Sonic 3C(ustomizable)

Discussion in 'Engineering & Reverse Engineering' started by Hayate, Jan 2, 2010.

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  1. Issue. I was playing as Knux and Tails, and beat the first act of Angel Island. On the second act, I didn't reach the next star post before I died.

    When I respawned...I appeared on Sonic's starting point!! D:
     
  2. LordOfSquad

    LordOfSquad

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    <!--quoteo(post=463678:date=Jun 5 2010, 12:10 PM:name=RGamer2009)--><div class='quotetop'>QUOTE (RGamer2009 @ Jun 5 2010, 12:10 PM) <a href="index.php?act=findpost&pid=463678">[​IMG]</a></div><div class='quotemain'><!--quotec-->Issue. I was playing as Knux and Tails, and beat the first act of Angel Island. On the second act, I didn't reach the next star post before I died.

    When I respawned...I appeared on Sonic's starting point!! D:<!--QuoteEnd--></div><!--QuoteEEnd-->

    This also happens playing as Amy.
     
  3. Aquaslash

    Aquaslash

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    <!--quoteo(post=463617:date=Jun 5 2010, 07:00 AM:name=dsrb)--><div class='quotetop'>QUOTE (dsrb @ Jun 5 2010, 07:00 AM) <a href="index.php?act=findpost&pid=463617">[​IMG]</a></div><div class='quotemain'><!--quotec-->Actually, I've always wondered why this is. I can't see much of a reason for it, though I assume it was intentional. You guys are good with coding; perhaps you can enlighten us as to how/why it's done, and/or if it looks intentional. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    They are suicide attackers. If they collide with the player like that, the animal is killed.
     
  4. Hayate

    Hayate

    Tech Member
    <!--quoteo(post=463636:date=Jun 5 2010, 01:44 PM:name=DigitalDuck)--><div class='quotetop'>QUOTE (DigitalDuck @ Jun 5 2010, 01:44 PM) <a href="index.php?act=findpost&pid=463636">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=463622:date=Jun 5 2010, 12:13 PM:name=Hayate)--><div class='quotetop'>QUOTE (Hayate @ Jun 5 2010, 12:13 PM) <a href="index.php?act=findpost&pid=463622">[​IMG]</a></div><div class='quotemain'><!--quotec-->Alright, I've found out the problem. Whenever Hyper Sonic uses his double jump, bits 0 and 1 of the boss's hitcounter are set.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Er... why?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Probably to do with how Hyper Sonic triggers special objects like checkpoints' bonus stage stars.

    <!--quoteo(post=463671:date=Jun 5 2010, 06:47 PM:name=shobiz)--><div class='quotetop'>QUOTE (shobiz @ Jun 5 2010, 06:47 PM) <a href="index.php?act=findpost&pid=463671">[​IMG]</a></div><div class='quotemain'><!--quotec-->Also, Hayate, check out sub_857C2. It's the routine used by Jawz to check if the collision should harm the player, and it uses an offset table which operates using the player's character ID. I'm guessing you haven't added an entry for Amy in that table, which probably causes the problem.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ah, I see. I'll have a look like you suggested.

    <!--quoteo(post=463672:date=Jun 5 2010, 06:50 PM:name=E-122-Psi)--><div class='quotetop'>QUOTE (E-122-Psi @ Jun 5 2010, 06:50 PM) <a href="index.php?act=findpost&pid=463672">[​IMG]</a></div><div class='quotemain'><!--quotec-->Tried out a 'starter' sprite of Amy standing:

    [​IMG]

    The second one is due to using a modified pallette, the darker colors may help better display shading, though I'm not sure what editing the palette will do to your hack.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I prefer the first one, and it's looking very good! Only one qualm though: should her legs really be that far back?

    <!--quoteo(post=463678:date=Jun 5 2010, 07:10 PM:name=RGamer2009)--><div class='quotetop'>QUOTE (RGamer2009 @ Jun 5 2010, 07:10 PM) <a href="index.php?act=findpost&pid=463678">[​IMG]</a></div><div class='quotemain'><!--quotec-->Issue. I was playing as Knux and Tails, and beat the first act of Angel Island. On the second act, I didn't reach the next star post before I died.

