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Sonic and the Secret Extended Edition

Discussion in 'Engineering & Reverse Engineering' started by Hayate, Dec 9, 2006.

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  1. Hayate

    Hayate

    Tech Member
    GHZ is now completable:

    [​IMG]

    I don't know why the time bonus disappeared, though. I'll be sure to fix that soon.

    The ground is cut off where the x position hits $8000 pixels. I have an idea of how to extend the maximum level layout size to $10000 pixels, though.
     
  2. NeonSynth

    NeonSynth

    Previously 'SonicVaan' Member
    390
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    Germany, W├╝rzburg
    Betatesting, Various hacking projects, programming synthesizers, music production
    <!--quoteo(post=386026:date=Dec 17 2009, 09:10 PM:name=Hayate)--><div class='quotetop'>QUOTE (Hayate @ Dec 17 2009, 09:10 PM) <a href="index.php?act=findpost&pid=386026">[​IMG]</a></div><div class='quotemain'><!--quotec-->GHZ is now completable:

    [​IMG]

    I don't know why the time bonus disappeared, though. I'll be sure to fix that soon.

    The ground is cut off where the x position hits $8000 pixels. I have an idea of how to extend the maximum level layout size to $10000 pixels, though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hey! Great job so far! That said, I wish you good luck on fixing the rest and the other zones. :P
     
  3. Hayate

    Hayate

    Tech Member
    Update:

    - MZ Lava works now (fireballs still don't, though).
    - The MZ draining lava scene and the MZ boss still need to be completely rewritten.
    - Caterkillers don't crash the game any more, but the body segments still go into the ground and aren't destroyed when you kill the head.
    - You can now spindash on the 64x96 MZ moving blocks, buttons, SYZ searchlights, and maybe a few other solid objects.
    - The GHZ bridge has a few issues (jumping on them in certain places causes Sonic and the bridge to spasm, but jumping again or simply walking left or right fixes it).
    - The GHZ rotating-spikes-on-a-pole objects now hurt you correctly.
    - SYZ Searchlights are also breakable by Big Sonic now.
    - SYZ is now fully playable. When you get to the end of act 3, it pretends it's act 4 and lets you complete the zone. I have a boss idea planned out though.
    - I've made several minor level layout edits in SYZ, and have fixed the layering issues (except for the remaining tiles I haven't drawn yet for curves in the inside areas).
    - LZ no longer redscreens, but still has very odd art loading issues (I.e. if you don't wait at the start of the zone for about 10 seconds, some graphics get screwed up, even spikes and things that aren't specific to LZ).
    - LZ moving-platform-on-a-chain objects have been disabled for now (and other objects added temporarily to let you get through the level) as they would have caused crashes to which there is no simple fix. They'll be rewritten at some point. The SBZ ones will also be disabled, but I haven't got on to that zone yet.
    - Several other enemies (Jaws, Burrobot, Roller, Basaran) have been fixed to work correctly again.
    - Yadrins also work correctly with their own custom touch response code.
     
  4. Aquaslash

    Aquaslash

    Emerald Dragoon Moderator
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    I have to wonder, just how you broke the game so badly in the first place XD
     
  5. Hayate

    Hayate

    Tech Member
    By rewriting half the engine. =P
     
  6. Hayate

    Hayate

    Tech Member
    It's a day early, but <a href="http://forums.sonicretro.org/index.php?showtopic=8580&st=0#entry154009" target="_blank">Merry Christmas.</a>
     
  7. Spanner

    Spanner

    The Tool Member
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    Sonic Hacking Contest
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Sorry, but you do not have permission to use this feature. If you are not logged in, you may do so using the form below if available.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Could you just upload it somewhere or add it to the wiki? Thanks.
     
  8. Hayate

    Hayate

    Tech Member
    fixed.
     
  9. MarkeyJester

    MarkeyJester

    Time to Grow Up. Resident Jester
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    Having never played your hack before, I decided to take time with it and play it throughout as much as possible. I am impressed, however surprised at the same time in both good and bad ways, to describe you hack would be technically impressive, yet buggy. So, where the begin? right at the beginning I think.

