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Sonic 2 LD

Discussion in 'Engineering & Reverse Engineering' started by doc eggfan, Aug 22, 2008.

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  1. doc eggfan

    doc eggfan

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    Project: H'
    (pronounced Project Aitch Prime)

    The Hybridisation Project Mark II

    Aim: To create a true Master System port of the 16-bit Mega Drive/Genesis title Sonic the Hedgehog 2 using the engine of the 8-bit version of Sonic the Hedgehog 2. I'm hoping that this could be another community project if it garners enough interest.

    Phase 1: Art

    Step 1.

    Download: project h.zip - 0.34MB


    Contents:
    • Sonic the Hedgehog 2.sms
    • Uncompressed 8x8 Level tiles for each zone + TLP palettes
    • Uncompressed 8x8 Art tiles for each zone's title card + TLP palettes
    • Save States for each zone
    Step 2.

    I. Create new 8-bit style 8x8 level tiles, based on the themes and content of the 16-bit zones. This would be best achieved by editing the pre-existing art tiles. This is because it would be easier for me to integrate back into the rom using the standard mappings and collision set. There is some wriggle-room though, if you want to push the boundaries a bit. Might I suggest the following possible combinations:
    • Emerald Hill based on Green Hills (obvious)
    • Chemical Plant based on either Scrambled Egg or Aqua Lake
    • Aquatic Ruin based on either Aqua Lake or Underground
    • Casino Night based on Gimmick Mountain or Crystal Egg
    • Hill Top based on Sky High (obvious)
    • Mystic Cave based on Underground
    • Oil Ocean based on Gimmick Mountain or Aqua Lake
    • Metropolis based on Gimmick Mountain
    • Sky Chase based on Sky High
    • Wing Fortress on Sky High or Gimmick Mountain
    • Death Egg based on Crystal Egg Zone Act 3
    II. Create new art for the title cards to match the new 8-bit recreations of the 16-bit zones. This could be based on the Level select icons or perhaps something entirely original.

    Step 3.

    Post images of mock-ups or save state screenshots here for evaluation. Those we collectively deem worthy, I'll do my best to integrate back into the rom.
     
  2. P.P.A.

    P.P.A.

    SONIC 2 SUCKS, SONIC CD FOREVER Member
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    Sonic MD (Currently: Art for Zone 3)
    Wasn't Sonic Pocket Adventure an 8-bit rendition of Sonic 2 basically?
     
  3. Technically, the NGPC is not an 8-bit machine, since it's CPU is a 16-bit one. What happens is that it's tiles have a low color count, similar to some older 8-bit machines. So I guess the answer is "no"... =)

    I get what you mean though, it has "that feel". However, I think that the graphics in that game are much worse than they could be, so other attempts at recreating the MD/GEN feel in lower-end hardware is perfectly valid IMO.

    Although I do believe there is an awful lot of Sonic 2 projects being worked on, so it would be nice if people started diversifying a bit more...!
     
  4. P.P.A.

    P.P.A.

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    Oh, I forgot the NGPC was a 16-bit handheld.
    Makes it even more embarassing that SPA looked worse than the Game Gear/Master System titles, in addition to not having unique level concepts (and then they chose to copy S2's, which had like the most generic and uninteresting designs of all the 16-bit games).
     
  5. Chimpo

    Chimpo

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    What?
     
  6. Flygon

    Flygon

    Member
    Some people prefer a pre-rendered 3D look to their games rather than a 'flat shaded' 8-bit looking sprite.
     
  7. P.P.A.

    P.P.A.

    SONIC 2 SUCKS, SONIC CD FOREVER Member
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    Okay, Game Gear/Master System titles titles except for Sonic Blast. Or Labyrinth. And the Drift games and Spinball and MBM.
    In general when I say "Game Gear/Master System titles" I usually only refer to Sonic 1/Sonic2/Sonic Chaos/Sonic Triple Trouble and sometimes Tails' Adventure.
     
  8. Polygon Jim

    Polygon Jim

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    All the bitches.
  9. doc eggfan

    doc eggfan

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    The spriting on the NGPC is actually 4-bit, because SNK decided that smoother animation was more important than lots of colours. It was a trade off that was worth it, and gives the NGPC a unique retro feel, but I'd like to see something more in the traditional 8-bit style for this project.

    I think that used to be the case, but I tend to see a lot more Sonic 1 hacks these days. Besides, this is an 8-bit Sonic 2 project, very few of those.

    Nice and NOICE! I'd forgotten about that art. The tree seems excessively large though.

    Also, I had an idea on how I could fake a corkscrew for EHZ. Not sure if it will work, but I'll give it a go.
     
  10. P.P.A.

    P.P.A.

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    Wouldn't it be possible to somehow import that from Sonic Chaos? S&T had these corkscrew things.

    I don't know if the S2/S&T/S&T2 trilogy runs on the same engine though.
     
  11. doc eggfan

    doc eggfan

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    Anything's possible, but I'm not at that level of ownage yet. In any case, I prefer the 8-bit styling of the early games (1 and 2) rather than the later games (Chaos, TT)
     
  12. Mad Echidna

    Mad Echidna

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    With respect Eggfan, I think that it would be cooler to port Sonic 2 8 bit to genesis
     
  13. doc eggfan

    doc eggfan

    Are you pondering what I'm pondering? Wiki Sysop
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    Are you suggesting that maybe I should finish the projects I've already started before I start new ones?
    You're probably right, I have a huge portfolio of unfinished projects. I have the attention span of a gnat.
     
  14. Polygon Jim

    Polygon Jim

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    All the bitches.
    I think this would be a greater project. I always loved the 8-bit games.
     
  15. doc eggfan

    doc eggfan

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  16. Mastered Realm

    Mastered Realm

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    Why not a Hidden Palace Based on Scrambled Egg? =)
     
  17. doc eggfan

    doc eggfan

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    [​IMG]
    Intro's done ;)

    Not sure what to do with the title screen. Going to try and add the island to the background, but don't know if I'll have the space. We'll see how I go.
     
  18. Dark Sonic

    Dark Sonic

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    Working on my art!
    One question. Are you trying to make Tails playable in this hack or not?

    Besides that though I'm loving the intro.
     
  19. doc eggfan

    doc eggfan

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    I'm pretty good at modifying things that already exist. Not so good at adding in new things. For instance, ideally with the intro, I would have liked to have split it into two screens like 16-bit, but I don't know how. Some sort of Z80 machine code knowledge would probably be required (MS is Z80 isn't it?)

    It could be possible to release 2 versions, one with sonic, and one with sonic's sprite edited to look like Tails. Not an elegant solution, but a solution all the same. No flying though, but I guess there was no flying in 16-bit either.
     
  20. muteKi

    muteKi

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    Yeah, it would be Z80 (also the main CPU in the TI 83/84 calculators, amusingly enough).
     
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