Random Hack/Mini Project Thread

Discussion in 'Engineering & Reverse Engineering' started by Malevolence, Jul 4, 2009.

  1. Namo

    Namo

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    Why's there a chunk taken out of the A when the TM's removed?
     
  2. theocas

    theocas

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    <!--quoteo(post=494792:date=Aug 22 2010, 08:05 PM:name=Namo)--><div class='quotetop'>QUOTE (Namo @ Aug 22 2010, 08:05 PM) <a href="index.php?act=findpost&pid=494792"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Why's there a chunk taken out of the A when the TM's removed?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Because part of the shield has some A border graphics in it. That's how it's gonna be, as the art file itself is huge as fuck, and I had to basically change EVERY BRANCH in the ene game. Unless you want the TM in on JAP consoles, but that looks kinda stupid. Or I leave the region lock in.
     
  3. DigitalDuck

    DigitalDuck

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    <!--quoteo(post=494801:date=Aug 23 2010, 04:35 AM:name=theocas)--><div class='quotetop'>QUOTE (theocas @ Aug 23 2010, 04:35 AM) <a href="index.php?act=findpost&pid=494801"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Unless you want the TM in on JAP consoles, but that looks kinda stupid.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Slightly less stupid than having a chunk taken out of the logo.

    You could store the SEGA logo and the TM shield as separate objects/sprites, and only load the TM shield when in EU/US regions. Alternatively, you could move the TM shield to the right a bit, so removing it doesn't remove part of the logo.

    EDIT: Why are you region-locking Japan out anyway? Unless you're making another version for Japanese consoles, I don't really see the point in this.
     
  4. theocas

    theocas

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    <!--quoteo(post=494804:date=Aug 22 2010, 08:44 PM:name=DigitalDuck)--><div class='quotetop'>QUOTE (DigitalDuck @ Aug 22 2010, 08:44 PM) <a href="index.php?act=findpost&pid=494804"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=494801:date=Aug 23 2010, 04:35 AM:name=theocas)--><div class='quotetop'>QUOTE (theocas @ Aug 23 2010, 04:35 AM) <a href="index.php?act=findpost&pid=494801"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Unless you want the TM in on JAP consoles, but that looks kinda stupid.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Slightly less stupid than having a chunk taken out of the logo.

    You could store the SEGA logo and the TM shield as separate objects/sprites, and only load the TM shield when in EU/US regions. Alternatively, you could move the TM shield to the right a bit, so removing it doesn't remove part of the logo.

    EDIT: Why are you region-locking Japan out anyway? Unless you're making another version for Japanese consoles, I don't really see the point in this.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    I didn't want to implement a Region Lock in the first place, just the vanishing TM, but I wanted to make use of the unused ASCII string, so I coded up something quickly. In the final release there will be no region lock. As for the TM and stuff - it is all done with plane mappings - no sprites. That shield thingy is still ticking me off quite a bit, I may need to change the art up a bit, but I'm a lazy arse.
     
  5. DigitalDuck

    DigitalDuck

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    <!--quoteo(post=494810:date=Aug 23 2010, 05:24 AM:name=theocas)--><div class='quotetop'>QUOTE (theocas @ Aug 23 2010, 05:24 AM) <a href="index.php?act=findpost&pid=494810"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->As for the TM and stuff - it is all done with plane mappings - no sprites.<!--QuoteEnd--></div><!--QuoteEEnd-->

    In that case, my second suggestion still applies... move the shield slightly to the right, so that it doesn't share art tiles with the SEGA logo. Then you'd remove that problem.
     
  6. theocas

    theocas

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    <!--quoteo(post=494816:date=Aug 22 2010, 09:37 PM:name=DigitalDuck)--><div class='quotetop'>QUOTE (DigitalDuck @ Aug 22 2010, 09:37 PM) <a href="index.php?act=findpost&pid=494816"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=494810:date=Aug 23 2010, 05:24 AM:name=theocas)--><div class='quotetop'>QUOTE (theocas @ Aug 23 2010, 05:24 AM) <a href="index.php?act=findpost&pid=494810"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->As for the TM and stuff - it is all done with plane mappings - no sprites.<!--QuoteEnd--></div><!--QuoteEEnd-->

    In that case, my second suggestion still applies... move the shield slightly to the right, so that it doesn't share art tiles with the SEGA logo. Then you'd remove that problem.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    I'll do that whenever I get time. Shit, School starts back up for me tomorrow anyways.
     
  7. Spanner

    Spanner

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    Sonic Hacking Contest
    <!--quoteo(post=499492:date=Sep 1 2010, 02:13 PM:name=The Shad)--><div class='quotetop'>QUOTE (The Shad @ Sep 1 2010, 02:13 PM) <a href="index.php?act=findpost&pid=499492"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=499477:date=Sep 1 2010, 06:48 AM:name=dsrb)--><div class='quotetop'>QUOTE (dsrb @ Sep 1 2010, 06:48 AM) <a href="index.php?act=findpost&pid=499477"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->
    This makes me wonder if I should have done the <I>S2</I> playthrough I considered a while ago, but this is probably a more fun way. That said, I think I'm bad enough at the Special Stages without having Tails in there screwing things up.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, that little fuckhole keeps screwing things up and it irritates me. I wish someone would make a hack where Tails is just removed from the special stages or something, because I enjoy having him in the zones but not the special stages.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://www.mediafire.com/?492acjo4ll7mabx" target="_blank">Have fun.</a>

    Tails' HUD will still show up, but other than that enjoy your Sonic and Tails gameplay without Tails in the Special Stages.
     
