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Sonic Classic Heroes

Discussion in 'Engineering & Reverse Engineering' started by flamewing, Nov 2, 2010.

  1. Namo

    Namo

    take a screenshot of your heart Member
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    In the crowd that likes the brown background. A nice change from the usual blues, and looks pretty nice to boot.
     
  2. Steven M

    Steven M

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    I am also in agreement on the adequate levels of brown

    These screenshots are exceptional and I await the final rendition in anticipation
     
  3. JcFerggy

    JcFerggy

    Do you want to taco 'bout it? Member
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    Hmm, what if each time it starts, it picks from a random color pallet from red, yellow/orange, and blue?
     
  4. flamewing

    flamewing

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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    The brown was partially based on the forum's default color scheme (which I like) and partially on the need to avoid colors used by the characters or other icons. Picking blue instead of the brown will make Sonic's continue icon blend in with the background (even if I switch to the S3&K ones, which I will be doing). Unless I add a border around it, like the one from the life icon (but that carries other problems). The same would happen with picking colors on Tails' or Knuckles' hues for their respective continue icons.

    They don't look as good.

    I had missed it, thanks.

    You mean it keeps asking for each possible combination from 1 to 3 players until you chose one? I am not averse to coding such a monstrosity, but I would have have to use it as a player. I mean: there are 6 unique combinations for 3 players alone, plus 6 more for 2 players then 3 for single player. Imagine missing the combination you wanted and having to wait for it to loop over.

    Not to mention that, were I to add another team (a possibility which I haven't ruled out for the future), things would get even messier. With the current setup, I could just make the start button begin level select if you have it activated (removing the A+start combination) and set A to switch to another team.

    I will have to play it first to see (I haven't played it yet). Given my design choices for the menu, I have to see if they would fit the design (one of the design choices was that the player should not have to press any buttons other than start to select a 'page'; this is why I use commands with up, down and buttons: I reserve left/right to move from one page to the other).
     
  5. Crappy Blue

    Crappy Blue

    Knuckles' Chaotix is a perfect game with no flaws Member
    I HAVE AN IDEA.

    Okay, taking the above into account, we could split the team selection when starting a file into three designated buttons:
    A to switch teams [if and when more teams are added]
    B to change how many members in the team [cycles through 3, 2, 1, 3, 2, 1, etc.]
    C to change who's leading [and, in the case of 2 and 3 member teams, who the second/second and third member(s) are]

    Pressing Start at any time would confirm the team you've selected and, if I'm getting this right, start you up at Emerald Hill Zone, or take you to the level select.

    Though, this does bring with it the problem of cancelling out of starting the file. I guess you would have to restart the game and delete the file?
     
  6. ICEknight

    ICEknight

    Researcher Researcher
    What? No.

    I mean, by selecting the "CHARACTER SELECT" option, the player would be able to do, in this order:

    1-Choose the first player between all the available characters or Cancel selection (back to menu).
    2-Choose a second player, Cancel or Accept (start game with the selected character).
    3-Choose a third player, Cancel or Accept.
    4-Cancel current three character selection or Accept.

    "Cancel" would go back to the previous menu.
    "Accept" would start a game with the currently selected characters.


    Example:

    Code (Text):
    1. CHARACTER SELECT
    2. ------------------------
    3. CURRENT CHARACTERS: ?-?-?
    4.  
    5. >SONIC
    6.  TAILS
    7.  KNUCKLES
    8.  
    9.  
    10.  BACK TO MENU
    Code (Text):
    1. CHARACTER SELECT
    2. ------------------------
    3. CURRENT CHARACTERS: SONIC-?-?
    4.  
    5.  SONIC
    6.  TAILS
    7. >KNUCKLES
    8.  
    9.  GAME START
    10.  BACK TO MENU
    Code (Text):
    1. CHARACTER SELECT
    2. ------------------------
    3. CURRENT CHARACTERS: SONIC-KNUCKLES-?
    4.  
    5.  SONIC
    6. >TAILS
    7.  KNUCKLES
    8.  
    9.  GAME START
    10.  BACK TO MENU
    Code (Text):
    1. CHARACTER SELECT
    2. ------------------------
    3. CURRENT CHARACTERS: SONIC-KNUCKLES-TAILS
    4.  
    5.  SONIC
    6.  TAILS
    7.  KNUCKLES
    8.  
    9. >GAME START
    10.  BACK TO MENU
    This would start a game with Sonic being followed by Knuckles, both being followed by Tails.
     
  7. flamewing

    flamewing

    Emerald Hunter Tech Member
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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    That is way better than what I thought you meant, but still way more button presses than needed for 3 player games -- particularly if the player is not sure of the order he wants.

