mixed sentiments involved me after that announcement, then I decided to put on standby everything and do something else.

Q: On which are you working currently?
A: Maybe some of you does not care about this; with everything that I learned from Sonic's disassembly and with the framework which RE: Sonic was build, I spent those 5 years to create a new framework, a new engine and a new set of tools which I am using for a completely new game.

Q: Will you ever offer another chance to RE: Sonic?
A: Probably yes! A full edition of Sonic 1-CD-2-3K with the ability of cross-combining elements from other platforms was in my mind since I was 7 and 10 years before I learn about programming and the discover of SonicRetro. With my current engine and set of tools I am able to create, import, export resources and play them very easily. I am still finding a perfect mix of programming abstraction and performance to have the power to mix everything. One of my plans is to emulate a strict portion of routines of the original ROM form the engine, instead to port the enemies scripts.

Q: On what have you worked on Sonic the hedgehog world?
A: I helped on retrun RSDK unpacker. I made a semi-working RSDK script disassembler for Sonic CD '11 years ago too, but I never though that was a good idea to share it. If someone is interested about it, I can post it here.


PS. After that I written everything, I knew that this is what I should done years ago.
This post has been edited by Xeeynamo: 25 June 2017 - 11:52 AM

#2 User is offline True Dude 

Posted 25 June 2017 - 02:07 PM

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I like the subtle visual upgrade to some of the GHZ assets in the last picture! Maybe you could set this up as a Github and get more people involved? Open source Sonic projects are very rare and haven't succeeded much, but I think this has mostly been due in the past to poor direction or shaky leadership.

#3 User is offline Clownacy 

Posted 25 June 2017 - 03:31 PM

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...it is on GitHub.

#4 User is online nineko 

Posted 25 June 2017 - 03:58 PM

  • I am the Holy Cat
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I always like when some fellow Italian does something good.

... but shouldn't this topic be in the Fangaming section instead of E&RE?

#5 User is offline True Dude 

Posted 26 June 2017 - 10:19 AM

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View PostClownacy, on 25 June 2017 - 03:31 PM, said:

...it is on GitHub.

Oh, shit. That solves that then.

#6 User is offline HedgeHayes 

Posted 26 June 2017 - 11:28 AM

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  • Location:Bilbao, Spain
  • Project:Too many of them

View PostXeeynamo, on 25 June 2017 - 09:17 AM, said:

The engine was written in C++ using Visual Studio 2010 / 2012 and it used OpenGL 2.1. It is called libXeEngine and it was a very old version of what XeEngine is now.
This Sonic game featured:
  • 2x graphics
  • Sub-pixel camera movement
  • Enhanced animated palette
  • Better parallax effects
  • Rotations
  • Transparency
  • Better physics using IEEE float instead of fixed precision
  • Build-in level editor
***

Maybe some of you does not care about this; with everything that I learned from Sonic's disassembly and with the framework which RE: Sonic was build, I spent those 5 years to create a new framework, a new engine and a new set of tools which I am using for a completely new game.

With my current engine and set of tools I am able to create, import, export resources and play them very easily. I am still finding a perfect mix of programming abstraction and performance to have the power to mix everything. One of my plans is to emulate a strict portion of routines of the original ROM form the engine, instead to port the enemies scripts.

This all is really interesting for me, as I was thinking to do a similar thing, and on C++ too. I haven't started my project yet since I'm busy with other projects of a different kind, but we could exchange some ideas and maybe help each other. Well, I'll need help that's for sure, but that's a different question. :v:

View PostXeeynamo, on 25 June 2017 - 09:17 AM, said:

I have no documentation on how some things worked; even now I do not remember how to import levels or make them running properly.

That's too bad, but not a big issue, having the source code there. Plus, you're making that new engine, so maybe that isn't necessary at all.

View PostXeeynamo, on 25 June 2017 - 09:17 AM, said:

I find that ROM hacking is too limited. It was hard to add new graphics, new enemies or import new characters. Re-making Sonic from scratch allowed me to have the flexibility to do everything that I wanted without much limits.

Same goes for me, I feel the same both with ROM hacking and when using tools like GameMaker.

View PostXeeynamo, on 25 June 2017 - 09:17 AM, said:

Plus, I want to give my best thanks the entire community to give me the opportunity to grow up on the technical aspect. Without SonicRetro probably my interest about game development, since I was kid, would disappeared. I hope that one day I will be able to offer a product that you will enjoy.

I'll probably wouldn't have programming still in mind if it wasn't because this site's given me the hope of making my own sonic games.

View PostXeeynamo, on 25 June 2017 - 09:17 AM, said:

Q: Why did you never post this before?
A: Because I am basically a lurker: I don't like talking very much, I was insecure to post something very incomplete and I had some problems with English.

Again, we share similar feelings. I didn't join this community before because of that except maybe the english part, but I don't feel glorious about that either.

#7 User is offline Xeeynamo 

Posted 27 June 2017 - 01:15 AM

  • Posts: 26
  • Joined: 08-February 09
  • Gender:Male
  • Location:Italy
  • Project:Swords of Calengal

View PostTrue Dude, on 25 June 2017 - 02:07 PM, said:

I like the subtle visual upgrade to some of the GHZ assets in the last picture! Maybe you could set this up as a Github and get more people involved? Open source Sonic projects are very rare and haven't succeeded much, but I think this has mostly been due in the past to poor direction or shaky leadership.


I have mixed ideas about this. Currently I have a new version that runs on an updated version of the XeEngine. It does not have parallax and character animations implemented, but physics is better and it has a full object management system implemented.
The problem is that XeEngine and its tools are closed-source and not publicy available. I should re-write everything once more using SDL or another cross-platform framework.


View Postnineko, on 25 June 2017 - 03:58 PM, said:

... but shouldn't this topic be in the Fangaming section instead of E&RE?


Since this involves heavily reverse engineering and it has built-in editors, I though that the best place to put this was that section.


View PostHedgeHayes, on 26 June 2017 - 11:28 AM, said:

This all is really interesting for me, as I was thinking to do a similar thing, and on C++ too. I haven't started my project yet since I'm busy with other projects of a different kind, but we could exchange some ideas and maybe help each other. Well, I'll need help that's for sure, but that's a different question. :v:/>


If more people are interested to re-boot this project, I can definitively do it!

#8 User is offline HedgeHayes 

Posted 27 June 2017 - 09:09 AM

  • Posts: 399
  • Joined: 01-June 17
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  • Location:Bilbao, Spain
  • Project:Too many of them

View PostXeeynamo, on 27 June 2017 - 01:15 AM, said:

View PostHedgeHayes, on 26 June 2017 - 11:28 AM, said:

This all is really interesting for me, as I was thinking to do a similar thing, and on C++ too. I haven't started my project yet since I'm busy with other projects of a different kind, but we could exchange some ideas and maybe help each other. Well, I'll need help that's for sure, but that's a different question. :v:


If more people are interested to re-boot this project, I can definitively do it!

Sorry, remaking the old games is the only thing I'm not interested in; the C++ engine and the support for higher resolution graphics are the main selling points for me, no matter which project features those. Since you've put RE: Sonic as open source, I'll take a look to it as reference material for learning, but I still want to do my own stuff.

#9 User is offline True Dude 

Posted 27 June 2017 - 03:33 PM

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Quote

If more people are interested to re-boot this project, I can definitively do it!

If you did and had it be open source I'm sure I could occasionally submit high-def sprites. You wouldn't even have to open source the engine, just the art, though having a team help you program the games would probably help it get done faster.

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