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Tech Member: Tech Members
Active Posts:
2292 (0.94 per day)
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General Sonic Discussion (399 posts)
Joined:
24-November 08
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User is offline Jul 01 2015 11:38 AM
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My Information

Member Title:
It's a bird, it's a plane, nope it's a ring!
Age:
25 years old
Birthday:
May 13, 1990
Gender:
Male Male
Location:
O'Fallon Mo
Interests:
Hacks, Sonic, Comic books, Teen Titans, Raven (from TT, not the bird mind you)Old School games (mainly games on the Genesis), video game music, programming, hacking

Contact Information

E-mail:
Click here to e-mail me

Previous Fields

Project:
Mighty No. 9 Universe,various hacking projects
National Flag:
us
Wiki edits:
112

Latest Visitors

Topics I've Started

  1. Ring The Ring

    01 May 2013 - 11:11 PM

    After years of being collected, Ring wanted to have his own adventure. He noticed that Sonic had left his shoes in GHZ one day, he slipped on the shoes and away he went. Before he knew it Robotnik was at it again collecting Sonic's friends and turning them into badniks. Sonic then realized his shoes were missing, and without his shoes couldn't do much. With Sonic's shoes on it's up to Ring to stop Robotnik, and collect the chaos emeralds before it's too late! Unfortunately, Ring isn't as fast as Sonic with his shoes on though... but I'm sure you can help him defeat Robotnik right? Anyway corny story aside, I finally finished this hack. I would have been done with it sooner, but I've been procrastinating. :v: Also yes I know the title screen has a few random pixels out of place I can't exactly pin point what's causing this but with that said I hope you enjoy my hack. :) Here are some screenshots, bellow them is a download link.
    Posted Image

    Posted Image

    Download
  2. AAAHH!!! Real Monsters! Genesis Hacking

    16 April 2012 - 09:15 PM

    I got the urge to dig into one of my favorite games of all time, AAAHH!!! Real Monsters! Bellow are my notes, not much now but I've discovered something new about the game. ^_^ Anyway my notes are composed of a few RAM addresses, ASCII text within the ROM, and each screen id. Here they are:
    Winner and Diploma ASCII Text: $27Ad9 
    $27BEB- Hidden screen text 
    RAM info. Not much here yet but it's something.
    $B781- Unknown, setting it to 0E loads a glitchy HUD and the first level's music plays
    $B78C- set this to be invincible (byte of course)
    $B78D- Heart counter (byte)
    $B99A- Horizontal camera scroll (Word) setting this will automatically make the camera scroll, even if you're not moving
    The game consists of 44 different screens, holy shit! Anyway here they are listed bellow. Though I am not sure
    what the screen mode RAM offset is located at, though I'll look into this more later. Note: Assignment 2 is unused,
    because the boss fight is a different level all together. However, I have no clue why the programmers did this, would have
    been more creative if they used the title card (that's what each Assignment screen is).
    Level: 01   . Viacom      
    Level: 02   . Title       
    Level: 03   . Nickelodeon      
    Level: 04   . Dump 1           
    Level: 05   . Dump 2           
    Level: 06   . Dump 3           
    Level: 07   . Dump 4           
    Level: 08   . Dump 5           
    Level: 09   . Dump 6           
    Level: 10   . Dump 7           
    Level: 11   . Post Office 1    
    Level: 12   . Post Office 2    
    Level: 13   . Post Office 3    
    Level: 14   . Mall 1           
    Level: 15   . Continue         
    Level: 16   . Hunter 1         
    Level: 17   . Hunter 2         
    Level: 18   . Dino 1           
    Level: 19   . Dino 2           
    Level: 20   . Gym 1            
    Level: 21   . School 1         
    Level: 22   . Options          
    Level: 23   . Score            
    Level: 24   . Legal Screen     
    Level: 25   . Googleplex       
    Level: 26   . Dump Bonus 1     
    Level: 27   . Assignment 1     
    Level: 28   . Assignment 2
    Level: 29   . Assignment 3     
    Level: 30   . Assignment 4     
    Level: 31   . Assignment 5     
    Level: 32   . Post Boss
    Level: 33   . Diploma          
    Level: 34   . Win              
    Level: 35   . Credits          
    Level: 36   . Intro Bed        
    Level: 37   . Intro Hall       
    Level: 38   . Game Over        
    Level: 39   . Sega License     
    Level: 40   . Assignment 1f    
    Level: 41   . Assignment 2f    
    Level: 42   . Assignment 3f    
    Level: 43   . Assignment 4f    
    Level: 44   . Assignment 5f
    