    The splash screens were pretty decent, and having that second screen pull out into the title screen I found to be nicely presented, with title screen's background image that scrolls along being nice touch, I found it to be a great welcome into the game, I also enjoyed to music too. The character select screen, the way that it would scroll up shifting the title screen out the way was pretty awesome, however I couldn't help notice glitches with your select screen, such as a blue knuckles and score data presenting as if a game was already played, I also found that I'd get different results depending on emulator it is currently being played on.

    So, starting the game with Sonic. A sort of over world map presented in front of me with different zones to be played on, I enjoyed that. The design for it is pretty nice, however the background appears to be glitchy, I'm not sure if it's suppose to look like that or not which explains why I'm only assuming. The way that you select the zone to play is fun and cool, but I often found I had to reposition the character correctly before pressing down to get onto the zone, which is kinda annoying in my opinion.

    The levels, I'll start with the first obvious thing, the sprites seem to be ported well, including an air bubble which I seemed to have obtained automatically from start (Intentional?). Upon jumping with that air bubble however, it appears to present it's self upside-down. The HUD looks nice although the RINGS, when red, appear 1 pixel lower which looks slightly odd but the stars, assuming they're the number of lives, that's cool and different, I liked that. Deformation and level design seem VERY odd, the BG clouds to GHZ look scrambled, and sometimes the draw code fucks up, but meh, I can over look that =P

    Now certain things came to mind like the S Bends, for some reason they seem to cause collision or object position glitches, you might wanna look into that, but the act transitions were cool. The level's layout seemed to fit nicely the way it looked, but not the way they played in some areas. When I got to the boss, I thought it was cool to have to work my way up to the boss before the fight, but I did find it frustrating the way the objects were placed and the screen's auto-movement pushing me, and the spike's art was pretty glichy in the beginning (I'm assuming it's due to the time it takes to decompress the art before presenting, so I over looked that a tad).

    The boss fight was fun in ways, having the ball drop and bounce around after a certain amount of hits, was unexpected and challenging (Robotnik's art doesn't seem to fit the palette me thinks =P), the prison capsule doesn't look so fun to press when it's standing on the end of a level chunk, where upon pressing the button can result in death, missed a piece out?

    OK, I got to LZ in the end and a nice idea to start it underwater, but the level appears the glitch for a short period of time before correcting it's self, also Sonic seems to be able to jump extremely higher than normal to begin with lol. But apart from the usual glitches which I also noticed in GHZ, it turned out OK. The spindash (Before I forget to mention) I think there's something up with that, something about it feels incorrect, maybe that fact that the Screen's stall position fucks up a bit might have something to do with it.

    I think I'll stop here for now, I found the hack to be interesting and fun in ways, but major glitchy, I hope you manage to fix those bugs in due time. Otherwise, awesome work =)
     
  10. Hayate

    Hayate

    Tech Member
    A long post deserves a long reply!

