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Sonic AX

Discussion in 'Engineering & Reverse Engineering' started by LordOfSquad, May 31, 2008.

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  1. BadCopNoDonut

    BadCopNoDonut

    O RLY? Oldbie
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    The pallete for Marble Zone and for Labyrinth Zones look good. Spring Yard Zone isn't half-bad either, but Green Hill Zone...too much green man. As I tell a lot of people...you should consider trying to put in new art, even if its something that's just a tweak on the existing art rather than a full-blown overhaul. The GHZ and SLZ edits on Aka Mekon's hack are the best examples of what I mean. Done right, just amending the existing art can add a whole new feeling to a level.
     
  2. LordOfSquad

    LordOfSquad

    bobs over baghdad Member
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    Surprise. I bring you gifts of nothing, only a small update. SonED will not work for me, it crashes everytime I try and use it. SO, I will instead copy my work piece by piece into a split disassembly. Hooray. Tedious work possibly, but I'm sure it will all be worth it in the end. HAHAHA, disregard that. Just a silly n00blet here not knowing how a split disassembly works.

    Just letting whoever cared know that the hack isn't dead.
     
  3. Squints

    Squints

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    RIIIIIIIIIIDGE RACERRRRRRRRRRRR
    The palletes are really hit-or-miss to me. I think the green soil just plain doesn't work for GHZ, but maybe tweaking the shades would be an improvement. MZ, on the other hand, is fantastic and really pulls off a convincing "snowed over" look. I'm not a big fan of the red background in SYZ; it looks too evil for such an early level in the game. LZ is great. The foreground/background contrast is awesome, and it reminds me of something (but don't ask me what).
     
  4. LordOfSquad

    LordOfSquad

    bobs over baghdad Member
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    Eh, were you looking at the earlier pictures of Plush Plains? Because the newer version looks quite nice to me, but even so, everyone is entitled to an opinion. In any case, I think the pallet will stay. As for Roundbout Rapture, I can see what you mean about the whole "evil" thing. I'm trying to pull off a city sunset look with that level, so any help with that would be appreciated. Thanks for your comments!

    And another thing, I got around to recording a quick gameplay video. It's uploading at the moment. HOORAY, awful Youtube video ahoy!

    http://ca.youtube.com/watch?v=IzX2gnotAIU

    Enjoy, feel free to ask questions.
     
  5. LordOfSquad

    LordOfSquad

    bobs over baghdad Member
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    Alright, I'm sick of waiting to share this. Here it is.

    Features in this build include:
    -New Layouts for Green Hill Act 1 and Marble Act 1, with Spring Yard Act 1 and Green Hill Act 2 layouts in progress.
    -New pallets for all zones.
    -Shitty music edits for Green Hill, Marble, and Spring Yard.
    -Compressed Art courtesy of the SCAA.

    Future Features will be:
    -Imported music.
    -Minor ASM (Spindash and whatnot).

    Without further ado, here's the link. Enjoy and give feedback (as always).

    http://www.megaupload.com/?d=5NXLIXIP

    (And I know about the weird art in Scrap Brain 3, by the way).
     
  6. Thorn

    Thorn

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    To put it simply, the hack needs a lot more polish. Green Hill 1's layout was pretty good for a first layout, but walking along the bottom of the screen in Marble 1 was "wtf?", and the layout in general felt disjointed to the point that it needs reworking.

    Then there's the music. I can understand wanting to swap the voices in tunes; that's something I don't see enough of anymore and it can make old tunes sound new. But what you had in the ROM was so screechy I took my headphones off 10 seconds in. This is the part where new hackers tend to say, "I didn't really understand the Wiki," so I'm going to try something since it's clear you made the effort to read it and try things out. I'll attach an edited version of Mushroom Hill 1's music that I made but never used, because it really seems to fit the theme of your level what with the plush greens and mushroom bridges. If you want, you can take it and insert it into the ROM by yourself since you seem to know how to hex edit, and it'll be all yours. It seems easier to insert new music than to modify existing files in a lot of cases, so I figured I'd put this on the table. *shrugs*

    Anyway, keep plugging; your first level makes it clear that you can make a solid game.
     
  7. LordOfSquad

    LordOfSquad

    bobs over baghdad Member
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    Seriously? You're just letting me have it? That is pretty kickass, thanks much!

    I will admit, the voice editing was just me swapping values and hitting buttons to see if anything good would come out of it, since that usually works for me for most things. But I'm glad you want me to go further with this.