    When I respawned...I appeared on Sonic's starting point!! D:<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is known, it'll be fixed once I deal with the start locations table.

    <!--quoteo(post=463682:date=Jun 5 2010, 07:40 PM:name=Aquaslash)--><div class='quotetop'>QUOTE (Aquaslash @ Jun 5 2010, 07:40 PM) <a href="index.php?act=findpost&pid=463682">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=463617:date=Jun 5 2010, 07:00 AM:name=dsrb)--><div class='quotetop'>QUOTE (dsrb @ Jun 5 2010, 07:00 AM) <a href="index.php?act=findpost&pid=463617">[​IMG]</a></div><div class='quotemain'><!--quotec-->Actually, I've always wondered why this is. I can't see much of a reason for it, though I assume it was intentional. You guys are good with coding; perhaps you can enlighten us as to how/why it's done, and/or if it looks intentional. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    They are suicide attackers. If they collide with the player like that, the animal is killed.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I'd never thought of it this way. I think I shall keep it like they are then rather than changing them into normal badniks!
     
  5. DigitalDuck

    DigitalDuck

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    Do I get another cookie?
     
  6. dsrb

    dsrb

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    <!--quoteo(post=463671:date=Jun 5 2010, 06:47 PM:name=shobiz)--><div class='quotetop'>QUOTE (shobiz @ Jun 5 2010, 06:47 PM) <a href="index.php?act=findpost&pid=463671">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=463617:date=Jun 5 2010, 04:00 PM:name=dsrb)--><div class='quotetop'>QUOTE (dsrb @ Jun 5 2010, 04:00 PM) <a href="index.php?act=findpost&pid=463617">[​IMG]</a></div><div class='quotemain'><!--quotec-->The sharks 'pop' without a sound/animal/points if any other character collides with them without spinning (and thus gets damaged)…Actually, I've always wondered why this is. I can't see much of a reason for it, though I assume it was intentional. You guys are good with coding; perhaps you can enlighten us as to how/why it's done, and/or if it looks intentional. :)<!--QuoteEnd--></div><!--QuoteEEnd-->It was certainly intentional. Basically, the game has a standard collision routine which checks if the player's collided with an object and makes the player and object react accordingly, and that routine has a standard enemy subroutine which is used by most badniks. The Jawz badnik, however, doesn't use that enemy subroutine; instead, it uses another type of subroutine…if the collision is a type which should kill the badnik it acts just like any other badnik, but if the collision is a type which should harm the player it harms the player and then explodes anyway. So yeah. that's how it happens, although I can't tell you why they made it that way.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thanks!

    <!--quoteo(post=463694:date=Jun 5 2010, 08:09 PM:name=Hayate)--><div class='quotetop'>QUOTE (Hayate @ Jun 5 2010, 08:09 PM) <a href="index.php?act=findpost&pid=463694">[​IMG]</a></div><div class='quotemain'><!--quotec-->I think I shall keep it like they are then rather than changing them into normal badniks!<!--QuoteEnd--></div><!--QuoteEEnd-->
    I will just leave this here.
    <!--quoteo(post=463543:date=Jun 5 2010, 03:55 AM:name=dsrb)--><div class='quotetop'>QUOTE (dsrb @ Jun 5 2010, 03:55 AM) <a href="index.php?act=findpost&pid=463543">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=463536:date=Jun 5 2010, 03:41 AM:name=pyrotix)--><div class='quotetop'>QUOTE (pyrotix @ Jun 5 2010, 03:41 AM) <a href="index.php?act=findpost&pid=463536">[​IMG]</a></div><div class='quotemain'><!--quotec-->Hydrocity zone…is mostly a super high-speed level with loops, vertical corkscrews and speed boosters. There are frickin' jet-propelled sharks!<!--QuoteEnd--></div><!--QuoteEEnd-->
    BRB, going to ask Hayate to give them lasers<!--QuoteEnd--></div><!--QuoteEEnd-->
     