    First of all, release 4.2 is really only here to show off what I've been up to in the last couple weeks. I made no attempt to fix every bug - I just wanted to get it to a point where most of the game was to some degree playable. Several of the bugs you point out are listed as known ones in the first post.
    <!--quoteo(post=388617:date=Dec 24 2009, 09:17 PM:name=MarkeyJester)--><div class='quotetop'>QUOTE (MarkeyJester @ Dec 24 2009, 09:17 PM) <a href="index.php?act=findpost&pid=388617">[​IMG]</a></div><div class='quotemain'><!--quotec-->I couldn't help notice glitches with your select screen, such as a blue knuckles<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's a palette issue which I'm too lazy to fix at the moment. :P
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->score data presenting as if a game was already played, I also found that I'd get different results depending on emulator it is currently being played on.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'll have to look into that... it's been a long time since I cleared the Gens save file, and Exodus always says zero for everything.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->the background appears to be glitchy, I'm not sure if it's suppose to look like that or not which explains why I'm only assuming.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Known bug.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The way that you select the zone to play is fun and cool, but I often found I had to reposition the character correctly before pressing down to get onto the zone, which is kinda annoying in my opinion.<!--QuoteEnd--></div><!--QuoteEEnd-->
    If you stand on the elevator and release all buttons, Sonic should walk to the center by himself, at which point you can press down.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->including an air bubble which I seemed to have obtained automatically from start (Intentional?).<!--QuoteEnd--></div><!--QuoteEEnd-->
    Not intentional. Someone I sent a beta too told me they seemed to have obtained a water shield automatically at the start, but you certainly aren't supposed to have one. My only guess is that a water shield is being read from whatever garbage the game's SRAM started out at (which /should/ be all zeroes).
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Upon jumping with that air bubble however, it appears to present it's self upside-down.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'll have to check that.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The HUD looks nice although the RINGS, when red, appear 1 pixel lower which looks slightly odd<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's deliberate. The TIME also moves down a pixel when it's red. I wanted to make the counters shake as well as flash, though you aren't the first person to dislike this feature...
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->but the stars, assuming they're the number of lives, that's cool and different, I liked that.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Stars are the replacement for lives, except that you have infinite lives so dying doesn't decrease your star count. I'm intending to (at a much later stage) let you buy things with stars.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->level design seem VERY odd<!--QuoteEnd--></div><!--QuoteEEnd-->
    How so?
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->the BG clouds to GHZ look scrambled<!--QuoteEnd--></div><!--QuoteEEnd-->
    Known bug, this is caused by the GHZ background being converted wrong.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->sometimes the draw code fucks up, but meh, I can over look that =P<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, it's a known bug though I'm not sure why this happens. It's a bug I'd really like to get rid of.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Now certain things came to mind like the S Bends, for some reason they seem to cause collision or object position glitches<!--QuoteEnd--></div><!--QuoteEEnd-->
    I haven't noticed any glitches with the S-bends. Can you give an example?
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I did find it frustrating the way the objects were placed and the screen's auto-movement pushing me<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's supposed to be like that. Marble Garden and Flying Battery were just as frustrating; you get used to it after a while. =P
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->the spike's art was pretty glichy in the beginning (I'm assuming it's due to the time it takes to decompress the art before presenting, so I over looked that a tad).<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's actually due to the fact that the signpost shares art with monitors and spikes. I'm not really sure what to do about that - obviously I'll have to rearrange the VRAM yet again.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Robotnik's art doesn't seem to fit the palette<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, it needs to be redrawn at some point.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->the prison capsule doesn't look so fun to press when it's standing on the end of a level chunk, where upon pressing the button can result in death, missed a piece out?<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=0:date=:name=Known Bugs list)--><div class='quotetop'>QUOTE (Known Bugs list)</div><div class='quotemain'><!--quotec-->GHZ is missing a piece of ground under the capsule after the boss. To clear the act jump on the top right corner of the capsule, then jump on the button while running left. The terrain cuts off here because this is where the level reaches $8000 pixels horizontally and there isn't yet room for bigger levels (but there will be in release 4.3, hopefully).<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->the level appears the glitch for a short period of time before correcting it's self<!--QuoteEnd--></div><!--QuoteEEnd-->
    I have absolutely no idea why that happens. Also, if you run a few screens to the right before waiting for all the art to load, it'll screw up and load art in the wrong places.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->also Sonic seems to be able to jump extremely higher than normal to begin with lol.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I've known about that for ages, but I haven't done anything about it because it's funny as fuck and really doesn't mess with gameplay at all. It'll probably be the last LZ bug I fix =P
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->But apart from the usual glitches which I also noticed in GHZ, it turned out OK.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You didn't play act 3, did you? :v:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The spindash (Before I forget to mention) I think there's something up with that, something about it feels incorrect, maybe that fact that the Screen's stall position fucks up a bit might have something to do with it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I didn't notice anything wrong with the spindash myself...
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I think I'll stop here for now<!--QuoteEnd--></div><!--QuoteEEnd-->
    I take it you didn't play MZ then? :P

    Thanks for all the positive comments as well; I don't like to have to respond to every single one with the same message, so I just put this here instead. ;)
     
  11. Alan

    Alan

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    Its very good, couple of things I noticed that I don't think are known bugs.

