Discussion in 'Engineering & Reverse Engineering' started by Everlast, Oct 10, 2003.
I Finished Hill Top Zone and Emerald Hill Zone
cool, in my Hack HTZ is Ice Mountain (everyone does that) and EHZ is gonna be Ruby Hills.(part of WZ's pallette)
My EHZ is called SAPPHIRE HILL ZONE and my HTZ is called ICE PALACE ZONE
My hack's MZ is gonna be like a Good Future of MZ, but I'll probably make the title...uh...Utopialis
My MZ is called Metal Gear Zone
A MG/MGS fan , eh?
Cool Metal Gear, makes sense.
YEA! GUNS! *bangbangbang* *shot*
here's what I named the Zones:
Emerald Hill = Sapphire Hill
CHemical Plant = Mako Reactor
Aqautic Ruin = ????
Casino Night = Diamond
Hill top = Ice Palace
Mystic Cave = Ashbury Park
Oil Ocean = Kansas City
Metropolis = Metal Gear
Sky Chase = Final Rush
Wing Fortress = Sky Island or Flying Battery
Death Egg = ???????
You should consider editing the level art as well. Simple pallet hacks just don't get much attention cause they aren't as fun.
Well that really sucks!
I'm working on Mako Reactor Zone right now
Does anybody wanna Beta Test what I got so far?
Don't send it by e-mail, that doesn't always work. Just post a link.
Are there any places that will host it for free?
Asdffdsa used Angelfire, but I'm not sure if it's free.
Objects can't be deleted
You might as well summarize it:
Objects can't be easily added OR deleted because you're only editing what already exists in the ROM. You can't easily change positions of other data because that would break other dependencies which rely on particular data being in a particular place.
Right I've finished Sapphire Hill, Ice Palace, and Mako Reactor. Im almost done with Metal Gear Zone
That makes sense. But I just look around the Sonic 2 docs and found out that everything has a pointer (I guess I didn't know what those were before). So that gives freedom to make an area as big as you need as long as you update those pointers. I'm you can add level data and sprites from other sonic games with this much in mind. Wow, all along I thought modifying roms left you crammed in a small area that you can't make bigger or smaller. Object porting doesn't sound easy (I don't know how to add a new pointer to the area of existing ones yet) but its interesting how Sega has managed to fit so much into such a tiny rom. But I don't think the emulators would be picky disk cspace isn't as precious as chip size. I'm guessing that S&K's header had pointers to direct the Sonic 3 cart at the end to be used, hmm.
Separate names with a comma.