  7. Hayate

    Hayate

    Tech Member
    <!--quoteo(post=463711:date=Jun 5 2010, 09:13 PM:name=DigitalDuck)--><div class='quotetop'>QUOTE (DigitalDuck @ Jun 5 2010, 09:13 PM) <a href="index.php?act=findpost&pid=463711">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--id1--><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/9LiA8T0egJU&"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/9LiA8T0egJU&" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object><!--id2-->

    Do I get another cookie?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, but I can't be bothered to find another picture of one. =P

    I'd certainly like to know what's up with Super Knuckles' sprites! I never did anything to them. =\

    Also, I didn't even know you could do that manoeuvre with Knuckles + Tails. I tried doing it with Sonic + Tails, but he can't jump off very high at all.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->BRB, going to ask Hayate to give them lasers<!--QuoteEnd--></div><!--QuoteEEnd-->

    No. Just... no.
     
  8. DigitalDuck

    DigitalDuck

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    <!--quoteo(post=463716:date=Jun 5 2010, 09:24 PM:name=Hayate)--><div class='quotetop'>QUOTE (Hayate @ Jun 5 2010, 09:24 PM) <a href="index.php?act=findpost&pid=463716">[​IMG]</a></div><div class='quotemain'><!--quotec-->I'd certainly like to know what's up with Super Knuckles' sprites! I never did anything to them. =\<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's because K+T are charID 04 - it uses Sonic's super transformation routine, so the after-images use Sonic's tile layout instead of Knuckles', and he flashes all colours instead of just bright pink.
     
  9. dsrb

    dsrb

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    <!--quoteo(post=463716:date=Jun 5 2010, 09:24 PM:name=Hayate)--><div class='quotetop'>QUOTE (Hayate @ Jun 5 2010, 09:24 PM) <a href="index.php?act=findpost&pid=463716">[​IMG]</a></div><div class='quotemain'><!--quotec-->I didn't even know you could do that manoeuvre with Knuckles + Tails. I tried doing it with Sonic + Tails, but he can't jump off very high at all.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I didn't know it could be done at all in the original, perhaps unsurprisingly as I've barely played co-op.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->BRB, going to ask Hayate to give them lasers<!--QuoteEnd--></div><!--QuoteEEnd-->No. Just... no.<!--QuoteEnd--></div><!--QuoteEEnd-->
    [​IMG]
    It is a hard knock life.
    "You know, I have one simple request. And that is to have sharks with frickin' laser beams attached to their heads! Now evidently my cycloptic colleague informs me that that cannot be done. Ah, would you remind me what I pay you people for, honestly? Throw me a bone here!"
     
  10. Chaos Knux

    Chaos Knux

    Stable avatar temporary. Randomizer site down. Misfit
    <!--quoteo(post=463711:date=Jun 5 2010, 04:13 PM:name=DigitalDuck)--><div class='quotetop'>QUOTE (DigitalDuck @ Jun 5 2010, 04:13 PM) <a href="index.php?act=findpost&pid=463711">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--id1--><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/9LiA8T0egJU&"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/9LiA8T0egJU&" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object><!--id2-->

    Do I get another cookie?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Keep the rotating pallete, clean the afterimages. Make for better distinction between Hyper and Super Knux
     
  11. Hayate

    Hayate

    Tech Member
    The Jawz bug is now fixed, and applies to Blastoids too. Both of these enemies can now be killed with the hammer, and hurt you if you touch them in any other way (while playing as Amy) except while invincible.

    Also, I forgot to mention, but a little while ago I fixed the "smashing objects with hammer from a distance" bug. It arose simply because I forgot to moveq #0,d0 before moving a byte into it. Naughty naughty...
     
  12. Overlord

    Overlord

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    I must say those videos of DigitalDucks's are pretty neat. =P I think the most hilarious part is the instant death upon Act 2 starting - but the fact you essentially wrote in a Sonic Advance 1 boss from scratch, Hayate (and one of the more interesting - albiet pain in the arse =P - ones at that - impressive stuff.
     
