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Sonic 2 LD

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

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  1. Jaseman

    Jaseman

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    I'm last.


    >_______________________________________________________________>

    Can I try again?
     
  2. That's probably because they already use it for Genesis stuff. I have already played the hack in Dega (needed something lightweight to try it at my in-laws') and MEKA (wanted to take a peek at the tiles and palettes), in addition to Kega.

    I'm a terrible player, I'd be ashamed to be part of a high score table... =)
     
  3. MathUser

    MathUser

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    Are we gonna get a completed episode 1 before we see an episode 2?
     
  4. doc eggfan

    doc eggfan

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    So, what exactly do we want to see in a revision of Episode 1?

    1. Fixed enemies
    2. Spindash
    3. Functional loops
    4. EHZ BGM
    5. EHZ Boss
    6. ???

    Glitch can perhaps jerry-rig 1 and 2 in without much trouble, but 3 onwards could take some time. We could probably do a half arsed revision soon, and then try to develop a complete revision to be released alongside Episode 2.

    And you can keep submitting savestates, but now that everyone knows they go to a high score table, I suppose I'll be getting some cheaters hacking the savestates.
     
  5. MathUser

    MathUser

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    You gotta fix the fish. I keep jumping into them thinking I can attack them. Also, if you can, try to implement spikes that go up and down like in the 16-bit game.
     
  6. emrabt

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    6. Ramps, if these aren't workable in some fashion then in future casino night zone will be dreadful.
    7. Bottom spikes pointing upwards, redraw them to match the collision data, at the moment they are too short.
    8. Not as important but having the speed shoes give you stars is annoying because you run into things without thinking.
    9. If possible force Pal on loading, for some reason NTSC makes things choppy and slow in places (tested in 3 emulators).

    To be honest I don't think people mind too much how long it takes, but the release is confusing, I've been reading through the entire thread since the first post 2 years ago and I'm still not 100% on what you are doing.

    In my understanding you are thinking of doing one of these three:

    1) releasing episodes, first as beta, then with improvements, and after all those are done you are releasing a full Rom of sonic 2 LD, with all levels

    2) you're releasing the zones one at a time AS betas, with the improvements in the full release with all the levels together?

    3) Just episodic releases with no full Rom.

    I hate giving feedback like this, it always feels like I'm nitpicking at someones hard work.
     
  7. Overlord

    Overlord

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    He's having to put them in separate ROMs due to size issues. That's the purpose of the Limbo Zones - they're essentially points where savestates can be loaded between 2 ROMs without jumbling up the data.
     
  8. doc eggfan

    doc eggfan

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    If I don't have a corkscrew, I can use those metatiles to make ramps and loops easily, but I haven't figured out how to have both at once. So CNZ shouldn't be too much of a problem, but indeed compromises will probably be made.

    I'm sort of at a crossroads in regards to that. Now that episode 1 is more or less finished, it's really easy now to use it as a template for episode 2, but that's without changing over to disassembly hacking and fixing the current issues

    One of the hardest aspects of the game is that there is only one set of collision data for every level. If I make episodic releases and link them through savestates, it gives me more freedom to create unique collision data sets for every zone. Furthermore, trying to keep everything separated within 32 indivisible banks and a 512kB limit is rather difficult. It is easier and simpler to forge ahead as just episodic releases without aiming towards a full rom, but I haven't given up on the idea of a full and complete rom. I think Glitch expanded the rom to 1024kB with 64 banks, and with clever use of compression it might be possible to get it all together in the end. If that's the end goal though, I should try to maintain a universal collision set now, to make things easier in the future.

    I guess it depends on how people feel about episodic releases. I feel it's better to get them out there for people to play, rather than have to wait for me to keep trying to mash everything together.
     
  9. Cinossu

    Cinossu

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    Not sure if you already have something sorted for #4, but I've been looking into it and, well, its a WIP right now, but I think it's coming on well.

    (Yes, that's playing in s2sms)
     
  10. Hitaxas

    Hitaxas

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    [​IMG]

    Yeah, I sent one using Regen v0.97. Overall the hack was very enjoyable, so much that I played it 3 times through.

    I look forward to the other episodes. :)
     
  11. LordOfSquad

    LordOfSquad

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    Fixed enemies and music are the things I'd like to see most. Spindash would be nice, but I'm used to not having it on the MS version of Sonic 2 anyway.
     
  12. Glitch

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    The main points that concern me, at the moment, are Sonic's movement routines and the collision data. The former concerns me the most. The sms engine has no concept of angular momentum which means that loops & curves have to use hard coded positioning data. As noted previously, this is going to cause problems with levels like CPZ and CNZ.

    I'd say that's coming along nicely! I had a stab at it myself but my musical ability leaves a lot to be desired (unfortunately :( ).
     
  13. Cinossu

    Cinossu

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  14. Agobue

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    I'm interested to know whether it'd be possible to also create replica titlecards, sound effects and HUD as the 16 bit version.
     
  15. Cinossu

    Cinossu

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    http://www.hapisan.com/s2ld_ep1_ehzbgm.sms other music/sfx are a little lower in pitch, because I had to add four notes to the bottom of the PSG pitch table for EHZ's bass, but otherwise.. :U dirty music hax
     
  16. Jaseman

    Jaseman

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    This I approve of.

    EDIT: So much so, I converted it to MP3. MP3 lovers rejoice!

    EDIT: It's working again
     
  17. Agobue

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    Just a thought, because Sonic 1 SMS had far more accurate sound effects, would it be possible to copy those over to this game?
     
  18. Hitaxas

    Hitaxas

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    <3 and I had to play it another 3... That just made my night.
     
  19. doc eggfan

    doc eggfan

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    That is absolutely awesome.

    Do you want to have a stab at the boss music too?
     
  20. Cinossu

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    I was going to have a stab at the entire soundtrack. :P If you and other people don't mind, that is. If other people want a crack at some of them, sure. :U
     
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