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Active Posts:
842 (0.23 per day)
Most Active In:
Engineering & Reverse Engineering (206 posts)
Joined:
11-September 05
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User is offline Sep 21 2013 11:05 PM
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My Information

Member Title:
Delicious and nutritious.
Age:
24 years old
Birthday:
May 11, 1991
Gender:
Male Male
Location:
Ludington, Michigan, US
Interests:
Old-school games and modification thereof, friends, computers, and occasionally, writing.

Previous Fields

Project:
Brawl mods, Megamix Layouts, and messing with Sonic 3.
National Flag:
us
Wiki edits:
1

Latest Visitors

Topics I've Started

  1. Super and Robjoe's Pointless Brawl Textures (56K Warning)

    11 April 2009 - 08:13 PM

    I would first like to apologize, that most of these images are jpg. This is not by design.
    These were the good old days...
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    So what has boredom caused Super and I to come up with this time? Why, we're no longer interested in mere hoaxes. We're going into the games and doing what we want. A couple of things weren't exactly ours, but still. We took the damn screenshots.

    Of course, we had to do everyone's favorite Green Sonic with a Sword(GSWAS), Super, first.

    Much to our dismay, it ended up being too epic.
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    How strange, who could this be?
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    Oh well, whatever it was, I doubt it matters now.
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    Unfortunately, we've yet to get our hands on Green Hill, so there is no Blue Knuckles... Or is there?
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    Oh my God what is this I don't even-
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    So yeah, We had some fun. But with all fun, someone has to come and ruin it. Remember this guy?
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    Yeah. He's back.
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    And... what the hell?
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    Oh my God! He's growing! I think.
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    Wait... what is that? In his eyes? Is that...?
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    RED METAL SONIC?

    Here are some shots we took with other people's textures, just so you can see how variable they can be:
    All Hail Yakko Warner.
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    an sum hypr knuxels
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    Okay, that was messed up. Brawl Textures are a fun way to pass the time, and here's my first texture:
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    Actually, that's sorta a lie. I tried making one before hand, and decided to be a smartass and enabled the alpha layer through the image's header in a hex editor. So to make a long story short, I hope the nightmares I give you are terrifying and cause you to wet your bed!
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    It screams.... it always screams...
  2. LUNATIC GUNSTAR... AKA Gunstar Heroes Beta.

    17 September 2007 - 05:17 PM

    So yea, as the title says, yesterday evening an online friend of mine sent me what he believed to be a Beta of Gunstar Heroes. I was initially skeptical, but upon playing it, I'm actually believing it's authentic:

    Enjoy, you all!

    Now if this is old, I apologize for all the excitement, but this was unknown to Me, Tweaker, and Super, so I'm guessing this isn't very widespread.

    GENERAL INFORMATION (please read before posting questions/findings).

    Now, don't take my word for this (I'm not confident in making these types of assumptions), but I'm going to say it's about 70% complete. The game is quite playable, up until the end of Stage 5 (Where Yellow is kidnapped and Smash Daisaku is boss), whereupon defeating Smash, you'll be stuck. You can get past this inconvenience using methods detailed below.

    As for differences, there's literally a myriad of them that await you. Some are small graphical oddities, others are added gameplay elements, and still more are probably remains of debug features.

    Gameplay works much the the same as the final, Red is still free shot style (though he can fire downwards in Green's stage), and Blue is still fixed shot. However, I will detail the various aforementioned debugging features present in this build.

    Stage Select

    As you'd guess, pressing Start or C on the highlighted icon will take you to the appropriate level. However, hitting A will take you to different levels, depending on what's highlighted. Below is what each icon corresponds to, with the destination listed in italics:

    Pink = Stage 5 (Rescue Yellow)
    Green = Stage 6 (Spaceship stage)
    Orange = Stage 7 (Final level where all the Empire members attack you)
    Black = Stage 7 (again)

    This was likely done by developers to have all the levels immediately accessible.