    If you spindash on a bridge then have chopper hit you from under, sometimes Sonic will exit his spindash but still have the dash animation then later preform the dash.

    Boss seems to eject you away when you hit, therefore during the build up part of the level you can get ahead of him jump on top then he will take you nearly to the top of the level but as he stops and waits for you to enter from the right. He will stop you can kill him then the screen locks but you can never get to the top now.

    Using Kega Fusion I started the game with a huge score, huge amount of lives, all emeralds and lighting shield. This was for Sonic, Knux, the Tails slot and also the 4th slot that has no name as it puts rings in the hud :P

    Only played GHZ.
     
  12. Hanoch

    Hanoch

    Also known as TheKnock, Birashot Member
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    Having invincibility and 50 rings transforms you into super sonic.
     
  13. Hayate

    Hayate

    Tech Member
    <!--quoteo(post=388830:date=Dec 25 2009, 11:55 AM:name=Alan)--><div class='quotetop'>QUOTE (Alan @ Dec 25 2009, 11:55 AM) <a href="index.php?act=findpost&pid=388830">[​IMG]</a></div><div class='quotemain'><!--quotec-->If you spindash on a bridge then have chopper hit you from under, sometimes Sonic will exit his spindash but still have the dash animation then later preform the dash.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Doesn't happen for me. Can you make a GMV of this bug?

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Boss seems to eject you away when you hit, therefore during the build up part of the level you can get ahead of him jump on top then he will take you nearly to the top of the level but as he stops and waits for you to enter from the right. He will stop you can kill him then the screen locks but you can never get to the top now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's more of an oversight than a bug, and I'm not sure what to do about it. You're supposed to be able to get all 12 hits in like that, but he should push you into the boss arena on the last hit.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Using Kega Fusion I started the game with a huge score, huge amount of lives, all emeralds and lighting shield. This was for Sonic, Knux, the Tails slot and also the 4th slot that has no name as it puts rings in the hud :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'll see what I can do about the SRAM initialization problems.

    <!--quoteo(post=388832:date=Dec 25 2009, 12:35 PM:name=Hanoch)--><div class='quotetop'>QUOTE (Hanoch @ Dec 25 2009, 12:35 PM) <a href="index.php?act=findpost&pid=388832">[​IMG]</a></div><div class='quotemain'><!--quotec-->Having invincibility and 50 rings transforms you into super sonic.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Err, what?
     
  14. Destructiox

    Destructiox

    Masochistic Maniac, Raving Lunatic Member
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    Sonic 1 Lunacy.
    yeah, I got a big monitor and I was temporarily transformed into Super Big Sonic. That may be the intended behaviour or not, but I thought I'd report that :v
     
  15. Hayate

    Hayate

    Tech Member
    <!--quoteo(post=388841:date=Dec 25 2009, 01:03 PM:name=Destructiox)--><div class='quotetop'>QUOTE (Destructiox @ Dec 25 2009, 01:03 PM) <a href="index.php?act=findpost&pid=388841">[​IMG]</a></div><div class='quotemain'><!--quotec-->yeah, I got a big monitor and I was temporarily transformed into Super Big Sonic. That may be the intended behaviour or not, but I thought I'd report that :v<!--QuoteEnd--></div><!--QuoteEEnd-->

    Are you sure you didn't triple jump at the same time? Triple jump transforms you and you only need one emerald for now for testing purposes. I haven't ever been transformed into Super Sonic from an up monitor.

    Unless what you mean is, you transformed into normal (blue) Big Sonic but you thought he was super because it changed the music and he can crush enemies. Well Big Sonic is supposed to be able to crush enemies (and break rocks and monitors), but he's still vulnerable to projectiles, lava, spikes etc.

    If you really did manage to transform into Super Big Sonic just by hitting an up monitor, do give me a GMV of it.
     
