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General Project Screenshot/Video Thread

Discussion in 'Engineering & Reverse Engineering' started by Tweaker, Jun 26, 2008.

  1. Devon

    Devon

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    Just a quickie, but I optimized Sonic CD's time warping a bit.



    The following changes were made:
    - Disabled the cutscene
    - Changed graphics compression to Kosinski moduled to speed up decompression times
    - Level files are now modular, so when time traveling, only the appropriate time zone data is loaded, while anything shared between time zones is left as is
    - Time zone data loading starts as soon as the screen locks and fades to white, instead of after

    This is only merely a POC and only actually works when traveling to the past in PPZ1. I'd have to refactor every other level file to work in this new system.
     
    Last edited: Aug 22, 2022
  2. rata

    rata

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    Trying to be useful somehow.
    This alone gives the game a thousand points in enjoyability.
     
  3. Devon

    Devon

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    I tweaked it even further
     
  4. Hivebrain

    Hivebrain

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    Level/special stage/gamemode select
    s1built_000.png
     
  5. Clownacy

    Clownacy

    Tech Member
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  6. SuperSnoopy

    SuperSnoopy

    I like Sonic Advance Member
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    Slice of life visual novel, coming soon...?
    Not the port we wanted, but the one we deserved.
     
  7. giovanni.gen

    giovanni.gen

    It's still Joe-vanni, not Geo-vanni. Member
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    Sonic Hacking Contest
    Coming on October 10th at the Sonic Hacking Contest!

     
  8. Devon

    Devon

    A̸ ̴S̴ ̵C̵ ̷E̶ ̸N̸ ̴D̶ ̵E̶ ̸D̶ Tech Member
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    Kinda cheesy, ngl...
     
  9. Black Squirrel

    Black Squirrel

    no reverse gear Wiki Sysop
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    steamboat wiki
    Sonic May-nia
     
  10. Sonic Hachelle-Bee

    Sonic Hachelle-Bee

    Taking a Sand Shower Tech Member
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    Sonic 2 Long Version
    S2LV_HPZ3.png
     
  11. Brainulator

    Brainulator

    Regular garden-variety member Member
    Ooh, a Taxman Hidden Palace port? Nice!
     
  12. Sonic Hachelle-Bee

    Sonic Hachelle-Bee

    Taking a Sand Shower Tech Member
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    Sonic 2 Long Version
    Yes, but this time with track #10.
    Here is the other half of it (sorry for the big image).

    HPZ3_2.png
     
  13. E-122-Psi

    E-122-Psi

    Member
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    Yes, this damn project is STILL alive. :P

    Get ready for PINK MODE!

    Ooh, I love the idea of a backport of HPZ. Didn't think it was possible before though. Bravo. :D
     
  14. Pinkerton

    Pinkerton

    サメジマ・マミミ Oldbie
    I've uselessly made Sonic Mania run on 64-bit Haiku/BeOS.

    Behold, or something.
     

    Attached Files:

  15. ezra

    ezra

    or "Fuzzy" Member
    I have implemented the Yuu Yuu Hakusho font into Sonic 1! Had to free up some VRAM for the extra letters, but otherwise it wasn't too hard.

    Bonus: Here's a tool I hacked up in 30 minutes for the font.
    Code (Text):
    1. --PRIVATE VARIABLES--
    2. local TitleText = "HELLO RETRO"
    3. local Offset = {
    4.     X = 0xB8,
    5.     Y = 0xF8
    6. }
    7.  
    8. local FirstLetterPosition = 0x2D
    9. local TileIncrement = 0x4
    10. local TileSpacing = 0xF
    11.  
    12. local FirstASCIILetter = 97
    13. local GlobalSpacing = 0
    14.  
    15.  
    16.  
    17. --PRIVATE FUNCTIONS--
    18. local function DecimalToHex(Number)
    19.     local HexString = string.format("%x", Number)
    20.     HexString = string.upper(HexString)
    21.  
    22.     return HexString
    23. end
    24.  
    25. local function ConvertLetter(Letter, Index)
    26.     local Shape = 5
    27.     local AdditionalSpacing = 0
    28.     local TrueLetter = ((Letter - FirstASCIILetter) * TileIncrement) + FirstLetterPosition
    29.  
    30.     if Letter == 105 then
    31.         AdditionalSpacing = 0x4
    32.     elseif Letter == 32 then
    33.         return "\n"
    34.     end
    35.  
    36.     return "        dc.b    " .. string.upper(string.format(
    37.         "$%x, %d, 0, $%x, $%x\n",
    38.         Offset.Y,
    39.         Shape,
    40.         TrueLetter,
    41.         (Offset.X + (TileSpacing * (Index - 1)) + AdditionalSpacing) % 0xFF
    42.     ))
    43. end
    44.  
    45. local function ConvertString(Text)
    46.     local Output = ""
    47.  
    48.     for i = 1, #Text do
    49.         local CurrentLetter = string.sub(Text, i, i)
    50.         local ASCIILetter = string.byte(string.lower(CurrentLetter))
    51.         Output = Output .. ConvertLetter(ASCIILetter, i)
    52.     end
    53.  
    54.     return Output
    55. end
    56.  
    57.  
    58.  
    59. --INIT--
    60. print(ConvertString(TitleText))
     

    Attached Files:

  16. Devon

    Devon

    A̸ ̴S̴ ̵C̵ ̷E̶ ̸N̸ ̴D̶ ̵E̶ ̸D̶ Tech Member
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    Sega CD, muthafucka!
     
    Last edited: Dec 31, 2022
  17. Nik Pi

    Nik Pi

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    Sonic 2: Archives
    Porting some proto conceptions in final Sonic 2 :p
    Title screen sprites by Pacca The Satyr
    s2built_000.png
    s2built_001.png
    s2built_002.png
     
  18. Nik Pi

    Nik Pi

    Member
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    D-d-double poost!
    s2built_004.png
    s2built_003.png

    Thanks to E-122-Psi for SSZ graphics, and Pacca the Satyr for MTZ bg, looking like concept art :)
     
    Last edited: Dec 1, 2022
  19. Overlord

    Overlord

    Now playable in Smash Bros Ultimate Moderator
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    It's not my work, but MainMemory is making some fascinating Sonic Advance related hacking finds. Has made an editor using Tiled: https://twitter.com/MainMemory_/status/1599442419451236352

    Has discovered every zone of Sonic Advance 2 has 4 acts, with all of the Act 4s using the same stock layout with spike graphics from Sonic Advance 2: https://twitter.com/MainMemory_/status/1599454318352269312

    Advance 2 also seems to have an unused layout: https://twitter.com/MainMemory_/status/1599454665682190336
     
  20. Techokami

    Techokami

    For use only on NTSC Genesis systems Researcher
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    I seriously believe that the unused layout is, in fact, the single-cart multiplayer level. The GBA supports getting multiboot code downloaded over the link cable into RAM to be played; one of the main uses for this is to allow up to 4 players play a multiplayer game, but with only one copy of the game used. This is present in Advance 1 and 2 with a Capture the Flag-esque game mode, in which players run through a small zone collecting the most of something (I forget what the goal was in Advance 1, but in Advance 2 it was Chao). The reason it's looking garbled is most likely because the graphics are compressed, as the entire mutliboot binary has to be shoved down the link cable to each player, so they had to do SOMETHING to make the download go quicker, and the GBA BIOS already has a LZ77 decompression routine for the game to use.

    I wonder if a modern emulator like mGBA can capture these multiboot downloads?
     
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