Charmy In Sonic 1

Discussion in 'Engineering & Reverse Engineering' started by E-122-Psi, Jan 31, 2011.

  1. E-122-Psi

    E-122-Psi

    Member
    2,008
    123
    43
    Another Chaotix character hack, here is Charmy Bee in Sonic the Hedgehog:
    <img src="http://img266.imageshack.us/img266/2589/charmyinsonic1rev1000.png" border="0" class="linked-image" />
    <img src="http://img228.imageshack.us/img228/9393/charmyinsonic1rev1001.png" border="0" class="linked-image" />

    <b>Download:</b>

    <a href="http://www.sendspace.com/file/kgva3t" target="_blank">http://www.sendspace.com/file/kgva3t</a>

    <b>Controls:</b>

    * Air Dash: Press A,B or C while holding the D-pad to dash forward in any direction.

    <b>To Fix:</b>

    * Add title screen and continue animations.
    * Possibly edit character hit radius.
    * Ending demos fixed, normal ones are crappy.
     
  2. MathUser

    MathUser

    3rd top wiki contributor Researcher
    2,050
    0
    16
    Don't have much experience with Chaotix, but it's cool that theres another character port.
     
  3. Ravenfreak

    Ravenfreak

    Sucks at sprite art Tech Member
    2,896
    60
    28
    O'Fallon Mo
    Hacking Sonic Drift, Writer at Sonic Cage Dome
    Although I don't care for Charmy, it's awesome to see that you keep making character hacks. ^_^ With this rate, every single character in the franchise will be in Sonic 1. :3
     
  4. E-122-Psi

    E-122-Psi

    Member
    2,008
    123
    43
    <!--quoteo(post=553344:date=Jan 31 2011, 06:59 PM:name=Ravenfreak)--><div class='quotetop'>QUOTE (Ravenfreak @ Jan 31 2011, 06:59 PM) <a href="index.php?act=findpost&pid=553344"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Although I don't care for Charmy, it's awesome to see that you keep making character hacks. ^_^ With this rate, every single character in the franchise will be in Sonic 1. :3<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like focusing on characters, I know I should do some level design stuff at some point but I have more fun with the actual player.

    We must be at least half way game wise (I think we made a list of the Vector thread). Alt media wise though...
     
  5. Banoon

    Banoon

    yes Member
    577
    0
    16
    Auckland, New Zealand
    Yeth (hack)
    I love this. Makes the game so cheap and easy.
    <img src="http://i56.tinypic.com/2dcigq9.png" border="0" class="linked-image" />
    <img src="http://i54.tinypic.com/5b8gew.png" border="0" class="linked-image" />
    Fuck yeah.
     
  6. MathUser

    MathUser

    3rd top wiki contributor Researcher
    2,050
    0
    16
    Just played through GHZ and it feels really fresh. No jumping and dashing to do everything makes it feel like a new game. I hope you port the rest of the chaotix characters. Even though Mighty is in some peoples hacks a character port would still be good as we can play through the original levels as him with same moves intact hopefully.
     
  7. E-122-Psi

    E-122-Psi

    Member
    2,008
    123
    43
    <!--quoteo(post=553351:date=Jan 31 2011, 07:19 PM:name=MathUser)--><div class='quotetop'>QUOTE (MathUser @ Jan 31 2011, 07:19 PM) <a href="index.php?act=findpost&pid=553351"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Just played through GHZ and it feels really fresh. No jumping and dashing to do everything makes it feel like a new game. I hope you port the rest of the chaotix characters. Even though Mighty is in some peoples hacks a character port would still be good as we can play through the original levels as him with same moves intact hopefully.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The problem is that the majority of unique abilities the remaining Chaotix team have are related to wall collision, which I still haven't figured out how to do. If I figure out how to program such stuff I can hopefully program Mighty and Espio into Sonic 1 (along with Vector's climb move) until then I don't really have much to implement apart from sprites which have already been done in other projects.
     
