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- Active Posts:
- 24 (0.01 per day)
- Most Active In:
- Engineering & Reverse Engineering (15 posts)
- Joined:
- 08-September 08
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Jul 14 2013 04:04 PM- Currently:
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My Information
- Member Title:
- The fastest thing alive!
- Age:
- 21 years old
- Birthday:
- June 9, 1994
- Gender:
-
Male
- Location:
- Newark, DE
- Interests:
- retro video-games, reading manga, watching tv, anime, drawing, sonic, rom-hacking, forums
Contact Information
- E-mail:
- Click here to e-mail me
- AIM:
-
heatxero13
- Website:
-
http://www.youtube.com/user/skythehedgehog294
- Yahoo:
-
xeroblaze101
Previous Fields
- Project:
- The Xero Project
- National Flag:
- us
- Wiki edits:
- 10
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Topics I've Started
-
simple tutorial about Custom animations in sonic 1
27 December 2010 - 07:27 PM
well as many of you have seen in various hacks such as S1HL, S1MM, ETC. many of the animations for sonic have been changed such as the spring jump animation, or the ducking animation for example. well in this guide of mine I will show to those who don't know how to do that how to make there own type on animations for sonic. in this case we will make a simple custom ducking animation.
things required:
- sample sprite
(right-click & save picture to desktop)
- anim_/sonic.asm
- sonmapED
- some free tile space for sonic's art.
now lets get started!
to start things off, assuming that you know how to use sonmapED, open that up, and load up all of sonic's art, mappings, and dynamic pattern load cues. before I actually tell you how to do this, I will show you the basics of how to know which sprite will be loaded for the animations. ok from what I have learned when I first found out how to do this, basically sonic uses a certain amount of sprites for each of his animations in the game by loading the a set of id's for the sprite to make it work, to make it short, this pic will show what I am talking about.
as you can see, the two red circles show the sprite and it's id number which loads the sprite itself, and of course the other three sprites after that would have id number's 2,3, and 4. and for actually seeing how they actully work, taken from the the animation file for sonic of the dissasembly, here is the original line for his waiting animation:
Syntax Highlighted Code: ASMSonAni_Wait: dc.b $17, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 2, 2, 2, 3, 4, $FE, 2, 0
so the numbers between $17, and $FE, 2, 0 are the id numbers for the sprites used for making the animation work. by simply changing one of the id numbers for a different one for a custom sprite made by yourself or simply just porting one from s2, S3, SCD, ECT. the animation would then be changed with the sprite, or sprites that you added. and as for $17 and $FE, 2, 0, those are id's used for making the animation work in a specific way such as in a repeating order. with that said hopefully if you have an idea of how this works now, let us now begin!
go ahead and scroll all the way to the end of the last sprite for sonic and insert a new slot for the sample sprite as stated at the top of this tutorial.
if you don't have the spindash added to your hack, then the id number should be 58. if you do have it, then it should be 5E. after that save his art, mappings, and dynamic pattern load cues and open his animation file (anim_/sonic.asm) and scroll down to SonAni_Duck:. again assuming that you do not have the spindash in your hack yet, change the line from this...
Syntax Highlighted Code: ASMSonAni_Duck: dc.b $3F, $39, $FF, 0
to this
Syntax Highlighted Code: ASMSonAni_Duck: dc.b 7,$58,$39, $FE,1, 0
and if you do have the spindash, change it to this...
Syntax Highlighted Code: ASMSonAni_Duck: dc.b 7,$5E,$39, $FE,1, 0
Then save it and build your rom, if done correctly, you should now have a custom ducking animation in you hack. now I f you want to make more custom animation's, all you really have to do is just study the animation file for sonic like I did and you should be fine. hopes this guide will be helpful for someone! -
Sonic the hedgehog Xero thread
06 August 2010 - 03:42 PM
(well here goes nothing for my first topic)
Well as most of you that's on SSRG have already seen, I have already released the latest version of my hack Sonic Xero v2.5 which for those that's only on retro can get on the forums on the discussion & Q&A board at SSRG. Currently I have been working on the design for the levels in my hack as well as new level layouts in preparation for version 3.0. with that said, Some screen-shots of what I have done so far that I would wish to show everyone



Still planing on fixing the background on one of these, as well as the art for most of the levels.
===============================================================================
The moves that can also be used in this are...
Spin Dash
Jump-dash
Super peel-out
Water-skimming
Also thanks to someone off You-tube, I was able to to port songs over from
S3&K
S3D
Dyna brothers
sailor moon
As for a download, I won't be putting one up for a while until I feel that it should be release.
=============================================================================
P.S: Also big helpful thanks for making this hack what it is now
-GHfusion(youtuber): music ports
-Markeyjester: sonic crackers music pack
-selbi: asm tutorial for the jump-dash
-vladikcomper: asm tutorial for the water-skimming
-nineko: SoniNeko music pack
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Find My Content
Jul 14 2013 04:04 PM
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