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Sonic 1 With Fries - Lock!

Discussion in 'Engineering & Reverse Engineering' started by Afti, Aug 8, 2008.

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  1. Afti

    Afti

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    Those ruins aren't toxic. That title card is old.

    Zone Zone was a test. That's all.

    Rust Realm 3 will eventually be a full, normal level.

    Huh.
     
  2. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    being an asshole =P
    Because unlike most consoles, the A button in the Mega Drive is the furthest one from the thumb :P Look at the NES, A is the main button but it's the nearest one to the thumb. I know this has been already said, but oh well.

    That said, Sega had some standards that games had to follow (even though a lot of the time they were broken :P), and one of the things was the control scheme. Basically:

    1) If there were two actions

    A: primary action
    B: secondary action
    C: primary action

    2) If there were three actions

    A: special action
    B: secondary action
    C: primary action

    And ideally, they would be customizable.
     
  3. Overlord

    Overlord

    Now playable in Smash Bros Ultimate Moderator
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    For what it's worth, I can play hacks on hardware, and I have ALWAYS used C as my jump button. =P I agree with Sik - make the moves customisable, or at least offer control choices.
     
  4. Tongara

    Tongara

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    Wow, maybe I AM alone in the whole A thing. It just seems that the logical thing is to press A... fuck you, Retro.
     
  5. Afti

    Afti

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    Put a slightly revised build out. Control fixes (since I have no options screen as of yet), a separate palette for Ray, and PCM act clear music (I had room to spare, and got a good-sounding copy of the Sonic the Fighters round clear music to 8bit stereo 22050Hz. No more PCMs, still. For one thing, they only really work when you aren't playing a lot of SE. In-level PCM wouldn't work well- but they work fine on static screens)

    However, we're doing this again, for lulz:

    First, a screenshot of each Act in the rotation.

    [​IMG]
    Dusk Drive Act 1

    [​IMG]
    Dusk Drive Act 2

    [​IMG]
    Rust Realm Act 1

    [​IMG]
    Septic Slide Act 1

    [​IMG]
    Grand Gardens Act 1

    And, something that ISN'T in the rotation, but will be quite exciting:

    [​IMG]

    That's right, it's Clockwork Castle. Similar to Paradise Palace, the art is preexisting, for the most part, but is turned into a completely different theme.

    Next, a quote from the Readme.

    Code (Text):
    1. SONIC 1 WITH FRIES
    2.  
    3. HACKING CONTEST BUILD V2.1
    4.  
    5. PUBLIC RELEASE 2
    6.  
    7. 22-08-09, 2:35 AM
    8.  
    9. Disclaimer:
    10.  
    11. By pressing Start, you can access all levels that are in a reasonably finished state. The order is:
    12.  
    13. Dusk Drive 1
    14. Dusk Drive 2
    15. Rust Realm 1
    16. Septic Slide 1
    17. Grand Gardens 1
    18.  
    19. Sonic's code is relatively complete and bug-free. Ray's is not, though, and his art is almost nonexistant.
    20.  
    21. Levels not on this list, or Ray, are not finished. Do not complain about their level of completion, or upload videos/screenshots.
    22.  
    23. All music is placeholder, ported from Sonic 2 by Irixion using ESEII.
    24.  
    25. This is not a stable build. However, it has little to no game-breaking bugs within finished levels.
    26.  
    27. Low-Grav Shield/Anti-Sonic:
    28. During play, two new monitors will be encountered. They are:
    29.  
    30. Low-Grav Shield: A red shield. It increases jump height while active.
    31. Anti-Sonic: Removes one life.
    32.  
    33. Controls:
    34.  
    35. Title Screen:
    36.  
    37. Start+A: Level Select
    38. Start: Begin
    39. B: Play As Sonic (if not already Sonic)
    40. C: Play As Ray (if not already Ray)
    41.  
    42. Shared:
    43.  
    44. Start: Pause
    45. C: Jump
    46. Down+C: Spin Dash
    47. <-/->: Walk/Run
    48. Up: Look Up
    49. Down: Duck
    50. Down (while moving): Roll
    51.  
    52. Sonic:
    53.  
    54. C in midair: Static Curl
    55.  
    56. Ray:
    57.  
    58. C in midair: Burst Warp- Upwards
    59. C+Left: Burst Warp- Left
    60. C+Right: Burst Warp- Right
    And, finally, a download.

