Discussion in 'Engineering & Reverse Engineering' started by Tweaker, Jun 26, 2008.
Oh god... so much YES
Why you shouldn't reload a savestate after a tiny code change
As for how I got into this mess, well, here's a preview of a new boss I'm making for Knuckles' path at the end of CNZ2.
Oh nice, is that a recreation of the Sonic Advance Casino level boss?
Spikeball now added:
Having never seen the Sonic Advance bosses, I am intrigued. Though I am more-so impressed with how decent looking the arena looks, being based on Carnival Night Zone that is.
This is looking great, good to see you're still working on S3C. How far have you got implementing Amy by the way?
I have attempted to make my own boss. How did I do?
Technically, a great job. Conceptually, a deathtrap of a boss.
If I may suggest; increase the time between bombs, mayhaps making it decrease slowly as you obtain more and more hits on him. Right now, without absolute precision timing, you wouldn't be able to hit him without being hit yourself at all. It's all well and good testing in debug mode, when you can't die, but you should always give it a go under actual playable conditions.
Thanks for the compliment, it means a lot coming from you
Do you not like the look of Carnival Night Zone in general then?
I actually made a mockup of this in GIMP (using the snap to grid) from a screenshot taken from the original level layout, before implementing it in SonED. Don't think I could have pulled it off otherwise.
I also had to write a script to find 4 chunks in the CNZ chunk data that weren't actually used anywhere - those plus the unused $FC-$FF were just enough to add the new ones I needed!
Also, maybe you should play through Sonic Advance sometime - IMO it feels like the Genesis games gameplay-wise, unlike its successors.
E-122-Psi btw, I sent you a PM.
I love this! CNZs tiles can be a beast to deal with, but the result of your new arena looks great and fits right in. Can't wait to see how (and if) you change up the rest of Knuckles' Act 2 route.
Nope, I actually like Carnival Night Zone's design, I think it's rather clever. It's the background blue checkard tiles you have there (CNZ didn't have many "indoor" sections besides the act 1 boss), they feel unique compared to the rest of the level, likewise, they fit the level, and that's something (even if minor) which is a great achievement!
A couple of palette tests. Stumbled upon these while playing around with a few things.
Palette is loaded by ring count.
Palette is loaded over time. The idea is to get to the end before the color runs out.
I'm considering expanding on these into a complete set of mini-hacks for the Sonic 1-3 in the future, that would feature Ring and Time Attack Modes.
Happy New Year folks:
(FYI, the pixel work was redone by hand, so no snarly remarks.)
Inventing a PAL60 mode for the Mega Drive (is this even possible? Surely not but... that screen..!), or porting ChuChu Rocket over? Or both?
Either way it's amazing.
I suppose if you had the right components in the hardware, you could probably control it via software, but normally, no (with exception to a bit in one of the VDP registers, which can (somewhat) "speed up" the interruption rate, but it would be impractical).
It'll automatically highlight the selection based on the hardware's PAL/NTSC status, but no matter which one you select, it shouldn't make a difference, it's just a gimmicky thing, designed to be as accurate to the original as possible. I know someone else did this many years ago, but they did the GBA version (I'm not sure how accurate though and I don't think they ever finished it), I'm attempting the Dreamcast version though.
Ignore the unfinished logo art and the shifted Tails and Knuckles in the title screen.
Thanks to Genesisfan64 for his effort on making this impressive save selection menu.
More Lua Shenanigans:
Everything from level art, mappings, layout, palette cycles, and player control is all lua code(with some very slight asm edits)
Edit: Forgot to mention that this is a save select screen
This intro/title screen and save system makes two of the most impressive things I've ever seen in a Sonic hack. And some excellent music to it too. Good work!
This has me wondering, did you write an entire Lua compiler or interpreter in assembly? Or am I missing something?
Separate names with a comma.