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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. Quickman

    Quickman

    be attitude for gains Tech Member
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    omg porjcet
    Can I just say something?

    My ears are bleeding now.

    I'm also curious to know what's going on with the background, and also with the end title card.
     
  2. Stealth

    Stealth

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    Sonic Mania, HCGE, Sonic Megamix, SonED2, [...]
    The missing background bits are probably because of that hard up-left jerk the camera does at the top of the platform climbing area. I know that's why there are some screwed-up foreground bits there. The scrolling code only updates a small strip around the edge of the screen (keeps things fast), so you can't scroll any faster than 16 pixels per frame without skipping over some tiles. That's the real point of the whole "camera has to catch up if you're going too fast" thing, which ends up looking good on Sonic anyway. I'm interested in why the whole thing starts auto-scrolling when you're standing farther right than the center of the boss area, though

    The garbled level-out sprite is probably a bad mappings reference caused by adding the "act 4"
     
  3. jman2050

    jman2050

    Teh Sonik Haker Tech Member
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    Speaking of the hard jerk-on the camera does, you can easily solve this by, instead of setting the camera X boundary to the final value, you eventually get to that value by adding/subtracting te camera X boundary by a certain amount each frame. I ran into that problem in my Sonic 1 test hack, and that's how I solved it.

    Come to think of it though, the scrolling routine SHOULD make it so that it scrolls only 16 pixels in any direction regardless, instead of jerking to the correct position immediately. Perhaps I should examine the scrolling routine again, as I've never seen this happen in Sonic 2 (though tbh, I've never once put Sonic 2 in a similar situation)
     
  4. Hayate

    Hayate

    Tech Member
    Lol. Blame the shitty sound quality. It's only a preview video, after all.

    Stealth is correct. I have since changed the screen lock change so that it changes while you are guaranteed to be on the right-hand side of the screen (ie. on one of the platforms on the right), so you can't see it, but the lock for the area with 2 ring monitors not shown in that video at the top of the vertical platform part is still jerky. When I make a subroutine to cope with the screen locking properly (writing autoscroll over and over is evil) this will be properly fixed. Sonic 1 didn't include a subroutine to cope with things like this because it never had to use removal of screen locks. Sonic 2 did (in Death Egg) and Sonic 3 & Knuckles did (all over the place) hence why those games include such a subroutine.

    So am I. The background will scroll when you're standing farther right than $360 pixels. And, not only that, but if you are standing farther right than $360 pixels, the boss WILL NOT LOAD, until you go to the left again. I have no idea why - it doesn't seem to be a bug in my code (the only place I reference $360 pixels is in the code for the GHZ Boss object) - and in fact, the DSR routine doesn't seem to be being called at all in that situation.

    Correct, I have yet to fix that, but it should be fairly easy.
     
  5. ICEknight

    ICEknight

    Researcher Researcher
    Heh, Robotnik rides a bunny at the end.

    How did the animal get the ID of the eggmobile? Was it on purpose?
     
  6. Hayate

    Hayate

    Tech Member
    I don't know why or how that happened, but it isn't disastrous, so I'll leave fixing it till later.

    I'm working on making Chaos Zone, which contains the overworld, ending level, final level and final boss. Although it loads the correct 16x16 and 256x256 mappings, it just won't load the Chaos Zone Art or collisions - it loads SBZ art instead, and I have no idea what it did to the collisions. edit: I fixed this today.

    I also added a sound test feature when you pause. The intention was to use that as a cheat code entry but it didn't work, so I gave up on that. :P But it can still be used for changing the music, which is quite fun if you want to change the music to your favorite track while you play :P
     
  7. Hayate

    Hayate

    Tech Member
    [​IMG]

    Backgroundless Overworld (Chaos Zone act 1), with new yellow and gray colors on the HUD. :)

    Next thing to do is to remove Time and Rings from the Overworld HUD.

    There is still a free palette row for the background-to-be, and all Chaos Emerald colors are accounted for:
    Yellow Emerald - uses the HUD's yellow colors (ie. rings)
    Red Emerald - uses the HUD's red colors (ie. shoes) plus one extra shade of red
    Gray Emerald - uses the HUD's gray colors (ie. gray on various objects)
    Blue, Green and Purple Emeralds - use the colors from the level foreground
    Cyan Emerald - uses colors 2 to 5 on palette line 1.
     
  8. Sith

    Sith

    The molotov bitch Member
    Looks fantastic!

    If you have some tiles left try to input some additional patterns / structures.
     
  9. Cinossu

    Cinossu

    Administrator
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    Sonic the Hedgehog Extended Edition
    This is looking very nice. I look forward to seeing where you go with all this.
     
  10. Hayate

    Hayate

    Tech Member
    Lol, I have plenty of tiles left ;)

    I have decided to release the first beta:

    [removed, see Sonic and the Secret Extended Edition for the latest version]

    The SEGA sound is fucked up, I know. Somehow it got screwed up after editing the ASM a lot (as you can hear in the google video I uploaded), so I decided to remove it altogether, but forgot to stop it playing the sound, and it did that. I left it there for the hell of it, because it sounds funny. :P

    Anyway, press Start at the title screen and you'll go to Chaos Zone. Then you can choose which zone you want to go to by going to what will be an elevator but is currently just a hole in the ground. There are 6 of these, and going from left to right, they are Scrap Brain, Labyrinth, Marble, Green Hill, Spring Yard, and Star Light. The logic behind this is that if you start in the center, and work your way outwards, going right left right left right left, you'll play through the zones in the order of the original game.

