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Topics I've Started
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Bunnie In Sonic 1
10 July 2015 - 03:52 PM
So after a long while of teasing, here it finally is:

Controls:
*A: Punch (both standing and in air)
*Down and A: Downward punch in air.
*B or C held: Jet hover.
Bunnie can also run through walls and rev dash.
Glitches:
* Palettes and demos not tweaked yet (also likely include Rev 01 fixes later on).
* The spin dash may still have bugs since I added it when the site was down.
* Same glitch as with Sally in that hitting getaway Eggman too soon in FZ causes him to explode like a badnik.
Download:
https://www.sendspace.com/file/8sav3i
In tribute of Christine Cavanaugh:
1963-2014 -
Dr Robotnik's Mean Bean Machine Hacking Thread
28 May 2015 - 06:36 PM
Decided to look a little into this game which is largely underlooked (even 3D Blast's had more exposure). Though my skills at looking into games are very limited, I did find a few interesting entries, most of them leftover from the original Puyo Puyo game (note the sprites were edited because their original palettes were not in Mean Bean Machine):

Arle's cutscene sprites are still in the game. Most of them even load in cutscene mode, suggesting some data for a playable character there may still exist. The fact she is completely unmodified would also suggest that there was never any plans to put Sonic or anyone else in her place.

High Score font from the original game. Note it isn't replaced by Mean Bean Machine's own score font when loaded (Puyo Puyo had an odd scrolling background for it's High Score screen). The Japanese text for the name entry font is also there.

The Cutting Room Floor site beat me to this one, but the entire tile set for the toy block arena from Puyo Puyo is still there (the Options screen loads it for it's background tiles). The Japanese text is also there. Curiously the remains of Lesson Mode don't load this tile set, suggesting it was modified before it got omitted.

Again TCRF found it first, but it's worth showing for those who don't know. Puyo Puyo was ported from it's arcade variant and some remains exist even in Mean Bean Machine.
I don't know if anyone else wants to contribute, but it's worth fishing for interest. -
Sonic 3 And Sally Acorn
05 May 2015 - 12:30 PM
And after a long while of teasing, here it is, the last in the Sally trilogy:


Controls are the same as the Sonic 2 hack.
Controls:
A - NICOLE laser attack.
B - NICOLE scan.
C - Jump
Down + Forward - Slide.
C while sliding - Summersault.
Down + NICOLE in air - Downward fire.
This is a very early build. I'm having trouble getting the laser attack to work on a lot of objects, though you should be able to progress through using jump and slide attacks on certain obstacles (Knuckles is beatable if you land directly on top of him). If there are any parts you get stuck please tell me.
Scan mode is incomplete, it only works on monitors so far. Some sprites are also incomplete. I have noticed some random moments the game resets as well.
Download:
https://www.sendspace.com/file/nhd370
Special thanks flamewing, Selbi, Markeyjester and whole bunch of other people on both Retro and SSRG. -
Sally In Sonic 2
21 June 2013 - 07:30 PM
Decided to make some more use of my Sally sheet. Surprise.



Download link (Rev 1.0):
http://www.sendspace.com/file/yn9xu5
A quick project mostly, due to largely being edited from either the Sonic 1 hack or Amy's Sonic 2 data.
Controls are mostly the same, though I've added a peel out to better handle the faster pace. I've also boosted her skid to work more like a downgraded roll, able to destroy obstacles and boxes (she's still vulnerable to enemies with it though).
Bugs:
* Sally can still somersault while skidding, however it's a bit rough around the edges, you can only do so via the C button and it's not yet refined for different terrains like water and speed shoes. Will likely fix for next update.
* Sprites still not fully refined, especially the Special Stage ones, with I can't make larger due to corrupting the other objects.
* Title screen has a slight bug where Sally disappears after a few seconds. Will likely also place in the usual emblem later on.
* For some reason if you gain more than one continue, the game will freeze after you lose all your lives.
* Due to awkward pallette layouts, I expect a few will be disappointed by Super Sally. -
How Would You Design The Scrapped Levels?
18 April 2013 - 08:55 AM
I thought this might be appropriate so as to avoid derailing the two ports' threads concerning the discussion of the unused content (which is admittedly a stretch in relation to what they may have, and in the case of CD, was outright debunked).
A lot of people want to see remakes of the unfinished levels in the series like Hidden Palace and Wood Zone, etc, but said the finished remains of them in most games are either completely bare bones or outright non existent in terms of structure and design. Even Hidden Palace isn't even half finished. Several hacks have attempted to make their own ideal finished designs, but many of them are either very limited due to the remains of properties they have or have to use completely new ones to give it a satisfying play through.
So, the question is, how do you think the real deals would have turned out finished?

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