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Sonic 2 Retro Remix

Discussion in 'Engineering & Reverse Engineering' started by Thorn, May 30, 2008.

  1. Thorn

    Thorn

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    Sonic 2 Retro Remix
    Well, it should have been there. I've done the task myself about ten-odd times, a few in both Gens and Kega, and never has the final zone not loaded. I'd be willing to say you missed one... if you didn't hear the happy happy Chaos Emerald jingle seven times, you didn't get seven.

    Regardless, I'd say nobody else is really trying too hard at this point, so here's a savestate to bring you to the level in question.
     
  2. neonsynth

    neonsynth

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    I already did it before, but never said it. But yeah, thanks :P
     
  3. Fleet

    Fleet

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    This is a great hack, the levels are fun to play through and general gameplay is excellent.
     
  4. DDRKhat

    DDRKhat

    Keep on runnin' to the finish! Member
    I'm not sure if I heard it seven times but I'm completely sure I hit each and every monitor, I followed the maps on your website to get them all, so unless you're informing me there are some on Intro Zone that you didn't map up...

    For the sake of personal interest I even made a tool-assisted recording (It's always interesting to watch them play back) to obtain them as fast as possible so I am 100% certain I hit each one you marked on your maps. Anyway, thanks for the savestate, I'll grab it when I go home.
     
  5. RamiroR

    RamiroR

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    OMG, I'v been fooled with the clock monitor :psyduck:
     
  6. Bareirito

    Bareirito

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    Because the clock monitor slows you down, but I don't know if it is on purpose.
     
  7. Thorn

    Thorn

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    ^Yes, it's on purpose. Go ahead, smack a spring when you only fall at half speed.
     
  8. DDRKhat

    DDRKhat

    Keep on runnin' to the finish! Member
    Thanks for the save-state, Thorn.
    If you're interested I could give you the input recording I mentioned earlier to perhaps diagnose it and see if I did miss any in someplaces you didn't mark?


    Turns out I missed one near the end of Chemical Plant Zone 1. So it could be that. I got around to reviewing it today.
     
  9. Thorn

    Thorn

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    Right, so, there's a beta near the bottom of this post. Read the preceding paragraphs before downloading it lest you make a stupid reply that's already being addressed in this post and have somebody call you on it.

    First off, this beta is *not* meant to replace the old one. This one is restricted to less levels for the sake of trying out a new play-style.

    Secondly, said new play-style is based on finishing certain tasks to obtain MacGuffins à la Super Mario 64. You get nothing for just running through a level, or, depending on your reaction to the last beta, watching a level play itself. >_> The MacGuffins are obligatory Emeralds, and there's 14 in this beta. There is no prize for getting them all at the moment, nor is there any sort of save system in yet (I.e. use savestates).
    EDIT: If you get all of the emeralds you care for, get stuck, or enter a level accidentally, you can bail out by pausing and pressing A.

    For score attack missions, think "modified Sonic Adventure 2". If you can smash it or collect it, it's probably worth points, and invincibility doubles points so be sure to combo badniks like mad or bolt down crazy looping pathways with lots of rings. The time bonus is calculated just as in Sonic Adventure 2, so plan accordingly. The maps from the last beta are still helpful for one mission in each act, although layouts have been modified ever-so-slightly to accomodate the missions. These are the first levels, so all of the missions have quite a bit of leeway and are more about exploration than skill. If I continue with this play-style, they'll get harder as the game progresses, of course.

    So, yeah. Here's the ROM, and I'd very much like opinions on the play style before I decide how to design the rest of the levels. If there are any bugs in the tracking of completed missions, please tell me before I start coding this system for every level. A strategy guide for the current beta might go on the Wiki soon, if I'm not lazy.

    Unreleatedly, DNXDelta messaged me last night regarding hacking again, so there might be more to show soon. Also, a big thanks to qiuu for his help over the last few days.
     
  10. Namagem

    Namagem

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    I realy enjoyed Cascade Speedway, but I found a bug with it. If you stop at the beginning and turn around and head toward the start of the level (like I did looking for emeralds) the game freezes.
     
  11. Thorn

    Thorn

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    ^ Glitch worked around, game re-uploaded. If the problem still occurs, somebody tell me.
     
  12. Ollie

    Ollie

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    I'll try it out, this beta sounds quite an interesting concept. Nice to hear that you got in contact with DNXDelta again. I've been following this hack from the start and I can't wait to hear if the old team getting back together again offically. :v:
     
  13. GT Koopa

    GT Koopa

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    Ok ok. I was about to post how I was stumped on the "cave under the falls" however I was going around randomly to get to the spot to take a screenshot of the emerald under the bridge when all of a sudden the music changes and I am all WHAAAAAAAT? And travel in a new place I hadn't seen before and eventually I get back up to the emerald in question. Good show. Trying to refind that place as we speak.
     
  14. neonsynth

    neonsynth

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    Wow, Thorn. I really like the newer engine.
    It gives people something to do, instead off—as you said before—running straight trough the level. It gives the game more challenge.

    Anyway, I'll strife through each pixel and betatest this one because of boredom. =P
    (Nah, I'll send you a PM with a list of them. I found a one so far.)
     
  15. DNX

    DNX

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    Well, it's been some while since I touched a rom so I thought I'd post a pic as well as ask for some constructive criticism on it.

    [​IMG]

    Basically, I'm revamping CVZ a bit, but the vision that I have on the rocks are very faint. So if I could use your help on what needs to be done, I would sure appreciate it. The same would probably go for the grass.
     
  16. Namagem

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    A couple thoughts:
    1: The waterfalls look a little too uniform to me. I know this is just a concept, but the waterfalls all ligned up like that doesn't look right to me.
    2: The cracked square blocks could stand to fit in with the other blocks just a little bit.
     
  17. Cinossu

    Cinossu

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    I like, but a couple of things look off to me.

    As already said by Namagem, the waterfalls look a little too uniform in shape. There needs to be a little bit of variety in there.
    The sand looks a little too dark, colour-gradient-change-wise. It may look better with the background on it too, but I dunno.
    The side edge of the ground looks odd, especially the grass right at the edge. The ground is a completely different pattern, and the grass looks like it's just meant to continue on to another tile.

    Otherwise, I like. :P
     
  18. neonsynth

    neonsynth

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    Haha, okay. Since the tiles are revamped I don't need to tell the bug. (Sorry, I've been too lazy with betatesting and reallife-problems, though.)

    Anyway, looks pretty much good to me. :psyduck:
     
  19. DNX

    DNX

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    I appreciate all of your comments so far. I'm already tweaking around with the designs, I just need some more little details to be mentioned along the way.
     
  20. DNX

    DNX

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    *Double post*
    [​IMG]
    Hhhhhmmmmmmmm....?