    If you pause the game by pressing Start, the HUD will change to say "PAUSE". If you then press A, you'll return to Chaos Zone, and you can then choose another zone. If you press Up Down Left Right while paused, you'll get to a sound test, so you can listen to your favorite song while playing. :P

    After you complete a zone's boss, you'll go back to Chaos Zone automatically.

    Currently only the Green Hill boss works, so if you go to any other zone, you'll have to use Start+A to exit once you complete Act 3 (or Act 2 in the case of Scrap Brain).

    If you get an emerald, and then jump into a big ring for the same zone again, the game will freeze, so don't do that. I have yet to make the big rings delete themselves when you already have the zone's emerald.

    And yes, the GOAL spheres are meant to not make you lose the special stage. I'm going to remove them anyway, and simply have a time limit of 2 minutes on the special stage, so if you run out of time you lose the special stage (but not a life :P ). But to do that I need to get the HUD to work in special stages first (you'll notice that if you pause and unpause in a special stage, the score will be displayed).

    Comments plz. :)
     
  11. nineko

    nineko

    I am the Holy Cat Tech Member
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    Found some bugs:

    [​IMG]
    (this speaks for itself)

    [​IMG]
    (if you pause in the frame in which you hit an enemy, the score is messed up)

    [​IMG]
    (the rings ZERO vibrates)

    Other than that, AWESOME work. :worship:
     
  12. Sith

    Sith

    The molotov bitch Member
    I dl it. No time to play lately but anything I have on the HD I'll try sooner or later. :P ​
     
  13. Hayate

    Hayate

    Tech Member
    I know that. It will be fixed when I figure out how. :P

    It's meant to. If time is flashing it will do that as well. :P

    Glad you enjoyed it :lol:

    I just realized it's impossible to get the Scrap Brain Chaos Emerald... oh well.
     
  14. Squints

    Squints

    All souped-up. And DESECRATED! Member
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    RIIIIIIIIIIDGE RACERRRRRRRRRRRR
    Looks good so far! I noticed a couple of bugs, though:
    Using the Start+A method in Scrap Brain Zone yields odd results—it seems to bring you to a different zone based on how far you go into the level (at first, it brings you right back around to Scrap Brain Zone, but if you go a bit into the level, it brings you to Labyrinth Zone). Also, if you go too far to the right in the overworld and go down the "bottomless" pit (that should bring you to a level), you get the Red Screen.
     
  15. stuntmaster

    stuntmaster

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    Learning the whole Sonic hacking thing, Im gettin there Slowly....
    great stuff - im liking it

    all the bugs I was going to mention have already been mentioned.

    cant wait too see how this progresses into.
     
  16. Hayate

    Hayate

    Tech Member
    Squints: How coincidental - I just found out why that bug happens! Here is why:

    In the overworld, the DSR handles going into zones. If you go below Y-position $380 it will look at your X-position, add $80, divide by $200, and then use that as the index to which level to go to.

    Now, the DSR is called no matter what happens. When you use Start+A, there is a short amount of time where the screen is fading out but the level is still running. Start+A sets the level to $0600, ie. Overworld, and tells the level to restart. However, while the screen is fading out, the DSR is still called, so the DSR sees that the level is now $0600, and goes to the Overworld DSR code. If you happened to be above Y-position $380, you will correctly go to the overworld, but otherwise, you will either warp to Act 1 of a particular zone, or you will get the Red Screen, depending on your X-position.

    The problem of course is fixing the bug. I don't know of any way that I can stop the DSR being called while the screen is fading out, nor do I know of any way to tell it to wait until the screen has finished fading out before setting the level.

    And by the way, the Red Screen is the new error screen. I added it when I fucked something on the SEGA screen up, and the game kept resetting, so I couldn't tell whether the emulator or the game had the error. :P
     
  17. stormislandgal

    stormislandgal

    It's not a phase! Tech Member
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    The GOVERNATOR approves of this hack. It's pretty good. but nothing like my awesome body which can be seen in RISE OF THE MACHINES!!!1

    seriously, this stuff is good. I wonder what it'll turn out to be.

    Haha, Act 4 of GHZ was epic. I almost ran outta time on that one.
     
  18. Hayate

    Hayate

    Tech Member
    By the way, to keep you in anticipation, the Marble Zone Boss will be a scrolling boss - and yes, I do mean like the bosses in Mushroom Hill. =D
     
  19. Stealth

    Stealth

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    Sonic Mania, HCGE, Sonic Megamix, SonED2, [...]
    Will you be limiting Sonic's foreward movement to center-screen, and preventing the screen from moving any faster than the auto-scroll? What you did in GHZ4 allows Sonic to push the screen foreward normally if he gets moving fast enough. I'd guess that all you did was set the target left screen boundary and let it move itself that way?
     
  20. Hayate

    Hayate

    Tech Member
    Yeah, in the auto-scrolling parts of GHZ4, I simply set the left screen lock to the camera x position and then add 2 to both of them. It was deliberately designed that way so that you wouldn't have to wait.

    In the MZ boss, the screen will scroll faster, but you won't be able to move faster than the screen. You will be able to go all the way up to the right-hand side of the screen though. If I let you go faster than the screen in the MZ boss, Robotnik would get left behind. :lol:
     
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