Posted 12 December 2006 - 11:21 AM
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'Pu7' said:
How can I make Sonic roll without triggering the rolling animation?
Well, logically it should be some fragment of the code in Obj01_DoRoll, a part unrelated to sound or animation (and both of those are commented as such). [Sorry for the misinformation, it is animation-related and you need to change the damage check to include the spindash animation or use another flag.] I forgot to say, the spindash plays a jumping sound, and fails if you do it next to a monitor.
This post has been edited by Xenowhirl: 21 December 2006 - 05:50 PM
Posted 12 December 2006 - 12:07 PM
- I am the Holy Cat
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Cinossu, on Dec 12 2006, 06:50 AM, said:
your speed limit removal means Sonic always gains speed, without ever reaching an upper limit at all, meaning that one a straight stretch you can really pick up some uber-speed.
And I really love this.
This is like Sonic always had to look like, imo.
Posted 12 December 2006 - 12:38 PM
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I'm not really interested in a rom of this 'experiment' but it does prove you can do something so I'll watch out for a serious project from you.
Posted 12 December 2006 - 03:03 PM
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Pu7ø, on Dec 12 2006, 01:21 PM, said:
How can I make Sonic roll without triggering the rolling animation?
IIRC, there's a flag in Sonic's SST which is set if Sonic is rolling. I have no idea what it is in S1 though.
Posted 12 December 2006 - 06:17 PM
- Shin'ichi Kudō, detective.
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Well, here's yet another build. I haven't fixed the spindash problem yet. The differences between the old build and this one are the tons of changes in music (thanks to ErikJS's Music Pointer Fixer) and the S3-style HUD.
Link
here.
For the curious, here's the list of replaced songs. These aren't 100% perfect ports, but that's the best that can be done until I actually learn how to port music without a tool:
Quote
Title, Invincibility, Ending: S&K Invincibility
GHZ: S3 Bonus Stage (Gumball)
MZ: S3 Marble Garden Zone (Act 1)
LZ: S2B Aquatic Ruin Zone
SLZ: S3 Ice Cap Zone (Act 2, can't find the offsets to Act 1)
SYZ: S2B Casino Night Zone
SBZ: S&K Flying Battery Zone (Act 1)
Special Stage: S&K Slot Machine Bonus Stage
FZ (The zone itself): S&K The Doomsday Zone
FZ (Eggman pulls a switch, Sonic falls to SBZ3): S&K Knuckles Theme
Boss: S&K Miniboss Theme.
End of Act: S3 End of Act.
Posted 13 December 2006 - 12:02 PM
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Pu7ø, on Dec 12 2006, 06:17 PM, said:
GHZ: S3 Bonus Stage (Gumball)
That's
quite annoying... =(
Posted 13 December 2006 - 01:22 PM
- Shin'ichi Kudō, detective.
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The next build will have separate songs for each act anyway, so you won't hear it for too long. And of course, I can just get rid of it if I find a song that suits it better.
Posted 13 December 2006 - 05:44 PM
- Shin'ichi Kudō, detective.
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A new build is available on the same link (
here, if you don't want to bother looking back in the thread). The only change is that there's now a different song per-act.
Songs are (Act 1 has the same song number as the respective zone in S1):
Quote
GREEN HILL ZONE:
1 - Azure Lake
2 - Green Hill Original (94)
3 - Mushroom Hill (95)
LABYRINTH ZONE:
1 - Aquatic Ruin
2 - Sandopolis (96)
3 - Labyrinth Original (97)
MARBLE ZONE:
1 - Marble Garden 1
2 - Marble Garden 2 (98)
3 - Marble Original (99)
STAR LIGHT ZONE:
1 - Ice Cap 2
2 - Chrome Gadget (9A)
3 - Star Light Original (9B)
SPRING YARD ZONE:
1 - Casino Night
2 - Carnival Night (9C)
3 - Balloon Park (9D)
SCRAP BRAIN ZONE:
1 - Flying Battery
2 - Launch Base (9E)
3 - Endless Mine (9F)
FINAL ZONE:
- The Doomsday
Posted 13 December 2006 - 06:11 PM
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Posted 13 December 2006 - 06:56 PM
- Shin'ichi Kudō, detective.
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There was no need to be that sarcastic <_< . I know some of the songs are similar to your choices on Megamix, but there are only a limited number of tunes to pick from when the only sources are Sonic 2 Beta and S3&K. And I'm sorry if you feel that I'm copying you or something, it was not my intention.
Posted 13 December 2006 - 07:06 PM
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I don't see why everyone is so obsessed with using different music for every act anyway, especially in Sonic 1 where you have three acts per zone. The only thing that would really work well IMO is if the acts have tracks which are remixes of each other, I.e. Sonic 3 and later games.
I think I'll be "original" by not changing my level music. :P
Posted 13 December 2006 - 10:24 PM
- Shin'ichi Kudō, detective.
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The build one had a few music-related bugs (and one in the credits) which I fixed, and uploaded the new build. Also, you might be interested in checking out the credits. 9F-9E in the sound test gets you there faster :P
This post has been edited by Pu7ø: 13 December 2006 - 10:25 PM
Posted 13 December 2006 - 10:39 PM
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Tweaker, on Dec 13 2006, 03:11 PM, said:
You've taken most of the ideas possible, so its no wonder people have similar ideas to you. O:
Posted 14 December 2006 - 10:52 AM
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The last build refuses to work over here.
Posted 17 December 2006 - 12:10 AM
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OK, guys, new build. This one replaces the title card font with the credits font, fixes the rolling bug with the spindash (if you get hit while spindashing, you kill the badnik instead of getting hurt), and adds some stuff from JcFerggy's
Sonic 1 Starter Hack (more specifically, the life icon, S2NA signpost, the GHZ bridge, and the SYZ/SS bumpers). Oh, and I changed the credits text.
Link
here.
Screenshot of the new title card:
And the bad ending:
Of course, the bad ending is a joke :P