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Sonic 1 32x / Sonic32

Discussion in 'Engineering & Reverse Engineering' started by drx, Aug 31, 2008.

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  1. Chris Highwind

    Chris Highwind

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    Hm, I'd love to see more Sonic games for the 32x, even if they're hacks.

    I've beaten Knuckles' Chaotix (Sadly, without all the chaos rings, thus giving me a bad ending), so we need some fresh Sonic games for it.
     
  2. Spanner

    Spanner

    The Tool Member
    Awesome work, drx.
    I was trying to get the rev01 bg effects to work & got left with this:
    [​IMG]
    Anyone know the reason?
     
  3. Hitaxas

    Hitaxas

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  4. roxahris

    roxahris

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  5. MathUser

    MathUser

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    The only reason to do a Sonic 1 CD would be to have cd quality music. But you can already have improved music with the 32x port. Also, this hack is very win. I can't wait to see what happens when the 32x is taken advantage of.
     
  6. Ollie

    Ollie

    DIGGY DIGGY HOLE Member
    I'd find it easier running it on real hardware though, if it was ported to the Mega CD that is all. :P
     
  7. evilhamwizard

    evilhamwizard

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    I've heard about the 32X having the power to do improved music, but I thought that it was never really used for any of the games released for it. So I guess what I'm asking is do we even have the knowledge to pull off something like that on the 32X? I don't think a lot of documentation was made for the 32X in general, so I could be wrong.
     
  8. drx

    drx

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    :rolleyes:
    Sonic32 has a fully implemented PWM driver (PWM is the additional sound channel in 32x). Puto experimented with modified songs using PWM, they sound very nice.
     
  9. Dark Sonic

    Dark Sonic

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    This is interesting, but how do you plan on utilizing the advantages of the 32X for this?
     
  10. drx

    drx

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    :rolleyes:
    Apart from the sound (which gives 4 additional PWM channels that can be used for streaming WAV-like audio, and frees 1 FM channel, thus giving a total of 6 FM channels), I plan to move the character sprites to the 32x VDP plane, thus freeing one palette line for levels and such. This would also allow for character sprite scaling and rotation.

    I was also thinking of fully rotational special stages and characters sprites e.g. in loops. I might also try incorporating 32x VDP into some levels themselves.
     
  11. Shadow Hog

    Shadow Hog

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    You could add the Chaotix "shattering" effect to breakable walls or collapsing floors :D
     
  12. P.P.A.

    P.P.A.

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    I'm normally not the one to spam a thread with nothing but empty praise that others have already posted as well, but this time I just haven't got anything better to say. This is just fucking awesome, it's great the 32X gets some of the love it'd deserve. Also it's another reason for me to get a Flashcard eventually.
    Depending on how hard or easy it is to import art I'll also make Sonic MD on 32X now. (What about the name?) Once I get back to work that is, first I shall do the art for Sonic MS (the S2MS hack eggfan and I shall cooperate on).
     
  13. JoseTB

    JoseTB

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    See, this is the difference between Stealth and drx - I do respect the work of both, but the truth is only one listens for feedback, is open to continue the project, and even releases the source code for others to contribute. Yeah well, everyone is free to do whatever he wants with his project, I'm not demanding anything.

    Needless to say awesome work, I look forward for the possibilities of Sonic 32.
     
  14. Tweaker

    Tweaker

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    You're a dick.

    And by the way, comments like this are why people like Stealth choose not to release source code. You're a bunch of greedy fucks. drx may choose to release his source code, but that makes him no better or worse of a person than Stealth is. All you care about is jumping around erratically in your seat fapping over other peoples' work because you couldn't do the same damn thing yourself.

    What drx wants with this project is his choice, and what Stealth wants with his projects is his choice. But I'll be god damned if I see people like you making subtle stabs and judgements of character just because some people like to keep source to themselves. You deserve absolutely nothing. Consider source code a privilege—you are not entitled to it.
     
  15. Lyrica

    Lyrica

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    so does this mean it'd eventually be possible to have Sonic have a far higher pallet like the Chaotix Characters do?
     
  16. evilhamwizard

    evilhamwizard

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    I don't like the idea of releasing source code for things like Megamix/Extended or any hard core hack done to Sonic 1, because those hacks have things people can do on their own if they tried hard enough. I do like the idea of releasing code like this however, since this is something more on the technical side - which to be honest I doubt a lot of people here would be able to pull off - it would be okay for everyone to use this as a base for future hacks.

    But source code a side, just how long did this take? I know it goes back to the fall of 07, but there was probably more happening before then.

    Edit: I just noticed, is Gens having problems emulating the sound? I know Kega Fusion is a lot more accurate than Gens in the 32x sound emulation, so I tried it in Fusion and it does the sound very well.
     
  17. JoseTB

    JoseTB

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    I'd swear I said I wasn't demanding anything...

    I don't see what's problem about having an opinion about the direction of a project. And, imo, a community shouldn't be about showing how good your are doing things on your own and then hide back - wasn't megamix a project done by several people anyway?

    I suposse we agree we disagree. But yeah let's move on anyway, too many times this has been discussed with the same you-greedy-bastards resolution.
     
  18. jman2050

    jman2050

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    News flash: Some people don't hack Sonic games for the good of the community! They do it for their personal pleasure! Shocking I know!
     
  19. drx

    drx

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    :rolleyes:
    Yes, I have tested a mode where you can put 32768 colors on the screen at once, any where you want. The snag is, it's limited to 320x204, and the normal visible plane is 320x224. So I'd have to shave off 20 lines somewhere, I wonder if that wouldn't be too annoying.

    Chaotix used a mode where you can only have 256 different colors simultaneously, but it can fit far more lines on screen.

    The thing with 32x VDP and full-color mode is that theoritically you don't have any sprite limits. You can put anything you want on the screen, provided you have the processing power, which dual SH2 VDP do provide an excess of.

    So, 1.1 will feature some nice 32x VDP functions as I code them. But you won't have to dabble in SH2 code (mostly), as there's gonna be an MD interface, just like with the PWM driver.

    Well, porting Sonic 1 to 32x was always on my to-do list. I think I made two failed attempts before this one worked. Why failed? Well, 32x is a VERY fragile machine, you have to get everything right, and the documentation available is well... lacking. As far as I know, this version doesn't fully work in hardware, but that's something I can't fix without a real 32x.

    Then I tried again, in November 2007. This time it worked, and it was almost ready for a release circa February 2008. But around that time, something unexpected came up -- I was able to buy the Sega proto archives, which took a lot of my time and money, leaving S1 32x in limbo. That was when RC2 was done.

    I resumed the work on it a week or two ago, so there you go.


    Also, about open source vs closed source and Stealth. The coincidence of the release dates of both S1GBA/R1AA and S132X are purely accidental. I didn't meant to rival with Stealth in any way or prove him right/wrong. Personally, I respect his right and decision to keep his source code closed; he has every right to do it and I know he has real reasons for doing so. So, me releasing the source for this isn't an affront to Stealth or something.
     
  20. Moogle!

    Moogle!

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    Did you get QSound working yet? XD

    The black pixels represent space lost.

    EDIT, sorry for the double post.

    Isn't Sonic 1's regular playing field 320x204, which is why the blue lines are at the top and bottom of the screen?
     
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