Charmy In Sonic 1

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

  1. Azookara

    Azookara

    take it from me, little buddy Member
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    <!--quoteo(post=554135:date=Feb 2 2011, 04:13 PM:name=Shadow Hog)--><div class='quotetop'>QUOTE (Shadow Hog @ Feb 2 2011, 04:13 PM) <a href="index.php?act=findpost&pid=554135"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=554132:date=Feb 2 2011, 05:04 PM:name=Azukara)--><div class='quotetop'>QUOTE (Azukara @ Feb 2 2011, 05:04 PM) <a href="index.php?act=findpost&pid=554132"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=554054:date=Feb 2 2011, 12:23 PM:name=Ranger)--><div class='quotetop'>QUOTE (Ranger @ Feb 2 2011, 12:23 PM) <a href="index.php?act=findpost&pid=554054"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->...now I demand big the cat in sonic 1<!--QuoteEnd--></div><!--QuoteEEnd-->Bionic Commando plus Sonic. You use the fishing rod to grapple yourself across the stage. You run really slow on flat ground (slower on uphill inclines) but downhill movement equates to ultra speed.<!--QuoteEnd--></div><!--QuoteEEnd-->Not to mention you can confuse the heck out of Ganondorf.

    Still, I, personally, was thinking less fishing rod, and more of that latter part. You wouldn't even have to roll, your weight would handle everything.

    Unfortunately the game would come to a screeching halt as soon as you met your first loop.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Not necessarily. Just make it where as soon as Big hits a downward incline he goes into rolling mode, except with the force of the roll being three times stronger than an ordinary character rolling down the same hill. Then let ordinary rolling physics control him from there.

    Since there is a downhill area before the first loop in GHZ, that one hill would be enough to propel Big through the rest of the stage with the same design logic I'm using.
     
  2. <!--quoteo(post=553836:date=Feb 1 2011, 07:52 PM:name=JaxTH)--><div class='quotetop'>QUOTE (JaxTH @ Feb 1 2011, 07:52 PM) <a href="index.php?act=findpost&pid=553836"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=553801:date=Feb 1 2011, 03:15 PM:name=Emerald Master)--><div class='quotetop'>QUOTE (Emerald Master @ Feb 1 2011, 03:15 PM) <a href="index.php?act=findpost&pid=553801"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->it was a surprise though seeing JaxTH reply to Clutchy's video.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Interesting. How so?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Well honestly, both Clutchy and I weren't excepting the comment you made on his video. When I seen your statement (I was the first to see it since Clutchy was in bed from what I was told) it was first a thought that you were from here, I searched your name and BANG...there you were, it stunned me when I seen that you were an Oldbie here and I really didn't know how or what to think at that moment. When Clutchy seen it, he was surprised-and well...it was extremely unexpected. Okay, I'm going to start using my trial posts else where too before I use them all up in this topic, not to offend anyone but it needs to be done, I'll still reply but not as often as I have to prevent post usage since I am a Trial Member.
     
  3. Mercury

    Mercury

    His Name Is Sonic Tech Member
    <!--quoteo(post=553790:date=Feb 1 2011, 10:54 PM:name=E-122-Psi)--><div class='quotetop'>QUOTE (E-122-Psi @ Feb 1 2011, 10:54 PM) <a href="index.php?act=findpost&pid=553790"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->The collision with walls and the coding and such that should be edited is an anomoly to me, Mercury puts a few useful steps for use above, but I'm still completely stumped as to what and where to code in (not to take away from your tutoring Mercury, I'm just not the quickest learner in regards to ASM). I'll need to look into the game's ASM a bit more.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well, you might be in luck because I went ahead and <a href="http://forums.sonicretro.org/index.php?showtopic=24313" target="_blank">implemented the Wall Jump</a>, so you can take a look at that.

    <img src="http://i56.tinypic.com/dx1wrk.png" border="0" class="linked-image" />

    Howzat? =P
     
  4. E-122-Psi

    E-122-Psi

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    <!--quoteo(post=554297:date=Feb 3 2011, 03:04 AM:name=Mercury)--><div class='quotetop'>QUOTE (Mercury @ Feb 3 2011, 03:04 AM) <a href="index.php?act=findpost&pid=554297"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=553790:date=Feb 1 2011, 10:54 PM:name=E-122-Psi)--><div class='quotetop'>QUOTE (E-122-Psi @ Feb 1 2011, 10:54 PM) <a href="index.php?act=findpost&pid=553790"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->The collision with walls and the coding and such that should be edited is an anomoly to me, Mercury puts a few useful steps for use above, but I'm still completely stumped as to what and where to code in (not to take away from your tutoring Mercury, I'm just not the quickest learner in regards to ASM). I'll need to look into the game's ASM a bit more.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well, you might be in luck because I went ahead and <a href="http://forums.sonicretro.org/index.php?showtopic=24313" target="_blank">implemented the Wall Jump</a>, so you can take a look at that.

