I agree that having all those characters in one line makes it too cluttered (especially "VICTYSHIVA"; interesting idea for a character, though! :v. Also, the order of the extra characters is strange; I'd say Ash, Shiva, Victy would make sense, as that's the order in which they appear. Fixed. Nah, it's more disappointing than awful. This opinion may be influenced by nostalgia for the first two, but I think there's a fair case to be made for it, some facets of which were discussed earlier. Anyway, it's good to see work on the series. [continues to wait impatiently for SoRR]
Oh, I see what you're asking there. Sounds like a decent idea. @dsrb Yeah, I know the character select screen is cluttered. Many people have brought it up in the past. I think Red Crimson is working on it.
Perhaps the three secret characters could appear when pressing right with Zan highlighted, or left when Axel is? I mean, making them appear when going outside the boundaries of the regular selections, and viceversa.
That's true, but I think it'd take a lot more programming, which is made worse by the fact that the code for BK3 is a complete mess.
Yeah, the hard coding took a lot of time to fully remove. The programmers thought of some really good countermeasures to prevent the game having additional code added. A possible solution would be to create a top and bottom row, and have the bottom row use the question mark picture to randomly select a character. Actually, that might be just as difficult to code.
Writing code to randomly select a character is easy. Call a random number generating routine every frame of the character select screen (and it's easy to find a routine; Sonic 2 came with one). When the "random" character is selected, take three bits of the current random number. That's your character number (0 for Axel, 1 for Blaze, 2 for Sammy etc.). If you're sticking with seven + random, you'll need to repeat the random loop if you end up with 7 as your value. Besides, weren't you going to include Adam anyway?
And Max Thunder. Adam actually was a maybe. Max on the other hand is planned though I wanted more BKIIIish styled sprites for him as opposed to the cartoonish sprites he uses in SOR 2/BKII.
Just had a thought, Shiva and Ash will need Battle Mode win/lose quotes as they don't have any in BK3 (obviously). I actually wrote most of the battle mode quotes that will be in SoRR V5 so I could gladly contribute some new ones (unique for this hack) if need be.
Sounds great Xilla. Actually, in the Japanese version I managed to tweak Cabo Hicks' Secret level select code to warp me into Battle mode in a fight of Ash versus Ash. Interestingly, there is some odd and probably glitched Japanese text for Ash. The game resets itself with the translation patch applied. For got the value I altered in the PAR code. I have the picture though: Anybody willing to translate what that says is welcome to. Although I'm pretty sure it's all Japanese gibberish and not one is a single REAL word.
To be fair, the criteria for choosing between the Sega Retro forum and the others didn't strike me as very clear. Edit: I re-read SS' post, and I sort of understand, but I find it confusing that: * Sega hack discussion goes in SR, while hacks themselves (and presumably discussion of hacking other platforms) go in E&RE/TD; and * discussion of retro Sega games goes in SR, while discussion of games by all other companies and (presumably) modern Sega goes in Gaming.
It's more basic than that; if it can find a place in the Sega Retro Wiki somehow, it goes in Sega Retro, otherwise it goes wherever it would've gone before. Think of the way Sonic hacks are currently listed on Sonic Retro Wiki. I'm not sure if hacks are going to be included in the Sega Retro Wiki, but I guess not until at least most of the official games have been put up.
Until like fall of '09, there was hardly any hacking of SOR going on. It had been that way since 2005 when SOR Online's owner, Johnny Hughson disappeared. As a result, the community missed out on valuable experiences that would have made their hacking skills equally as good as the Sonic Community's. The SOR community has focused mostly on fan games because of this for those past five years. Very simplistic ROM hacks have been made over the course of those five years but the hacking knowledge in the community was lacking. Then, I started to make an attempt at hacking SOR 2 US to learn a bit more about it and pretty much things started getting better. Red Crimson just seemingly showed up in the SOR scene at the right time and the first ever assembly hacking attempts were made. Here it is almost a year since then and the SOR community is already learning a great deal about the games that was not known is the past. So yeah, while the current SOR hacks don't seem impressive to some here, they are actually great technical feats over there. I feel at least the more notable and complex ones at least deserve a small mention on the Sega Retro Wiki. That's just me though.
Back on topic: I've still to try out this hack, but since I prefer SoR2, are there any hacks of that worth checking out?
Beyond this one, for SOR 3/BKIII no. Maybe the translation hack for BKIII but that will be rewritten correctly and implemented into Director's Cut in the future hopefully. There is a minor hack for SOR 1 floating around the web that lets you call the police car in Stage 8 and there are various hacks of SOR 2 floating around as well. Most of the hacks from the dark ages of SOR hacking followed the same cliches.
Hey guys. I noticed that I didn't post version 1.4 of the hack. It's been up for months in public. My apologies. Here's version 1.4: http://www.mediafire.com/?53yj15f931l7gdn I think you'll like this build as it has an experimental character select screen. Oh, just remembered some of the new features in 1.4: -Playable Shiva can do a counter attack after being knocked down by pressing B. He'll then recover and fly forward with a flying kick just like his boss version does. -Shiva now does the "Rape hook punch" frontal grab attack. (sound effect has yet to be fixed. Still uses Axel's voice for that animation.) -Random select character selection option added. -New character select screen layout. -Experimental 2 Player pallete selection on 1P character select. (does not effect the palletes at all during gameplay. All characters still use their 1P pallete regardless.) -Now in English -secret characters now skip to Round 7-2 rather than going through the bike stages. -Round 6 secret areas are back but you aren't able to choose to rescue Known Bugs (can't remember all of them) -Shiva's electricution animation is garbled -Yamoto's clones' disappearing death animations are garbled -Wasteland bike still stage never ends. (fixed in version 1.5) I have a private beta (version 1.5) and I've been planning on releasing to but lack permission from Red Crimson as of yet. Anyway, enjoy. I'll try and get a couple of screenshots if you guys need them.