don't click here

Sonic and the Secret Extended Edition

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

Thread Status:
Not open for further replies.
  1. Hayate

    Hayate

    Tech Member
    http://video.google.co.uk/videoplay?docid=...654874796475821

    It's hard to see because of the shitty quality of the video, but try to notice that while in the scrolling part, the screen's X position (first 4 numbers on the bottom row of debug numbers) is always 0Axx. So I succeeded to get the screen to scroll indefinately =D

    Of course, since I know way less than I need to about sprites, I can't actually make the boss yet -_-
     
  2. Mr. Fox

    Mr. Fox

    Member
    559
    9
    18
    Wow.

    Why this good sir isn't a tech member yet?
     
  3. BadCopNoDonut

    BadCopNoDonut

    O RLY? Oldbie
    785
    0
    0
    Sonic D T
    Nice work man. I think you should leave the Robotnik riding the bunny bit. It adds a nice WTF? factor to the whole thing.
     
  4. Sith

    Sith

    The molotov bitch Member
    Indeed, I support that notion.

    Rob 4 tech!​
     
  5. Hivebrain

    Hivebrain

    Administrator
    3,068
    204
    43
    53.4N, 1.5W
    Github
    We aren't making everyone tech members any more. The bar has been raised significantly since the tech member cleanout.
     
  6. Hayate

    Hayate

    Tech Member
    Well, it'll stay there till I figure out how to fix it. :P Interestingly, in Marble Zone 4 (I set the DSR so that it would assume you'd beaten the as yet nonexistant boss after the timer reached 1:15), the capsule works completely with no glitches.

    I've also fixed up GHZ 3 and MZ 3, to add in some more level to make up for lack of a boss, and in the case of MZ I also made an extra path that you can take to avoid having to wait forever for the block to move across the lava.

    Currently though, I'm trying to get the level transitions to work (I wonder if anyone's done this before? lol). It's a bit problematic, but I'm getting somewhere. For some reason, I get to a playable, object-less, and graphically glitched zone if I try to use the transition from the overworld, but if I try to use it from the end of a level (where it was actually meant to be), I get a red screen of death. How ironic.

    I was wondering about that... although I'd much prefer being able to make my ideas work than have a green square under my avatar :P
     
  7. StephenUK

    StephenUK

    Liquor in the front, poker in the rear Tech Member
    1,678
    0
    16
    Manchester, UK
    Quackshot Disassembly
    I've got the S3K style transitions in my hack (thanks to Jman for the help), although I'm hacking S2. It's a lot more involved and complicated than you'd actually think it is though.
     
  8. Hayate

    Hayate

    Tech Member
    Aw crap, I was hoping I'd be the first. :P Still, no matter. XD

    It actually almost works now - all I need to do is to stop it re-fading in the palette, to remake the start of each non-act 1 level in SonED 2 so that it is the same as the end of the previous level, and to sort out the end level results screen (I just can't find what makes it fly off the screen in SBZ2) and the signpost.
     
  9. StephenUK

    StephenUK

    Liquor in the front, poker in the rear Tech Member
    1,678
    0
    16
    Manchester, UK
    Quackshot Disassembly
    Ah you're doing it that way. S3K actually had a different way of handling it which was pretty complex, but it meant that you didn't need to keep the layouts consistent between acts.
     
  10. Hayate

    Hayate

    Tech Member
    It doesn't really matter. :P

    I only have 2 problems left now. The first one is that some PLCs don't load when they should do, but I can probably fix this easily. The other one is with objects. The HUD is the only object I can keep on the screen between the previous level being unloaded and the next being loaded. This means that other objects disappear completely, and Sonic will warp to a new position once he reappears.
     
  11. nineko

    nineko

    I am the Holy Cat Tech Member
    6,369
    524
    93
    italy
  12. Sith

    Sith

    The molotov bitch Member
    Looks like a layer priority problem...
     
  13. Esrael

    Esrael

    Neto Tech Member
    306
    262
    63
    Brazil, São Paulo, Guarulhos
    Neto Assembler Editor / Sonic 2 Delta / Neto MD-DOS
    <!--quoteo(post=155136:date=Dec 16 2006, 01:56 PM:name=Rob)--><div class='quotetop'>QUOTE (Rob @ Dec 16 2006, 01:56 PM) [​IMG]
     
  14. Hayate

    Hayate

    Tech Member
  15. JcFerggy

    JcFerggy

    Do you want to taco 'bout it? Member
    1,394
    101
    43
    Can we cut this DHZ crap, its not that funny anymore. Sure ar first it was, but its getting old.

    Back on topic; If I remmber right, I think the special stage does have enough VRAM space to add the hud in. Also, are you going to be adding the whole Hud, or just the Rings part like in S3K?
     
  16. Cinossu

    Cinossu

    Administrator
    2,832
    46
    28
    London, UK
    Sonic the Hedgehog Extended Edition
    As has been previously mentioned, the space from unused SS items (especially the ones for Zone 1/2/3) should be sufficient, unless you plan to utilise them.

    As he mentioned a time limit too, I'd assume the timer as well. :P
     
  17. ICEknight

    ICEknight

    Researcher Researcher
    You can still be the first one to release such a thing.

    Either way, it would be nice to have a new background in there...

    (Not that the original wasn't good)
     
  18. Hayate

    Hayate

    Tech Member
    I will be keeping Rings, Time and Lives. Only score will be removed while in the special stage.

    That's IF I can get the object bugs fixed. :P

    I'm now starting to import S3&K-style Sonic. Can anyone tell me if S3&K uses the same format for mappings as S1, and if so, where the mappings for Sonic are located in S3&K? If not, I'll just redo them from scratch.

    EDIT: Screw that, the mappings are different. I'll redo them.
     
  19. JcFerggy

    JcFerggy

    Do you want to taco 'bout it? Member
    1,394
    101
    43
    Finally! Someone is doing S3K Sonic in Sonic 1, will you only be changing the walking to 8 frames, or are you going to add more as in the extra looking up, extra looking down, etc...?
     
  20. ICEknight

    ICEknight

    Researcher Researcher
    I can think of 2 quick solutions...

    1) Make the signpost fly into the distance as it starts spinning, so you won't have to replace it
    2) Make some BG tiles that mimic the signpost and put them in the level block that will appear when you start the act. Not sure if I explained myself good enough, but it's not such a clean fix anyway...
     
Thread Status:
Not open for further replies.