  13. Hayate

    Hayate

    Tech Member
    <!--quoteo(post=463762:date=Jun 5 2010, 11:38 PM:name=Overlord)--><div class='quotetop'>QUOTE (Overlord @ Jun 5 2010, 11:38 PM) <a href="index.php?act=findpost&pid=463762">[​IMG]</a></div><div class='quotemain'><!--quotec-->I must say those videos of DigitalDucks's are pretty neat. =P I think the most hilarious part is the instant death upon Act 2 starting - but the fact you essentially wrote in a Sonic Advance 1 boss from scratch, Hayate (and one of the more interesting - albiet pain in the arse =P - ones at that - impressive stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks :3 I'm going to leave the instant death in, it's amusing.

    Now FFFF, did I ever mention I hate editing the save screen?

    [​IMG]

    Red Sonic and Yellow Knuckles in the life/continue icons. And the border is now blue. Grr. However, Tails' shoes are now correctly red (they were pink) and Sonic's shoes are now light blue (they were also pink).

    However, at least you can tell which character you're playing as now:

    [​IMG]
     
  14. DigitalDuck

    DigitalDuck

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    Oh, what the hell. Just to complete the set:

    <!--id1--><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/6X2Wssp4ncE&"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/6X2Wssp4ncE&" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object><!--id2-->

    <!--quoteo(post=463795:date=Jun 6 2010, 12:51 AM:name=Hayate)--><div class='quotetop'>QUOTE (Hayate @ Jun 6 2010, 12:51 AM) <a href="index.php?act=findpost&pid=463795">[​IMG]</a></div><div class='quotemain'><!--quotec-->[​IMG]

    Red Sonic and Yellow Knuckles in the life/continue icons. And the border is now blue. Grr. However, Tails' shoes are now correctly red (they were pink) and Sonic's shoes are now light blue (they were also pink).

    However, at least you can tell which character you're playing as now:

    [​IMG]<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think you're going to have to edit/remove the background to get the extra few colours you need in the palette to display Amy properly. Looking forward to the next release, though!
     
  15. E-122-Psi

    E-122-Psi

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    Fixed leg position. Got a little engrossed and touched up your walk cycle too (as well as rotating it so you have one less 'Sonic Stunt Double' too worry about):

    [​IMG]
     
  16. Hayate

    Hayate

    Tech Member
    <!--quoteo(post=463800:date=Jun 6 2010, 01:03 AM:name=DigitalDuck)--><div class='quotetop'>QUOTE (DigitalDuck @ Jun 6 2010, 01:03 AM) <a href="index.php?act=findpost&pid=463800">[​IMG]</a></div><div class='quotemain'><!--quotec-->Oh, what the hell. Just to complete the set:
    I think you're going to have to edit/remove the background to get the extra few colours you need in the palette to display Amy properly. Looking forward to the next release, though!<!--QuoteEnd--></div><!--QuoteEEnd-->

    I already took out some colors from the background and I'm sticking with what I've got =P 3 reds, 3 yellows/oranges, 3 pinks, 3 blues, 2 skin colors, white, black, 2 grays and transparent.

    It'll have to do.

    Until I bother to go grab the water palette changing code and make it apply on the data select screen too, so I can use the same palette row for the TV screens (above "water level") and emeralds (below "water level"). :v:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Looking forward to the next release, though!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, I've made a lot of bugfixes since 1.2, so I'm not sure if I want to release a 1.2.1 bugfix version or go screw with Flying Battery's zone order and leave the bugfixes to 1.3. Either way, here's a list of bugs fixed and left to fix before I make another release:

    Fixed:
    - Lack of screen locks in zones whose ID is > Icecap
    - Jawz bug
    - Smashing objects with hammer from a distance
    - Marble Garden act 1 end signpost graphics
    - New characters on data select