  8. ICEknight

    ICEknight

    Researcher Researcher
    Awesome as always, but why are people talking about "ports"? Aren't these characters being built from scratch, based on how the Chaotix characters behave? (ie. no ports involved)
     
  9. MathUser

    MathUser

    3rd top wiki contributor Researcher
    2,050
    0
    16
    Wikified:
    <a href="http://info.sonicretro.org/Charmy Bee in Sonic the Hedgehog" target="_blank" style="background: url(http://info.sonicretro.org/images/5/50/Reticon.png) right no-repeat; padding-right: 20px; border-bottom: 1px dotted #3366BB; color: #3366BB; cursor:pointer; text-decoration:none;" class="wiki">Charmy Bee in Sonic the Hedgehog</a>
     
  10. Banoon

    Banoon

    yes Member
    577
    0
    16
    Auckland, New Zealand
    Yeth (hack)
    Nineko, your aspie is showing.


    Anyway so I pretty much just finished it now. The lack of jumping is a pretty cool idea, but as I said before it makes the game VERY cheap, except maybe on LZ. Maybe make the levels smaller height-wise so there isn't a huge area where you can just fly over the entire level? Also, it's a bit difficult to control during some of the more precise moments, but I'm not sure there's much you can do about that.
     
  11. E-122-Psi

    E-122-Psi

    Member
    2,008
    123
    43
    <!--quoteo(post=553365:date=Jan 31 2011, 07:41 PM:name=ICEknight)--><div class='quotetop'>QUOTE (ICEknight @ Jan 31 2011, 07:41 PM) <a href="index.php?act=findpost&pid=553365"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Awesome as always, but why are people talking about "ports"? Aren't these characters being built from scratch, based on how the Chaotix characters behave? (ie. no ports involved)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Correct, not like I have the capacity to port characters from Chaotix anyway.

    <!--quoteo(post=553366:date=Jan 31 2011, 07:41 PM:name=MathUser)--><div class='quotetop'>QUOTE (MathUser @ Jan 31 2011, 07:41 PM) <a href="index.php?act=findpost&pid=553366"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Wikified:
    <a href="http://info.sonicretro.org/Charmy Bee in Sonic the Hedgehog" target="_blank" style="background: url(http://info.sonicretro.org/images/5/50/Reticon.png) right no-repeat; padding-right: 20px; border-bottom: 1px dotted #3366BB; color: #3366BB; cursor:pointer; text-decoration:none;" class="wiki">Charmy Bee in Sonic the Hedgehog</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    Wow, that's quick. Thanx. :D

    <!--quoteo(post=553372:date=Jan 31 2011, 07:53 PM:name=Banoon)--><div class='quotetop'>QUOTE (Banoon @ Jan 31 2011, 07:53 PM) <a href="index.php?act=findpost&pid=553372"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Anyway so I pretty much just finished it now. The lack of jumping is a pretty cool idea, but as I said before it makes the game VERY cheap, except maybe on LZ. Maybe make the levels smaller height-wise so there isn't a huge area where you can just fly over the entire level? Also, it's a bit difficult to control during some of the more precise moments, but I'm not sure there's much you can do about that.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The thing is this is meant to be a translation of Charmy's Chaotix gameplay into Sonic 1, as is. It's cheap but it's how the original Charmy would play (I hope anyway). The lack of precision hopefully balances it out anyway.
     
  12. Azookara

    Azookara

    take it from me, little buddy Member
    3,008
    51
    28
    Meowth's party
    hoboagogo?
    Hey, Psi.

    You should make the special stages play with Charmy's all-direction dash. It'd be sooo cheap, but it'd be awesome and you know it. :v:
     
  13. Just played and beat this awesome hack.

    Only thing I recommend is allowing him to roll by holding down against a slope. Feels Un-Sonicy that he can't at least ROLL.

    Charmy definitely breaks the game though. :D

    Boss fights have become ten times more awesome though:

    <!--id1--><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/6pVdhAyBR1A&"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/6pVdhAyBR1A&" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object><!--id2-->
     
  14. Hoping for Espio next, and a possibility of all Chaotix in one ROM after that.
     
  15. MathUser

    MathUser

    3rd top wiki contributor Researcher
    2,050
    0
    16
    Come to think of it, with your skills you could port rocket knight into the game easily. I hope you are a rocket knight fan.
     