    And like I said earlier, I'm going to try my hand at porting some songs from other games once I understand things more. My plans are as follows:

    Plush Plains: Mushroom Hill 1 - Sonic & Knuckles (Once again, thanks)
    Snowpeak Shrine: Rolling Chaser - Gunstar Heroes
    Roundbout Rapture: Flashman's Stage - Mega Man 2
    Moist Map: Break Silence/Stage 2-2 - Ristar
    High Habitation: Beat It - Micheal Jackson's Moonwalker
    Giga Generator: Buttville/Use Your Head - Earthworm Jim
    Chaotic Core: Golden Silver's Theme - Gunstar Heroes
    Boss: Snot A Problem - Earthworm Jim
    Special Stage: Buttville/Queen's Lair - Earthworm Jim

    Yes, I like Earthworm Jim, what of it? =P

    Although I do understand the technical limitations behind this, what with different games using different sound engines and such, this is simply what I would LIKE to do.
     
  8. Thorn

    Thorn

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    Well, Earthworm Jim and Mega Man 2 are using completely different sound engines than Sonic games (see here). You'd likely have to write the songs from scratch. The rest would have to be done via porting the songs from their various modifications of the engine that Sonic 1 is running on. I'd start with something small like songs from other Sonic games, since there's utilities that'll do about 90% of the work for you with those. You'd said you'd tried just swapping values in voices to get results -- instead, try finding voices from other songs and placing them over the existing ones, and you'll be more likely to get results (although it's still rare to find ones that synch really well).

    Well, it was obvious you tried to figure things out on your own, so I didn't see a reason not to. You're always better off asking for help than sitting in the dark, and all we (usually) ask is that you check that the answer's not in plain sight first...
     
  9. nineko

    nineko

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    That, or figure out the format used by those games. Wiz cracked the Cube/Iwadare format and now we can have songs from Mean Bean Machine in our hacks :(
     
  10. LordOfSquad

    LordOfSquad

    bobs over baghdad Member
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    Well, I'd like to stray away from using Sonic music, except for the tracks that haven't been used as often (for example, Mushroom Hill). How much fun would the hack be if the music was the same as every other hack? =P
     
  11. Tweaker

    Tweaker

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    I am so glad you consider this viewpoint. I can't fathom how many hacks have Azure Lake for the first level's music, even though Megamix had already done it years before (in the original 2005 release). Yeah, we know the song fits well, but how about something new?

    I play other hacks to get a unique gameplay experience. If all hacks have the same changes, what's the fun in that?
     
  12. LordOfSquad

    LordOfSquad

    bobs over baghdad Member
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    Exactly my point. I'm trying to make this hack at least SOMEWHAT original. For example, I noticed that Master Emerald had chosen alot of the same compressed art as me for his hack. So, I went back and made some different choices.

    Anyway, I have hit a roadblock in my attempt to port music. I have no idea how to use hex. I've downloaded Hex Workshop and I'm trying to get some results, but to no avail. Like I said, I have almost no knowledge in hex, so I don't know what to do with the offset for the song I want (which for the record is Rolling Chaser from Gunstar Heroes, at offset $68F52). I've attempted to both find and go-to the offset in my Gunstar Heroes rom (in bin format, US/NTSC/whatever), and nothing works for me.

    I have read the Wiki on this (several times over), and nothing clicks for me. I do hate to ask for help, but if someone could lend a hand here, that would be excellent. :(
     
  13. LordOfSquad

    LordOfSquad

    bobs over baghdad Member
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    [​IMG]

    Boy, I really do suck. =P

    Giving up for the moment on music, I attempted to port spindash into my hack, along with a few more pieces of compressed art. Then this happens when I try to compile it. My question is why?

    Usually I would just edit my previous post, but that doesn't exactly bump a topic, now does it?

    I really am lost without a paddle here. Any help at all with this or my music problem would be nice.
     
  14. HighFrictionZone

    HighFrictionZone

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    I am not a supreme lord of the hack, but perhaps you should move your work to the ASM68K version of the disassembly (the second option on the Disassemblies page)? I don't honestly know if it will help, but the only thing it'd cost is your time.

    As for the music, however.....
    I THINK - I am NOT 100% sure about this because, well, I'm not, that AT the hex location mentioned (in your case $68F52) will be two hexadecimal... things. It'll look something like A0 81 or something like that, just with different letters. What you do here is you swap them so 81 A0. So F81A0. So you go the location F81A0 and this is where the music file begins at. You just need to figure out where it ends, copy and paste that into a blank .bin file, and hey presto, music extracted! Converting it from the SMPS version it is in to the version Sonic 1 uses, however, will be necessary before you can use it.

    Note: I'm probably completely wrong, but this is what I got from reading the wiki for a couple hours, is probably a start, and I'm sure somebody will correct me on my errors.
     
  15. amphobius

    amphobius

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    Do what Oreg told me: delete s1built.bin and rebuild.
     
  16. LordOfSquad

    LordOfSquad

    bobs over baghdad Member
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    Alright, I'm going to try what HFZ told me to do, and port my work to the ASM68K version of the dissasembly. I won't be able to port all of it though, I'll have to start over for some things. Hope it works.
     
  17. You don't need to port all your work over, it's trivial to convert your current disassembly to assemble with ASM68k, as covered here
     
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