    From the Wiki (new build)
     
  6. Looks good! Some things I noticed.

    -The ring placement seems a little weird like in the first zone. Like:
    [​IMG] here
    [​IMG] and I'm not sure if this was intentional
    -Also, there's no "V" in Dust Drive, so it's "Dust Dri e"
    -The checkpoint seems to have a messed up pallete
    [​IMG]
    -The music still plays when you pause.
    -Sonic seems waaay too fast
    -I was wondering, was porting the crashing-into-a-wall-and-fall-back thing from Sonic 2 Beta (Nick Arcade) necessary?
    -When I choose Marble, it takes me to a zone that seems like it would replace Labyrinth. I LOVE the art there.
    -When I choose Star Light, it goes to a place that resembles Aquatic Ruin. It was weird music.
    -Ok, this is the lol one. I choose Scrap Brain, and it takes me to Zone Zone, which is the Labyrinth place. I fall from the ceiling and it's weird.
    [​IMG]
    -And omg, a yellow Sonic (which is supposed to be Ray)
    [​IMG]

    As for Ray's sprites, try The Mystic Forest Zone or The Spriter's Resource.

    Other than that, keep up the work! :thumbsup:
     
  7. Afti

    Afti

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    In no particular order:

    Ring placement is not final.

    I haven't ported the checkpoint flashing yet.

    Zone Zone is a test level.

    Music during pause is intentional.

    Wall recoil will, eventually, be either removed or made less of a nuisance.

    I need to get around to making a V for the title cards.

    The level slots (Marble/GHZ; Star Light text is a byproduct of the original level select, since it will be turned off in the final release in favor of SRAM when I figure out how to work with it) you're looking at are no longer used for their original purposes. The zones there are supposed to be there.

    No, Clockwork Castle is not going to replace Labyrinth. It's the final level. The art is Sonic CD Metallic Madness Good Future.

    Cope with the speed, or play as Ray. Sonic can move fast enough that, if you don't control your speed, you can do things you'll wish you hadn't.
     
  8. Afti

    Afti

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    [​IMG]

    It's the Ray sheet I'm using, made by some fool called Scrap the Hedgehog (lol fancharacter).
     
  9. STE

    STE

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    I think those eyes look a bit too serious for Ray... How about softening them up a little? =P
     
  10. Afti

    Afti

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    Ray only has the over-round eyes on the SegaSonic title screen. During gameplay, his eyes are the same as Sonic's and Mighty's.

    These are fine.
     
  11. Xeric

    Xeric

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    S3K Mighty Sheet
    Those're pretty bad Ray sprites. I still remember when Scrap submitted those to MFZ around 4/5 years ago.

    I don't wanna plug my sprites or anything, but my sheet actually looks like Ray. :v:

    http://i138.photobucket.com/albums/q268/Xe...xman/rayyt6.gif

    I'm not sure if the tail animates very well though. I made these quite some time ago.

    That's probably because they got lazy and edited Ray from Sonic.
     
  12. Afti

    Afti

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    Yours are quite nice- but there's no wheel-o-feet.
     
  13. Xeric

    Xeric

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    S3K Mighty Sheet
    I could make those for you if you like? :eng101:
     
  14. Afti

    Afti

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    I would very much like that.
     
  15. Xeric

    Xeric

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    S3K Mighty Sheet
    [​IMG]

    Their you go. I couldn't decide on a tail so you can choose.
     
  16. Afti

    Afti

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    Those are great. I'll probably use the extended tail- that's how it would behave at high speeds.
     
  17. PC2

    PC2

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    Various Artwork & Music, :smug:
    Okay, gave the hack a quick runthrough as Sonic. I really like a lot of the concepts in it, both technical and layout-wise. I haven't found much of a use for the jump cancel yet, but the low gravity shield and teleporting are great and original ideas. While the game doesn't seem to make as much use of speed, it does make good use of original concepts. I know it's a work in progress, but some of the graphics really need work... Repetitive textures, contrast issues, color coordination, lack of depth, etc. The rotating palette for the water in Septic Slide hurts my eyes... not sure if you were going for a glowy/radioactive effect or whatever. There are some instances of poorly-placed bottomless pits - not too many, but something to keep in mind (mainly in Rust Realm and Grand Gardens in one section).

    The stages are also rather barren, but again I assume that's only because the designs are still very WIP. Overall, this actually seems to be one of the better hacks I've played lately. I love the alternating paths in Grand Gardens that utilize the low-gravity shield. Keep up the good work. :thumbsup:
     
  18. Afti

    Afti

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    [​IMG]

    Xeric's sprites are awesome.
     
  19. STE

    STE

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    That looks much better. Good work Xeric =P
     
  20. Afti

    Afti

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    So, I was thinking...

    How many people would be interested in my releasing the game's sonic1.asm after completion?

    Not the source- you couldn't do a hack of Sonic 1 With Fries; just sonic1.asm. It's my code, Sonic 1, and some publicly available stuff; there'd be no problem there.

    However, while the completely incompetent Youtube idiots would make a lot of amusing topics like "wy teleport not work" because they copypasted chunks of code that were dependent in some part on code they DIDN'T copy into a vanilla Sonic 1 disassembly, those who actually had some degree of understanding could benefit from, say, the PLC-load-swap code; that was something that mystified me when I tried to add Espio long ago, with only basic ASM knowledge.

    It'd also be interesting to anyone who wanted to learn about the hack's development process. For example, the name of Ray's art file...
     
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