  16. The screen goes badly wrong if you stand still as mini-knuckles:

    [​IMG]

    Everything else appears normal, albeit it's nigh-impossible to see anything
     
  17. Destructiox

    Destructiox

    Masochistic Maniac, Raving Lunatic Member
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    Sonic 1 Lunacy.
    <!--quoteo(post=388847:date=Dec 25 2009, 02:10 PM:name=Hayate)--><div class='quotetop'>QUOTE (Hayate @ Dec 25 2009, 02:10 PM) <a href="index.php?act=findpost&pid=388847">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=388841:date=Dec 25 2009, 01:03 PM:name=Destructiox)--><div class='quotetop'>QUOTE (Destructiox @ Dec 25 2009, 01:03 PM) <a href="index.php?act=findpost&pid=388841">[​IMG]</a></div><div class='quotemain'><!--quotec-->yeah, I got a big monitor and I was temporarily transformed into Super Big Sonic. That may be the intended behaviour or not, but I thought I'd report that :v<!--QuoteEnd--></div><!--QuoteEEnd-->

    Are you sure you didn't triple jump at the same time? Triple jump transforms you and you only need one emerald for now for testing purposes. I haven't ever been transformed into Super Sonic from an up monitor.

    Unless what you mean is, you transformed into normal (blue) Big Sonic but you thought he was super because it changed the music and he can crush enemies. Well Big Sonic is supposed to be able to crush enemies (and break rocks and monitors), but he's still vulnerable to projectiles, lava, spikes etc.

    If you really did manage to transform into Super Big Sonic just by hitting an up monitor, do give me a GMV of it.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    No idea how to record GMV, and there's a small possibility I did 'triple jump' as I broke the monitor but if it happened I was unaware. And I believed he was super big sonic because he donned super sonic's palette as he changed into big sonic for a brief moment of time.
     
  18. nineko

    nineko

    I am the Holy Cat Tech Member
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    <!--quoteo(post=388875:date=Dec 25 2009, 05:29 PM:name=Destructiox)--><div class='quotetop'>QUOTE (Destructiox @ Dec 25 2009, 05:29 PM) <a href="index.php?act=findpost&pid=388875">[​IMG]</a></div><div class='quotemain'><!--quotec-->No idea how to record GMV<!--QuoteEnd--></div><!--QuoteEEnd--><a href="http://info.sonicretro.org/Gens_Rerecording" target="_blank" style="background: url(http://info.sonicretro.org/images/5/50/Reticon.png) right no-repeat; padding-right: 20px; border-bottom: 1px dotted #3366BB; color: #3366BB; cursor:pointer; text-decoration:none;" class="wiki">Gens_Rerecording</a>
     
  19. Destructiox

    Destructiox

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    Sonic 1 Lunacy.
    Seems to be some very strange things going on with object loading, at least in GHZ2. I'll make some gmv's later of it. Another thing, I died in a bottomless pit with the fire shield in GHZ2, (coincidentally due to this odd object loading) and kept the shield upon the level reloading.
     
  20. Alan

    Alan

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    <!--quoteo(post=388838:date=Dec 25 2009, 12:56 PM:name=Hayate)--><div class='quotetop'>QUOTE (Hayate @ Dec 25 2009, 12:56 PM) <a href="index.php?act=findpost&pid=388838">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=388830:date=Dec 25 2009, 11:55 AM:name=Alan)--><div class='quotetop'>QUOTE (Alan @ Dec 25 2009, 11:55 AM) <a href="index.php?act=findpost&pid=388830">[​IMG]</a></div><div class='quotemain'><!--quotec-->If you spindash on a bridge then have chopper hit you from under, sometimes Sonic will exit his spindash but still have the dash animation then later preform the dash.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Doesn't happen for me. Can you make a GMV of this bug?
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Went to make GMV, I was little incorrect in what I said. Its really easy to recreate.
    The bridge works normal if your walking on ground then walk onto the bridge. However, if you jump and land on the bridge it will stay straight and doesn't dip. Because of that collision starts to go all weird and when your in the build up for spindash you can press left/right and move out of it. Thats when this bug happens.

    Ill still make GMV if needed.
     
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