Sonic 2 Adventure Edition

Discussion in 'Engineering & Reverse Engineering' started by MainMemory, Oct 17, 2012.

  1. Mr Lange

    Mr Lange

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    Suggestions:
    Having to collect upgrades for your special moves, as in Sonic Adventure.
    Adding the ability to use the light dash instantly as it is in Sonic Adventure 2, whether as an upgrade or an option.
    5, 20, and Random Ring amount monitors.
    Collectable small animals (even if they serve no purpose).
    Inward light trails when charging the spindash.
    Nights pinball table somewhere in Casino Night Zone.
    Add the Red Mountain volcano wtf hoopy ghosty jail guys somewhere in Hill Top Zone.
    Somehow include a sample of Robotnik saying "Get a load of this!" which is repeated constantly during the final boss.
     
  2. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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  3. Truner

    Truner

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    Having the inward light thingy for the spin dash would be really nice. However, the hack is better off without new graphics and instead should use everything the game offers.

    I think Sonic should be a little bit lighter when he's charged up. Also, when homing attacking a bumper that points up from the sides also creates the loop effect.
     
  4. MainMemory

    MainMemory

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    I think you're confusing the Spring and Bumper. Sonic should bounce right off any bumpers, but I have yet to figure out how to get the homing attack properly working with springs. Lucky for you the jump cancel still works during a homing attack.
     
  5. Truner

    Truner

    Member
    For some reason, I ALWAYS confuse them... sorry about that. But hey, those springs still bump you... right? #ifail

    On Mystic Cave Zone, the homing attack also works on the big moving crates. And now that you mention it, some of the BUMBERS are also homing attack compatible. Makes going through the stages really easy this way.
    Btw, I think you are missing something from this hack: camera problems. Seriously, how Adventure could this game get without camera problems? The only one I managed to find is the one on Oil Ocean.
     
  6. Mr Lange

    Mr Lange

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    I could draw the alternate ring monitor sprites in my sleep but ok. And you could put them anywhere, or whatever seems strategic, as is how it goes in Adventure and Advance.

    Perfectly fine to let go the rest of those features, except I do really request some kind of visual effect showing a spindash charge, and a way to insta-light dash.
     
  7. Truner

    Truner

    Member
    So, I stopped playing yesterday (exactly at the place I pictured above), and decided to continue today. After I finished Oil Ocean, Casino Night greeted me. After that, Hill Top. Now either I have a really bad memory, or the game threw me back quite a bit. Did I miss something?

    On CNZ act 1 part, close to the beginning, there are two blue blocks moving up and down with a small space between them. This is the second time I spin dashed in that middle part and Tails is now stuck his idle animation. If I jump to the bottom (where one of the boxes would move into) and jump back, Tails moves through the floor with his idle animation. Hell, this is hard to explain. I have a couple of pictures and a picodrive PSP savestate if that would help.

    EDIT: making Tails jump (moving around a bit), he resets.

    EDIT2: after beating CNZ again, it went to MCZ instead of HTZ... wut
     
  8. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    He's probably attacking something on the other side of the crates.
    I just played through the whole game, resetting the emulator after every level, and everything worked fine. Maybe an emulator glitch?
    That happens in the original game as well.
     
  9. Truner

    Truner

    Member
    Yes, I'm leaning towards an emulator problem, but PicoDrive rarely does anything like that.
    Only problems I encountered was the music problem in Sonic VR (where only one or two tracks would play) and the last zone in Sonic [email protected] 2010. Other than these, nothing really happened. Either way I use savestates at the beginning of every act (quicksave style, so if I have to halt the game, I can still continue from that stage... silly, since most hacks save progress). That means that I didn't load my save at the beginning of the stage. Maybe the savestate got corrupted.

    As for the crates, there might've been a spring somewhere near, so yeah. By the way, Spin Dash mapped to a different button is so much win.

    EDIT: I made a savestate after the CNZ boss and went continued the stage. Oil Ocean came up. Loaded the save back, ended the stage, Metropolis. Yup, probably the emulator fucks up somewhere.

    EDIT2: Sky Chase after that. WF and Death Egg after a few more reloads.

    EDIT3: finished the game like that, missing half of the emblems/scores.
     
