Sonic 1 - Dick Move Prevention Edition

Discussion in 'Engineering & Reverse Engineering' started by MarkeyJester, Aug 12, 2019.

  1. MarkeyJester

    MarkeyJester

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    Greetings ladies and gentlemen~

    Are you tired of dick moves in Sonic games? Do you hate that you cannot see things off-screen? Are you unable to dodge things without lizard reflexes? Well fear no more!! Sonic 1 featuring a new revolutionary "Dick Move Prevention" mechanism, for all those pesky off-screen annoyances.

    Download

    "now i've seen everything... and that's the point!" - MegaGWolf
    "Now we don't need to backport 16:9 aspect ratio to Mega Drive to make Sonic playable, you dumbasses" - Miss Fox
    "are you trying to save VRAM that badly? :v" - Sik


    A special thanks to Natsumi for bug testing, while not entirely bug free, it is certainly better than its proto version.
     
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  2. Overlord

    Overlord

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    Was stunned when I saw this running at Barcade. Great work as always =P
     
  3. Josh

    Josh

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    Finally, I can actually enjoy a Sonic game without careening into unfair hazards that I couldn't possibly have time to react to. Seriously, crazy-impressive work, thank you!
     
  4. rata

    rata

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    This is lovely.
     
  5. Hez

    Hez

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    I hate you. Lovely though.
     
  6. Jay

    Jay

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    Will Sonya the Hedgehog be a playable option in a future release?
     
  7. Hez

    Hez

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    I'd like to also request shit glove the hedgehog be playable. kthnx
     
  8. Knucklez

    Knucklez

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    This has to be the best Sonic 1 port for the Master System I've ever seen. Bravo.
     
  9. ICEknight

    ICEknight

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    Wow, this is absolutely amazing.
     
  10. Vangar

    Vangar

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    Super impressive! Any plans for other levels or is this just a PoC?
     
  11. Billy

    Billy

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    I'm reminded of Jazz Jackrabbit 2 and it's super zoomed-out view at higher resolutions. Fantastic work.
     
  12. ICEknight

    ICEknight

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    Would this work in split screen? Could make one heck of a non-squished versus mode.
     
  13. MarkeyJester

    MarkeyJester

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    While it's possible to do the whole hack, it'd be quite tedious and time consuming, so I'm afraid I won't be doing the other levels. The special stages especially would be of concern, it's possible, I mean, we could get around the 80 sprites limit, but the number of sprites per scanline limit would be an obstacle to overcome.

    Yes, it'd be certainly possible to do a split screen of this, but I'm kinda busy with other things.

    I initially started this back in 2015, handled the sprites side of it, but the level concerned me as to fusing four tiles into a single tile, especially when they can operate their own palette lines, priority, etc, not to mention the VRAM costs, it essentially put me off bothering, so I shelved it.

    I only started it very recently because I came across it randomly while searching for something else, and that something else happens to be related to a project I should be working on.
     
    Last edited: Aug 14, 2019
  14. Flygon

    Flygon

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    System E Arcade port!
     
  15. Dulappy

    Dulappy

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    Still waaaay too big. I won’t be satisfied till sonic is 1 pixel high/wide
     
  16. MarkeyJester

    MarkeyJester

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    Don't tempt me.
     
  17. Techokami

    Techokami

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    Is there a technical reason that the special stages are removed?
    Really impressive otherwise!
     
  18. rata

    rata

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    Sprites on screen limit I would guess. You can see how it already slows the hell down when loosing some rings, and it starts having the scanline issues when jumping on a lot of places (the problem that Marble Zone has when you're into the lava geiser). Now add rotating the layout, but this time with all the extra sprites loaded.
     
  19. Techokami

    Techokami

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    Yeeeah, I guess that would explain it. I did notice a lot of sprite limit issues just by being in GHZ1 at the second bridge.
     
  20. Vangar

    Vangar

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    Honestly i'm super keen to setup my megadrive just to test this on real hardware