  8. Covarr

    Covarr

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    Two stageplays, a screenplay, and an album
    <!--quoteo(post=490607:date=Aug 12 2010, 08:48 PM:name=Captain Bozo)--><div class='quotetop'>QUOTE (Captain Bozo @ Aug 12 2010, 08:48 PM) <a href="index.php?act=findpost&pid=490607"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->New Mini Hack!

    <a href="http://www.mediafire.com/?npmhdmkt6mpoggl" target="_blank">http://www.mediafire.com/?npmhdmkt6mpoggl</a>

    Sonic 2 - Tails Lead.

    Pretty much took Tails and put him in the first object slot, took Sonic and put him in slot 2, and then gave him a slightly modified AI from Tails. Not 100% finished with this, but it pretty much works how it is, and I just wanted to show you guys my little boredom project.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <img src="http://a.imageshack.us/img202/6914/sonic2tailslead000.png" border="0" class="linked-image" />
    This hack is awesome.
     
  9. yeaaaaah, I never changed that. I just wanted to see if it could be done.
     
  10. GenesisFan64

    GenesisFan64

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    *Bump* (kinda)

    <a href="http://theocas.net/fs/u/4c9ec8c07459d0.82029914_GemsInSonic1.bin" target="_blank">GEMS Sound Engine in Sonic 1</a>

    Thanks to lukeusher123 for the source code of his GEMS Playback ROM
     
  11. FraGag

    FraGag

    Tech Member
    What happens when you reverse the frequency tables in Sonic 1?
    <a href="http://www.fileden.com/files/2008/5/26/1929849/Sonic%201%20Reversed%20Frequencies.bin" target="_blank">This.</a>
     
  12. nineko

    nineko

    I am the Holy Cat Tech Member
    <!--quoteo(post=510964:date=Sep 26 2010, 10:31 PM:name=FraGag)--><div class='quotetop'>QUOTE (FraGag @ Sep 26 2010, 10:31 PM) <a href="index.php?act=findpost&pid=510964"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->What happens when you reverse the frequency tables in Sonic 1?
    <a href="http://www.fileden.com/files/2008/5/26/1929849/Sonic%201%20Reversed%20Frequencies.bin" target="_blank">This.</a><!--QuoteEnd--></div><!--QuoteEEnd-->Oh wow, this isn't as bad as I expected, some songs are actually half decent. I like the beginning of song $91 (the ending credits).
     
  13. LordOfSquad

    LordOfSquad

    tails is still a girl Member
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    making cool music no one gives a shit about
    <!--quoteo(post=510758:date=Sep 25 2010, 10:19 PM:name=GenesisFan64)--><div class='quotetop'>QUOTE (GenesisFan64 @ Sep 25 2010, 10:19 PM) <a href="index.php?act=findpost&pid=510758"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->*Bump* (kinda)

    <a href="http://theocas.net/fs/u/4c9ec8c07459d0.82029914_GemsInSonic1.bin" target="_blank">GEMS Sound Engine in Sonic 1</a>

    Thanks to lukeusher123 for the source code of his GEMS Playback ROM<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is pretty neat. Now we'll be able to see ports from EWJ in Sonic hacks!
     
  14. PsychoSk8r

    PsychoSk8r

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    SYZ is awesome. So is SBZ. The Extra Life sound, sounds like something bad has just happened. D:
     
  15. JcFerggy

    JcFerggy

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    <!--quoteo(post=510758:date=Sep 26 2010, 01:19 AM:name=GenesisFan64)--><div class='quotetop'>QUOTE (GenesisFan64 @ Sep 26 2010, 01:19 AM) <a href="index.php?act=findpost&pid=510758"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->*Bump* (kinda)

    <a href="http://theocas.net/fs/u/4c9ec8c07459d0.82029914_GemsInSonic1.bin" target="_blank">GEMS Sound Engine in Sonic 1</a>

    Thanks to lukeusher123 for the source code of his GEMS Playback ROM<!--QuoteEnd--></div><!--QuoteEEnd-->
    I would love to see this dome again with all the proper sounds in all the right places, with songs for each zone and what-not.

    Quite lulzy to play.
     