    And if you skim over my notes, you've probably missed this tidbit. There's an unused screen that's programmed in but they decided not to use it. Usually on the final assignment screen of the last part of any level, the Gromble tells you what you need to find as well as who you need to scare. In the post office level, for some reason they decided to not describe who you're supposed to scare, instead it shows you what you need to find and you fight the boss of that level in a completely different level. (Usually you fight the boss within the same level, yet they have a transition from Post office 3 to Post Boss.) This is the unused screen:
    Posted Image
  3. Strike dash In Sonic 2 SMS

    07 April 2012 - 02:06 PM

    So a few days ago I worked on this hack non-stop trying to make loose ends meet. I released this already on SSRG, but there were a few bugs present that I fixed today, since I've been sick. >.> Anyway, the controls are a bit different because I didn't add the animations from Sonic Chaos, instead I used what's present in Sonic 2, and in SC the game checks to see what animation is playing atm. So I had to do this differently, hold up to charge it, and press button 2 to release it. Another thing it's missing is sound effects, because I added them in, but they broke my code so I had to get rid of them. But anyway, enjoy. I probably don't plan to work on this anymore. :v:
    http://www.mediafire...49wijth05a90edc
    And here's a video of a previous build:
  4. Sonic's Edusoft Hacking Notes

    28 March 2012 - 09:53 PM

    These are my notes for the un-released game, Sonic's Edusoft for the Master System. Yeah I know it's an un-released educational game, and doesn't feel like a Sonic game at all, and the gameplay kind of sucks, but I think every Sonic game should be documented, even educational ones. Plus I love the graphics in this game. It sucks that Sonic 1 8-bit didn't have Sonic 1 16 bit's sprites like this game did. Anyway, on to my findings. Maybe someone could hack S1 8-bit and insert these sprites... :v:
    Lets start off with ROM contents:
    $A88-$BA6- Options screen ASCII text
    $2CEE-$2DC3- Mini-game ASCII text
    $38B4-$38fE- Bonus Stage ASCII text
    $4b52-$4CE9-  Overworld ASCII text
    $52A5-$52AD- "Game Over" text. I'm not sure where this appears, as there's a separate string for the bonus stage.
    $57E2-$57EA- Another "Game Over" string of text.
    $1C200- Sonic's Mini game sprites.
    $1DC00- Crabmeat, during mini-game.
    $1E409- Motobug during mini-game.
    $20000- Sonic's overworld sprites. 
    $25400- Leftover ski sprites from Winter Olympics
    $2BF00- Sonic looking up
    $2C309- Squirrel mini sprite (used when the player selects an answer)
    $2C900- The Hare's sprite
    $2D309- Pig's mini sprite
    $2D907- Crabmeat's mini sprite
    $3210B- More leftover sprites from Winter Olympics
    

    RAM Contents:
    $C9F1-  Player 1 Lost flag. Setting this even if Player 1 wins during gameplay will result in either the computer winning or player 2 winning because the game checks for this flag. :v:/>
    $C75F- Player 1's Star Counter. Self explanitory.
    $C761- Player 2's Star Counter. of course if you're playing on 1 player this is the computer's star counter. :v:/>
    
    

    Expect this to change as I continue hacking it. Maybe someone would find this useful. xP
  5. Collision Data In Sonic 2 SMS

    01 January 2012 - 01:19 AM

    Happy new year everyone! So I'm going through the collision arrays that are in the wiki disassembly of Sonic 2 SMS, and decided to document what I come across. Since I can't access the SVN to check if the current notes are updated with collision data, and I don't recall reading any documentation anywhere else I decided to post them here. Forgive me if they have been documented... :v:
    Collision Notes:
    Collision data is set up in 32 byte arrays. Before the array pointer, there's 2 bytes. 
    The first one determines the type of block such as if it's a breakable block, a solid block, etc. The second one seems to determine the 
    collision type. Each collision offset points to 3 separate arrays with the last one only consisting of 16 bytes that marks the end of the array.
    Block values are bellow:
    $00- Same as 86 
    Values $20- $50 are all invalid, and crashes the game.
    $81- Solid
    $82- Not Solid
    $83- Tube (from bottom to top)
    $84- Same as $83
    $85- Damaging Block
    $86- Conveyor Belt?
    $87- Same as $86
    $88- Slippery Slope (Unused?) 
    $89- Spring
    $8A- Same as $83
    $8B- Same as $81
    $8C- Collapsing Bridge
    $8D- Breakable Block
    $8E- Conveyor Belt (Moves Sonic to the Right)
    $8F- Same as $81
    $90- Same as $81
    $91- Same As $81
    

    That's all I have atm, and maybe someone can use this.