    In-game debugging

    Granted, this isn't as much as I'd hoped for, but it's kinda useful in the incomplete levels (Stage 7 especially). Basically, when you're paused in mid-game, you press the following buttons to trigger different effects:

    A is used for changing which guns you currently have, you press it in conjunction with either Left for your left weapon, or Right for your right weapon. It cycles through Blank, Force, Lightning, Chaser, Fire, then back to Blank, in that order. Bear in mind that it may take a couple of tries to make this work.

    B unlocks the screen most boss fights. This is especially useful for Stages 5 and 7. Use it during your fight with Smash in Stage 5, and run as far right as you can. When you win, Smash will shout a terrible Engrish line, and the ship will actually blast off, allowing you to proceed to the next level. In Satge 7, use during the battle with the Duck Battalion to move through the level (though it's completely empty minus the first battle). Remember to do it each time you come to a would-be arena.

    C makes oddly colored lines fly about. If anyone finds a real purpose for this, please post it here. Hit C again to get rid of them.

    Hit A and B at the same time, the unpause, and you'll instantly get 9999 health. You can do this as much as you like. =D

    Hitting A, B, and C all at once takes you back to the Sega and Treasure logos.

    If anyone else finds any more of these, I'd love to hear about them.

    SCREENSHOTS

    To prevent the otherwise inevitable shouts of "LOL FAKE!!!!11!!!11":

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    Free points! =D

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    GREEN WHAT THE FUCK DID YOU DO TO YOUR FACE?!

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    Most of the text is either Engrish or not even translated at all.

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    Heaven?!?! O_O Sadly though, the doors broken. ;_;

    So yea, have at it. If you love this game to death, you'll have a ball with this prototype! There's hundreds of cool differences waiting inside, from music changes, to scrapped gameplay elements. That ROM link again in case you missed it:

    LUNATIC GUNSTAR

    Remember, if you find anything noteworthy not mentioned in this thread, I wanna hear about it. Don't be shy!

    If enough people care, I eventually wanna try to create a website detailing every single difference, kinda like this site here.
  3. FYI: S3K Advanced isn't dead. =P

    21 December 2006 - 07:38 PM

    Thanks to ThunderSpeed (AKA THE GOVERNATOR =P)'s water guide, I've added water to the following levels:

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    Whadda ya think? I'm mainly concerned about the pallettes. I personally am really liking MGZ, DEZ turned out fine, but I'm kinda questioning SPZ. I wanted an oasis look, but I'm not so sure about how it turned out. I also redid my MHZ1 pallette; I decided I hated the red grass. This one was inspired by Cinnosu's and ThunderSpeed's morning GHZ pallettes:

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    I'm not too sure it really looks like morning, but I like it nonetheless.

    However, I dunno if I'll be doing any more layouts for a while. SonED2 spoiled me when I did Megamix, and I can't use it on S3K (well, it's possible, but really hard, from what I gather).
  4. Investigating tags in S3K...

    31 August 2006 - 11:58 AM

    So, with the Megamix layouts all done for now, I decided to poke around in my own hack for a bit. I managed to track down AIZ1's water tag, and had a little fun adding water to other zones. However, in the end, I'd rather create my own water rather than swap it in from somewhere else. So, I copy/pasted AIZ1's water tag over some obscure disabled one, and made it point to MGZ2. However, water wasn't in the level when I checked. I know what the default height is, as MGZ2 was one of the levels I had experimented with beforehand, so my problem does not lie within the height. Saxman did a small break down on tags in his old S3K guide, however, the four bytes of data at the end were marked unknown (where I think the answer lies). What I'd like to know is if anybody has done any research on creating tags in S3K, and what exactly those "unknown" bytes do. I know no-one likes S3K though, so I doubt anyone has. Still though, I'm curious.
  5. How can I edit title cards in S3K?

    14 May 2006 - 03:34 PM

    How would I go about doing this? I saw that ESEII had locations for them, but when I decompressed one (CNZ, to be exact), I got 5FF bytes of nothing but gibberish (although it's not like I trust ESE to get the job done right). So how could I accomplish this? I've been wandering about it for some time.

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