<!--quoteo(post=538172:date=Dec 14 2010, 07:59 AM:name=Xenowhirl)--><div class='quotetop'>QUOTE (Xenowhirl @ Dec 14 2010, 07:59 AM) <a href="index.php?act=findpost&pid=538172"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=538168:date=Dec 14 2010, 07:45 AM:name=DigitalDuck)--><div class='quotetop'>QUOTE (DigitalDuck @ Dec 14 2010, 07:45 AM) <a href="index.php?act=findpost&pid=538168"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=538149:date=Dec 14 2010, 08:51 AM:name=Xenowhirl)--><div class='quotetop'>QUOTE (Xenowhirl @ Dec 14 2010, 08:51 AM) <a href="index.php?act=findpost&pid=538149"></a></div><div class='quotemain'><!--quotec-->Bug: The background layer has trouble keeping up with Sonic when he's using Speed Break. I'll reach the end of ARZ1 and then the leaves scroll in later. Intentional?<!--QuoteEnd--></div><!--QuoteEEnd--> This happens in the original all the time if you're a speedrunner. <!--QuoteEnd--></div><!--QuoteEEnd--> Oh, I guess I'm not, but I couldn't see it happen from running at red spring speed through the second part of ARZ1 in the original. Maybe it has to do with maintaining that speed over a longer time period, which this hack makes easy to do. Never mind on that one. <!--QuoteEnd--></div><!--QuoteEEnd--> It happens because that part of the background layer scrolls faster than the foreground layer, and since it is limited to 16 pixels/frame, it is possible to get the foreground layer (and thus Sonic and all objects) at the correct position while the background layer lags behind. If I understand correctly, SetHorizScrollFlagsBG_ARZ enforces this limit.
<a href="http://x-hax.cultnet.net/MainMemory/s2srcontrol.7z" target="_blank">Updated</a>, now you'll never lose lives and pressing A while paused always returns you to the title screen. I've also removed all events that would give you a 1up. Sonic's life counter is now a level (LV.) counter, and the score counter is labeled EXP. Every 10000 points, you gain a level, and every level, your top speed increases by $40, your acceleration increases by 1, and your braking increases by 4. Remember: if you complete a level in under 30 seconds you get 50000 points! That's five levels! Fyi, Sonic starts being uncontrollable about lvl. 30
Because x-hax fails at mimetypes. IE can download it correctly. Also <a href="http://www.youtube.com/watch?v=xhO8UMRtNXo" target="_blank">video</a>.
Ah right, and awesome! Would be hilarious (yet somewhat annoying) to have the Secret Rings theme playing on the level select and end of act scenes XD
Hey, Main, do you intend to use the Sonic and the Secret Rings soundtrack into the S2 Secret Rings Edition? Question two: are you going to implement the EXP system at the S2 SRE? My bad for that askings, just fathom how awesome it would look at seeing such a complete pack. Note: Your updated link is coming here in form of broken data on my Firefox. Could you check for some error in your upload? Edit: Main has re-answered the question patiently... and it worked. I'm starting to wonder why do I use Firefox. Thanks for the patience, man.
<!--quoteo(post=538681:date=Dec 15 2010, 03:46 PM:name=MainMemory)--><div class='quotetop'>QUOTE (MainMemory @ Dec 15 2010, 03:46 PM) <a href="index.php?act=findpost&pid=538681"></a></div><div class='quotemain'><!--quotec-->Because x-hax fails at mimetypes. IE can download it correctly.<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://idisk.mac.com/pietro10-Public/s1dalek2.bin" target="_blank">FM Drums in Sonic 1</a> This was done by rewriting the Z80 sound driver based on Puto's split+text of the driver (as well as some of the SMPS code 68000-side). None of the original songs were modified.
Few songs crash in game, most notably, one up, credits, LBZ..those are all the ones I can remember right now, all of them lock up the rom with the ILLEGAL INSTRUCTION error in Regen
<a href="http://idisk.mac.com/pietro10-Public/s1dalek3.bin" target="_blank">Actually never mind, found the bug.</a>
Here's a hack of Sonic 1 sms. I just found a bug in GHZ but it's 5:08 in the morning here and I don't feel like fixing it. :v: Other than that enjoy! <a href="http://www.mediafire.com/?3h07fhln6fyazzy" target="_blank">http://www.mediafire.com/?3h07fhln6fyazzy</a>
<!--quoteo(post=544887:date=Jan 8 2011, 09:07 PM:name=Ravenfreak)--><div class='quotetop'>QUOTE (Ravenfreak @ Jan 8 2011, 09:07 PM) <a href="index.php?act=findpost&pid=544887"></a></div><div class='quotemain'><!--quotec-->Here's a hack of Sonic 1 sms. I just found a bug in GHZ but it's 5:08 in the morning here and I don't feel like fixing it. :v: Other than that enjoy! <a href="http://www.mediafire.com/?3h07fhln6fyazzy" target="_blank">http://www.mediafire.com/?3h07fhln6fyazzy</a><!--QuoteEnd--></div><!--QuoteEEnd--> Neat. Apart from the single life and the timer starting at 5 min, I take it the main change was having the first emerald now in the first special stage? I couldn't confirm if it was still in Act 2 or not, because it keeps going all screwy. I did notice the second one is still in Bridge zone as usual.
Ah yes, the 5 minutes on the clock and 1 live thing, I was trying to make the game a bit more difficult. And yep, the chaos emerald is in the Special Stage and not act 2. (In fact, nothing's there where the emerald was, but the camera glitch prevents you from seeing that. :v Also this hack is a preview of a much bigger hack that I'll be entering the contest with. (It's not worthy of it's own thread yet anyway. :v
Blah sorry for the double post, but I made a new random Sonic 1 8-bit hack that I want to share. :v: Copy/Paste from SSRG: So does anyone rely on Sonic's Spin Attack in Sonic 1 8-bit? Well if you do, then you'll hate this hack, because he can't spin anymore. :v: So if you wanted to know how I did this, it's simple. I just set ($DC) to $C2. $DC is the 1st joypad port address, and $Cx indicates each pin input. Changing x to 2 simply disabled that connection, so I really just disabled the down button. Here's the link: <a href="http://www.mediafire.com/?4nch46006pjcj71" target="_blank">http://www.mediafire.com/?4nch46006pjcj71</a>
<!--quoteo(post=539235:date=Dec 17 2010, 11:10 AM:name=Andlabs)--><div class='quotetop'>QUOTE (Andlabs @ Dec 17 2010, 11:10 AM) <a href="index.php?act=findpost&pid=539235"></a></div><div class='quotemain'><!--quotec--><a href="http://idisk.mac.com/pietro10-Public/s1dalek2.bin" target="_blank">FM Drums in Sonic 1</a> This was done by rewriting the Z80 sound driver based on Puto's split+text of the driver (as well as some of the SMPS code 68000-side). None of the original songs were modified.<!--QuoteEnd--></div><!--QuoteEEnd--> This is awesome, but I think you'd be much better off if you used a snare drum that maybe sounded a bit closer to the original S1 snare. I happen to think this a slightly better candidate: <a href="http://www.box.net/shared/8ed7yoinky" target="_blank">http://www.box.net/shared/8ed7yoinky</a> It's in a .tfi format, though, just as a forewarning.