    Still to fix:
    - Reset hammer position when hurt
    - Still something wonky with air->ground hammer attack
    - Bubbles in HCZ2 boss load the wrong graphics
    - Make the AIZ button-triggered wall not breakable by Amy's hammer
    - Spinning top in MGZ2 that spazzes out and kills Amy for no reason, meaning there's no way to continue with the game
    - Remaining breakable walls that can't be broken with the hammer (Ice Cap, Launch Base, possibly others)
    - Add an invisible block to HCZ to stop Amy getting into S/T/K's boss... You know what, screw that. I should obviously just make it load the boss anyway, and then have Amy get instantly killed and sent to her proper starting location like the rest of the characters. :v:
    - Fix starting locations for new character slots
    - Fix hyper traits so they don't screw with boss hit counters
    - Fix Hyper Knuckles' graphics
    - Fix size of character name on the results screen (to remove gap after AMY and make Knuckles + Tails say KNUCKLES instead of KNUCK)
    - Character names and continue icons on the Special Stage result screen
    - Make Knuckles appear in the SS when you play as Knuckles + Tails
    - Life/continue icons on data select

    ...I didn't realize how many bugs there were until I wrote them out in a list. owo

    <!--quoteo(post=463809:date=Jun 6 2010, 01:23 AM:name=E-122-Psi)--><div class='quotetop'>QUOTE (E-122-Psi @ Jun 6 2010, 01:23 AM) <a href="index.php?act=findpost&pid=463809">[​IMG]</a></div><div class='quotemain'><!--quotec-->Fixed leg position. Got a little engrossed and touched up your walk cycle too (as well as rotating it so you have one less 'Sonic Stunt Double' too worry about):

    [​IMG]<!--QuoteEnd--></div><!--QuoteEEnd-->

    Those sprites are awesome. I'll be putting them in now. :3

    Think you could do the idle and running sprites too? The current running ones really annoy me, and the idle animation would look weird with the change of style.
     
  17. Willie

    Willie

    Each day the world turns Laugh 'til it all burns Member
    Those are really nice sprites of Amy. Good work E-122-Psi.
     
  18. E-122-Psi

    E-122-Psi

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    Thanx, fellas. :)

    <!--quoteo(post=463810:date=Jun 5 2010, 08:32 PM:name=Hayate)--><div class='quotetop'>QUOTE (Hayate @ Jun 5 2010, 08:32 PM) <a href="index.php?act=findpost&pid=463810">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=463809:date=Jun 6 2010, 01:23 AM:name=E-122-Psi)--><div class='quotetop'>QUOTE (E-122-Psi @ Jun 6 2010, 01:23 AM) <a href="index.php?act=findpost&pid=463809">[​IMG]</a></div><div class='quotemain'><!--quotec-->Fixed leg position. Got a little engrossed and touched up your walk cycle too (as well as rotating it so you have one less 'Sonic Stunt Double' too worry about):

    [​IMG]<!--QuoteEnd--></div><!--QuoteEEnd-->

    Those sprites are awesome. I'll be putting them in now. :3

    Think you could do the idle and running sprites too? The current running ones really annoy me, and the idle animation would look weird with the change of style.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yay!!! :)

    I could give it a shot though those will likely take longer since they don't reuse elements like the walk cycle. Is her hammer run like in Advance (similar to what I put in Amy in Sonic 1) okay or do you want to keep her previous 'swirly legs' animation? Do you want her idle the same?
     
  19. Hayate

    Hayate

    Tech Member
    I think the hammer run would probably be better, we all know how the swirly legs turned out. =P

    As for the idle animation, what she has in Advance would be best (albeit with far fewer frames). Been ages since I played Advance, now I'm getting distracted by it xD
     
  20. <!--quoteo(post=463810:date=Jun 6 2010, 05:32 AM:name=Hayate)--><div class='quotetop'>QUOTE (Hayate @ Jun 6 2010, 05:32 AM) <a href="index.php?act=findpost&pid=463810">[​IMG]</a></div><div class='quotemain'><!--quotec-->- Spinning top in MGZ2 that spazzes out and kills Amy for no reason, meaning there's no way to continue with the game<!--QuoteEnd--></div><!--QuoteEEnd-->
    If you're talking about what I think you're talking about I think that has more to do with the spring that launches Amy up-left diagonally when she's on the spinning top rather than the spinning top itself.
     
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