    <img src="http://i56.tinypic.com/dx1wrk.png" border="0" class="linked-image" />

    Howzat? =P
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanx, I'll take a look. :D
     
  5. MathUser

    MathUser

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    Wall grab in this hack will make it even more awesome. I hope you hold off till putting in the smaller collision boxes before releasing a new version though cause that really bugs me. I'm not going under things I should be able to.
     
  6. E-122-Psi

    E-122-Psi

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    <!--quoteo(post=554389:date=Feb 3 2011, 11:05 AM:name=MathUser)--><div class='quotetop'>QUOTE (MathUser @ Feb 3 2011, 11:05 AM) <a href="index.php?act=findpost&pid=554389"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Wall grab in this hack will make it even more awesome. I hope you hold off till putting in the smaller collision boxes before releasing a new version though cause that really bugs me. I'm not going under things I should be able to.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm not giving it to Charmy though, it's planned for Mighty and perhaps Sally (also likely a stepping stone in inserting Vector and Espio's wall cling moves).

    I likely won't upload a new revision of S1 Charmy until I have most the sprites and physics fully refined, similar to my second revision of S1 Vector (which is more or less complete par his wall climb) so don't worry.

    <!--quoteo(post=554132:date=Feb 2 2011, 06:04 PM:name=Azukara)--><div class='quotetop'>QUOTE (Azukara @ Feb 2 2011, 06:04 PM) <a href="index.php?act=findpost&pid=554132"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=554054:date=Feb 2 2011, 12:23 PM:name=Ranger)--><div class='quotetop'>QUOTE (Ranger @ Feb 2 2011, 12:23 PM) <a href="index.php?act=findpost&pid=554054"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->...now I demand big the cat in sonic 1<!--QuoteEnd--></div><!--QuoteEEnd-->
    Bionic Commando plus Sonic. You use the fishing rod to grapple yourself across the stage. You run really slow on flat ground (slower on uphill inclines) but downhill movement equates to ultra speed.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Wasn't that sorta how Bunnie was suggested to play in the concept work for Sonic Mars? No spin attacks but able to use her bionic arm to reach ledges or pull objects back to her.
     
  7. Aquaslash

    Aquaslash

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    The S Factor: Sonia and Silver
    Opened for update.
     
  8. E-122-Psi

    E-122-Psi

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    Thanx, Aqua.

    Anyway, in case anyone missed it, here is the (hopefully) final revision of Charmy In Sonic 1:

    [​IMG]

    All the graphics are now customised, the collision edited for Charmy and the ability to dash through walls.

    A slight bug; the screen pans down a tiny bit due to the collision being shrunk, I also edited as much as I could without breaking the level collision to the character, though there might be some bugs I didn't find, if you find one, please tell me.

    http://info.sonicretro.org/Charmy_Bee_in_Sonic_the_Hedgehog
     
  9. null1024

    null1024

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    One bug found -- in Marble Zone, fly above the whole stage while off the screen. After passing the signpost [I think], Charmy will get stuck and never come down. I waited for time to run out. If the screen doesn't lock, Charmy will come back down.

    Also, great hack, dashing into enemies as Charmy is fun. Sweet, broken fun.

    [edit:]
    Charmy does come back down sometimes! Usually not before timing out though [yay fast forward]. Ignore this, although it would be nice to put a solid screen edge to stop people from flying over, and editing Marble Zone so you can't just run over the whole stage.

    Apparently, Charmy can go so high off the screen that it takes nearly-or-over 10 minutes for him to come down.
     
  10. MathUser

    MathUser

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    This is a great hack. Thanks for the update!
     
  11. E-122-Psi

    E-122-Psi

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    Okay, so this is a VERY belated update, but I went back to this hack and tried to give Charmy more Chaotix-loyal physics.

    The dash has been updated to negate all vertical velocity when used and Charmy generally feels a lot lighter.

    I've also fully added Charmy's ability to float indefinitely and control his direction by holding A,B or C and up or down.

    The collision is a bit buggy at this point, Charmy can sometimes dash through platforms and slopes, but I think it's a lot closer to how he played originally.

    Also added REV 01 bells and whistles that I learned to do since last revision.

    Hey, better late than never, right? :P
     
    Last edited: Apr 27, 2020