  16. Andlabs

    Andlabs

    「いっきまーす」 Wiki Sysop
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    Writing my own MD/Genesis sound driver :D
    Getting an invincibility box in the Sonic 1+Spinball GEMS ROM demonstrates a problem I had with the way GEMS works that led me to abandon a GEMS-SMPS converter: rather than explicitly specifying the mappings of individual sound channels, GEMS sound channels can be arbitrarily mapped to different output sound channels through allocation (so theoretically a GEMS channel can change output channels mid-song!). It's a really unfortunate design decision that, added to the complexity of using the GEMS toolkit (hate trackers? you'll love them after using GEMS's music editor), leads me to wonder exactly how masochistic Genesis developers and musicians were that they took GEMS en masse.

    As for the frequency table reversal, there is one ROM that I simply must try that on...
     
  17. GenesisFan64

    GenesisFan64

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    <!--quoteo(post=510988:date=Sep 26 2010, 07:05 PM:name=LordOfSquad)--><div class='quotetop'>QUOTE (LordOfSquad @ Sep 26 2010, 07:05 PM) <a href="index.php?act=findpost&pid=510988"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->This is pretty neat. Now we'll be able to see ports from EWJ in Sonic hacks!<!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://theocas.net/fs/u/4c9fe4a3044304.89678527_GEMSInSonic1_EWJ.bin" target="_blank">Earthworm Jim music in Sonic 1</a> :P

    Oh, and I know about the wrong Music/SFX...
    Source code in request.
     
  18. LordOfSquad

    LordOfSquad

    tails is still a girl Member
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    making cool music no one gives a shit about
    <!--quoteo(post=511001:date=Sep 26 2010, 06:28 PM:name=GenesisFan64)--><div class='quotetop'>QUOTE (GenesisFan64 @ Sep 26 2010, 06:28 PM) <a href="index.php?act=findpost&pid=511001"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=510988:date=Sep 26 2010, 07:05 PM:name=LordOfSquad)--><div class='quotetop'>QUOTE (LordOfSquad @ Sep 26 2010, 07:05 PM) <a href="index.php?act=findpost&pid=510988"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->This is pretty neat. Now we'll be able to see ports from EWJ in Sonic hacks!<!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://theocas.net/fs/u/4c9fe4a3044304.89678527_GEMSInSonic1_EWJ.bin" target="_blank">Earthworm Jim music in Sonic 1</a> :P

    Oh, and I know about the wrong Music/SFX...
    Source code in request.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Hahaha, right on! Thanks man!


    <!--quoteo(post=510964:date=Sep 26 2010, 02:31 PM:name=FraGag)--><div class='quotetop'>QUOTE (FraGag @ Sep 26 2010, 02:31 PM) <a href="index.php?act=findpost&pid=510964"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->What happens when you reverse the frequency tables in Sonic 1?
    <a href="http://www.fileden.com/files/2008/5/26/1929849/Sonic%201%20Reversed%20Frequencies.bin" target="_blank">This.</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    This just sounds really cool! It actually improved some songs, especially Marble Zone. Sounds like it could fit a winter level now. I also like how some of the songs have had their emotion reversed. Final Zone sounds joyous, the title screen sounds ominous. And the invincibility and 1-up themes have kind of an "epic" feel now, which I really like.
     
  19. Ravenfreak

    Ravenfreak

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    <!--quoteo(post=511001:date=Sep 26 2010, 07:28 PM:name=GenesisFan64)--><div class='quotetop'>QUOTE (GenesisFan64 @ Sep 26 2010, 07:28 PM) <a href="index.php?act=findpost&pid=511001"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=510988:date=Sep 26 2010, 07:05 PM:name=LordOfSquad)--><div class='quotetop'>QUOTE (LordOfSquad @ Sep 26 2010, 07:05 PM) <a href="index.php?act=findpost&pid=510988"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->This is pretty neat. Now we'll be able to see ports from EWJ in Sonic hacks!<!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://theocas.net/fs/u/4c9fe4a3044304.89678527_GEMSInSonic1_EWJ.bin" target="_blank">Earthworm Jim music in Sonic 1</a> :P

    Oh, and I know about the wrong Music/SFX...
    Source code in request.
    <!--QuoteEnd--></div><!--QuoteEEnd-->This is so awesome! But it crashes after jumping into a giant ring, I haven't checked and seen if it does this after I hit a signpost. (But after all it's just a mini-hack though. I haven't tried it in Regen or Gens though.) Also FraGag that was awesome. I love how the 1-up jingle sounds dark now, same with the special stage theme. xDD Both are epic, in fact all the songs sound even more epic than the originals. xD I haven't tried the GEMS sounddriver Sonic 1 hack yet though, but I'll download that next.
     
  20. Jimmy Hedgehog

    Jimmy Hedgehog

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    Getting the motivation to continue old projects
    <!--quoteo(post=510964:date=Sep 26 2010, 09:31 PM:name=FraGag)--><div class='quotetop'>QUOTE (FraGag @ Sep 26 2010, 09:31 PM) <a href="index.php?act=findpost&pid=510964"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->What happens when you reverse the frequency tables in Sonic 1?
    <a href="http://www.fileden.com/files/2008/5/26/1929849/Sonic%201%20Reversed%20Frequencies.bin" target="_blank">This.</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    Title/invincibility music sound awesome, seriously