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Sonic 2: Rebirth of Paradise

Discussion in 'Engineering & Reverse Engineering' started by .hack//zero, Aug 1, 2003.

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  1. LocalH

    LocalH

    roxoring your soxors Tech Member
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    Nunya
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    And now here's a proper screenshot, without distortions:

    [​IMG]
     
  2. Tigrael

    Tigrael

    She sees. Member
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    Learning to draw
    I believe that's because it's supposed to be night.
     
  3. stormislandgal

    stormislandgal

    It's not a phase! Tech Member
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    Married life <3
    Oh god yes. I loved the original. I'll be sure to download the next version.

    Yesyesyes. =P

    EDIT: Sonic's palette reminds me of HPZ underwater. =P
     
  4. .hack//zero

    .hack//zero

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    If I remember right, that was were I got the idea to use a palette like that.
     
  5. Skaarg

    Skaarg

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    Wow DHZ, your level art has greatly improved since before. It looks kickass. I can't wait to download it.
     
  6. Shadow Fire

    Shadow Fire

    Ultimate victory! Member
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    The Land of Darkness
    Sonic: The Lost Land (Series), The GCN (site)
    Now it's starting to look nicer. I'll be able to play it without worrying about shitty palettes. This art is looking nice.
     
  7. Sith

    Sith

    The molotov bitch Member
    Hmm, the tiles on the right side of your screenshot still look a bit messy. Or is that the way you want it to be?
    But it's looking bloody great already with what you've shown so far.
    Another one that will be definately worth playing. :)
     
  8. .hack//zero

    .hack//zero

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    It's because I'm not done with the art from the level yet.
     
  9. drx

    drx

    mfw Researcher
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    :rolleyes:
    Just make sure you don't release new versions every 10 minutes, it helps =P
     
  10. Sonic Hachelle-Bee

    Sonic Hachelle-Bee

    Taking a Sand Shower Tech Member
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    Sonic 2 Long Version
    It's definately nicer. Keep improving this art!
    But you should try to start your art from scratch in the future, for others levels. Keeping old tiles doesn't help at all IMO.
     
  11. .hack//zero

    .hack//zero

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    Don't worry about that. If I was the way I used to be, I would have already released it.

    2 problems with that. 1: I've finished the level layout, and If I made to many major changes. I would have to redo it the level layout. Not sure If that would be a bad thing or not, but we'll see once I get to the level editing again. 2: I'm not that good with collsion. Bout the only thing that I know about it is that it affects the 16X16 blocks.
     
  12. Heran Bago

    Heran Bago

    Ah! It's Puyo battle then. Tech Member
    This hack appears to be sex on stilts on rollerskates. I ernestly anticipate said sex.
     
  13. .hack//zero

    .hack//zero

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    okay, this won't be a problem anymore. Since I'm switching to sonED. Looks like I was right with the collision. Just need to figure out how to get the new art into it.

    oh yeah, anyone know where I can find the build.bat for sonED 2?
     
  14. Lostgame

    Lostgame

    producer/turnablist. homebrew dev. cosplayer. Oldbie
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    The O.I.C.
    Fix'd.

    *cough*

    Looks hawt so far, DHZ. =)
     
  15. .hack//zero

    .hack//zero

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    If you think that looks hawt, then take a look at this. If anybody is wondering why the objects aren't where they were LP. It's because I use so many objects I have to add more. Because of the area it was in. Just adding more wasn't really possible. Since sonED add all of the level data and stuff to the end rom. I deleted the extra crap. Then I doubled all the size of the object data in every levels. Plus a few I might use. But since the relative pointers only work up to 800 bytes away if I remember right. Sonic Hachelle-Bee helped by making the relative pointers absalute pointers. Holy crap, it's been awhile since that happened. Sep 14 2004, 07:13 PM Anyway, after that sonED wouldn't work with my hack. So I have to use a another sonic 2 rom to edit it. Then I would transfer the to my main rom. Art, and layout though sonED, and the object, and ring placement though hex. Once I get used to using sonED2 it should make things a lot easier.


    As for the release date for the next version.

    beta tester: When I'm done with the art in EHZ, and finished act 2.
    Actual release: When I'm done with the art in EHZ, finished act, and when I've finished the art in another zone and act 2 in that zone. I'm thinking either working on ARZ, or Ice cavern Zone.

    As for Ice cavern Zone, I do plan to really make it look like a ice cave. I just need to figure out how to do the ice effect.
     
  16. Ted

    Ted

    The Original Forum Gay Member
    lollerskates

    What they said. Hack, this is very nice. Keep up the good work.
     
  17. .hack//zero

    .hack//zero

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    Even though it doesn't have to directly with Sonic 2: Rebirth of Paradise. It will soon. Look at this pic. Since SHB didn't include him his guide, I'll make it soon. Thanks SHB for indirectly teach me how to do this. =P His guide, plus a little bit of playing around helped out a lot for figuring out how to do this. hmm, I've gotta recolor him.

    oh yeah, my plans for the beta enemies.

    EHZ: Snail, parahna
    ARZ: crocbot, parahna
    WZ: snail
    HTZ: snail, maybe the bats
    MCZ: bats
    HPZ: all execpt for the snail
     
  18. Varion Icaria

    Varion Icaria

    He's waiting.... Tech Member
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    S4: Cybernetic Outbreak
    Nicely done, Good work.
     
  19. .hack//zero

    .hack//zero

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    Working on a vulkan game engine for fun. Learning Ray-Tracing.
    In a way, I'm gonna take a small break from S2:ROP to learn some more techie shit. I'm trying to become a more rounded out hacker. Course this will be for ROP. Project for now: figuring out how to port sonic 1 enemies to sonic 2. If anyone could figure out how to do that without knowing asm, it would be me.
     
  20. Tweaker

    Tweaker

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    Porting enemies isn't as easy as you seem to think it is. However, I suggest talking to jman when it coes to objects -- he's very experienced in that area.

    However, in the end, it's really about learning match routines from one game to another, or port them over if they don't exist. It's not as hard as much as it's tedious, but it certainly takes a bit of practice, and at least basic knowledge of how the Sonic engine works.
     
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