  10. Elratauru

    Elratauru

    Little Shiny Emurralds Member
    This is awesome. I'm at work right now so I cant play it for real, but it's features are pretty nice! :D

    Also, I'd love one design choice if possible on this hack... Green eyes :v:
     
  11. Jimmy Hedgehog

    Jimmy Hedgehog

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    Completed this the other day with all the missions done, incredibly fun stuff it was ^_^ Any planned future features/releases?
     
  12. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    Update:
    • Using uncompressed level layouts for small speedup in act transitions.
    • It is now impossible for the levels to play out of order.
    • Adventure mode now works properly when starting it with 100% completion.
    • Homing Attack/Light Speed Attack into breakable rock's side breaks the rock.
    • Fixed first digit of ring counter being overwritten by enemy bonus counter.
     
  13. Star and Moon

    Star and Moon

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    +5 points if can add an adventure field!
     
  14. Jimmy Hedgehog

    Jimmy Hedgehog

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    Unless it's one more similar to Advance 3 rather than Adventure, that could be somewhat awkward in 2D. Plus it'd essentially be like playing an extremely tiny act that doesn't give score to get to the level itself. Besides, 5 points would seem hardly worth it considering popping a badnik scores you 100 :v:

    On topic, that rock fix is wonderful, saves a slight bit of time too since you don't have to cancel and then jump again.
     
  15. flarn2006

    flarn2006

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    This hack is really cool. Might I make a few suggestions?

    • A pause menu
    • "Target" meter for bosses
    • Character upgrades
    • If you have less than 4 lives left and die before hitting a checkpoint (or complete a level) your lives should be refilled. Yes, I know SA doesn't do this, but it should.
    • Adventure fields? (could be beyond the scope of this hack)
    • Make transitions between "acts" less obvious (unless technical limitations prevent it)
    • Mandatory fishing levels that must be completed in order to truly beat the game. [​IMG]
    The lack of these features (especially that last one) certainly doesn't detract from the hack in any way though. Nice job! :)
     
  16. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    • No idea where I'd find space in VRAM.
    • No idea where I'd find space in VRAM.
    • Probably not. Also no idea where I'd find space in VRAM.
    • No.
    • No.
    • Can't do that without redesigning the end of every first act and the beginning of every second act. Even then I'm not sure I could.

    The only features I'm really considering at this point are:
    • A Boss Rush.
    • Knuckles. I have no idea where I would find VRAM space for treasure hunting stuff, or how I would program it, so he'll probably just have regular Sonic gameplay.
     
  17. TheInvisibleSun

    TheInvisibleSun

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    Though I don't hack Sonic 2, I would try to do that in Sonic 1 by making a new Emerald Shard Monitor, that would set off/add to a new flag (add.b #1,(f_newflagname).w) upon the destruction of each. When said flag/variable reaches #3, then the Level Ending routines and cards would only be loaded under this condition (regardless of where you are), instead of when you hit the capsule/pass the signpost. As for the radar, perhaps you could ask Thorn how he did it in Retro Remix?

    EDIT: This is all of course hypothetically disregarding VRAM space and all that.
     
  18. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    That's... not what I meant at all. I meant like, the radar. Having them in monitors wouldn't look good.
     
  19. Cinossu

    Cinossu

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    Radar wouldn't be hard to do; store position in RAM, compare current position to it, if within certain values and not that previously change radar state.

    As for VRAM space.. 12 tiles should be enough, if you load each radar's state art dynamically, and each is 16x16 in size; possibly put it in the place of where Tails's VRAM stuff would be? As with Knuckles he wouldn't be there.. unless you're already using that section.

    Adding an extra 3 sprites to what's on-screen shouldn't be too terrible either.
     
  20. Beltway

    Beltway

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    If it's the case of not having enough space, you could try merging the two acts into one like how it was in Sonic 3, although I'm pretty sure that would take up a lot of time and you'd need a lot of know-how to do it right.

    Somewhat related to this is alriightyman's "Sonic 2: S3 Edition" hack of Sonic 2 that tried to have Sonic 2 play like Sonic 3. He was able to "merge" at least both Emerald Hill and Chemical Plant together. The hack hasn't been updated since 2009 though.