  16. Covarr

    Covarr

    Sentient Cash Register Member
    4,233
    2
    18
    Trapped in my own thoughts.
    Two stageplays, a screenplay, and an album
    This made the starlight zone boss damn hard. and difficult.
     
  17. <!--quoteo(post=553509:date=Feb 1 2011, 12:12 AM:name=Covarr)--><div class='quotetop'>QUOTE (Covarr @ Feb 1 2011, 12:12 AM) <a href="index.php?act=findpost&pid=553509"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->This made the starlight zone boss damn hard. and difficult.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Use my technique from my previous post in this topic...and its a breeze.
     
  18. Aquaslash

    Aquaslash

    Emerald Dragoon Moderator
    2,818
    0
    16
    Hampton, VA
    The S Factor: Sonia and Silver
    Wow, that was fast. Didn't think we'd be seeing this for a while.
     
  19. E-122-Psi

    E-122-Psi

    Member
    2,008
    123
    43
    <!--quoteo(post=553503:date=Feb 1 2011, 12:02 AM:name=RGamer2009)--><div class='quotetop'>QUOTE (RGamer2009 @ Feb 1 2011, 12:02 AM) <a href="index.php?act=findpost&pid=553503"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Just played and beat this awesome hack.

    Only thing I recommend is allowing him to roll by holding down against a slope. Feels Un-Sonicy that he can't at least ROLL.

    Charmy definitely breaks the game though. :D

    Boss fights have become ten times more awesome though:

    <!--id1--><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/6pVdhAyBR1A&"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/6pVdhAyBR1A&" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object><!--id2--><!--QuoteEnd--></div><!--QuoteEEnd-->

    The thing is Charmy doesn't roll in Chaotix, and this is meant to be Charmy as is.

    Yay, a vid endorsement already. Someone's doing a Let's Play as well:

    <!--id1--><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/ZnV2yccfTdY&"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/ZnV2yccfTdY&" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object><!--id2-->

    If they're reading this though, having a game with wall climbing programming is a far step behind ASM coding it. Sorry, fellas. :v:

    <!--quoteo(post=553505:date=Feb 1 2011, 12:06 AM:name=True Dude)--><div class='quotetop'>QUOTE (True Dude @ Feb 1 2011, 12:06 AM) <a href="index.php?act=findpost&pid=553505"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Hoping for Espio next, and a possibility of all Chaotix in one ROM after that.<!--QuoteEnd--></div><!--QuoteEEnd-->

    As said, I'll try Espio if I ever figure out how to alter wall collision so I can code his wall step move. Maybe also look into pallette rotating as well. Until then all I could give you is what South Island Adventure already made.

    <!--quoteo(post=553507:date=Feb 1 2011, 12:11 AM:name=MathUser)--><div class='quotetop'>QUOTE (MathUser @ Feb 1 2011, 12:11 AM) <a href="index.php?act=findpost&pid=553507"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Come to think of it, with your skills you could port rocket knight into the game easily. I hope you are a rocket knight fan.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I am indeed, but that would be quite a task.

    <!--quoteo(post=553515:date=Feb 1 2011, 12:53 AM:name=Aquaslash)--><div class='quotetop'>QUOTE (Aquaslash @ Feb 1 2011, 12:53 AM) <a href="index.php?act=findpost&pid=553515"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Wow, that was fast. Didn't think we'd be seeing this for a while.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Coding surprisingly didn't take that long because I was able to recycle various parts from previous projects to emulate his play style. The sprites were the bigger chore, though even there most of them were already made for me. :D
     
  20. MathUser

    MathUser

    3rd top wiki contributor Researcher
    2,050
    0
    16
    Editing Charmys hit radius sounds like a good idea cause I was expecting a projectile to fly over my head when I was playing earlier and it hit me instead. Using the dash attack sounds like a good idea in the special stage, it would play totally different and wouldn't be totally cheap as a player could still easily fall into or dash into the goal circles.

    Also, when dashing forwards on the ground I seem to keep getting hit by badniks. Fix that.