    Edit: A quick question, now that I had the idea: has anyone ever "completed" the S3&K sprite sheet for Super Sonic? By "completed" I mean redoing the sprites that are mere recolors of the regular Sonic sprites. Give that, for technical restrictions, I am already shipping Sonic's art twice (one for super, one for regular) with modifications to account for the difference, I might as well split them apart and have Super Sonic be completely custom.
     
  8. FeliciaVal

    FeliciaVal

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  9. nineko

    nineko

    I am the Holy Cat Tech Member
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    The Mystical Forest Zone doesn't support hotlinking, so that picture is invisible for most people here. I can fix that for you:
    [​IMG]
     
  10. FeliciaVal

    FeliciaVal

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    oh thx, yeah I always forget about it...well I edited my post as well. If some sprite is missing I think I can make it quickly
     
  11. flamewing

    flamewing

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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    I already knew about that sheet(it is where I got the Super Sonic life icon I showed earlier); it is closer to being complete, yeah, but it isn't complete in the sense I asked (complete S3&K): there are many sprites missing. For instance: the sprites for rotation in the spinning cylinders in Launch Base zone, the twisting pathway in Emerald Hill (which are used also for fans in S3&K Death Egg). It seems I will be the first, then, when I finish it...

    I will check back when I am home later today, but I think that there are around 80-90 sprites missing for a "complete" Super Sonic sheet even including those from this Cylent Nite's/t0ms0nic's sheet. Aye, that is a lot...

    On an unrelated item: I am thinking of editing the ending with all chaos emeralds so that none of the super characters are rotating wildly; instead, I may have them all "flying", super-style, similarly to what Super Sonic already does. The idea behind it is that they are rotating uncontrollable when normal because they are somewhat stunned from the Death Egg exploding nearby, but in Super form they wouldn't be. I am thinking that a rotsprite'd Tails spring pose would be a great flying pose for that too.

    Another thing: I am thinking of allowing the activation of double-jump abilities whenever you are on air (but only once until you land); while I am afraid it might make the game too easy, it makes sense that (for instance) Tails should be able to begin flying without having to jump first (or you run into the "Oh noes! I ran too fast and now I am falling into a bottomless pit! If only I had jumped onto the pit I would be able to fly and would be safe!" syndrome).
     
  12. Xodras

    Xodras

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    Your not really missing that many sprites at all really. I've made a sheet showing which ones you're missing. (I couldn't find the sprite for sonic holding onto the rocket, ANYWHERE. And the looking up animation for super is also missing, but I doubt your missing that. Sorry for any inconvenience.)

    [​IMG]

    Quick edit. I looked over it. alot of these sprites were custom made, I have a better sheet so I'll re-edit this one
     
  13. flamewing

    flamewing

    Emerald Hunter Tech Member
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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    You mean to say that the 80+ sprites I saw and roughly counted today which are mere recolors of normal Sonic aren't there? I think you are just being blind here, really.
     
  14. Xodras

    Xodras

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    I wasn't counting the recolors. and yes, I was being negligent. Most of these sprite sheets I'm looking at are missing a few, but this is the almost best thing, I guess.

    [​IMG]
     
  15. flamewing

    flamewing

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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    So that it is crystal clear what I mean for "complete S3&K Super Sonic sprite sheet": here is the set of all Sonic sprites from S3&K:
    [​IMG]
    (edit: linked better organized sheet, which includes all sprites I hadn't included before)
    As far as I know, this is the most complete sheet for original S3&K Super Sonic, including graphics you normally won't ever see in game. I did my own rip so I could group sprites in a better way ; I evidently failed because I got bored midway (the work is too mechanical; I should have written a small program to do it). I made no effort to remove graphics that are duplicated by flipping vertically and/or horizontally, and neither did I remove graphics related by 90-degree rotations (which the Genesis VDP can't do but, but which can be done without loss in any graphics editor). Without this duplicate elimination, there are 155 Super Sonic sprites that are obtained by a simple palette swap.

    FYI, the graphics with a gray background are there for reference purposes. By "complete S3&K Super Sonic sprite sheet" I mean replace every single graphic with a turquoise background (which is a palette swap) by a custom sprite. In general, the only difference will be in the quills, as even the unique Super Sonic sprites from S3&K keep Sonic's body.

    This, by the way, is why I said "It seems I will be the first, then, when I finish it...": as far as I know, no one completed the S3&K Super Sonic to have its own unique sheet like I intend to.

    I have used the original S3&K palette for this; I think I can use the "white" (RGB = 224,224,224) color from the palette as a light yellow tone (RGB = 224,224,160) without very noticeable side effects so I can have the light yellow (RGB=224,224,128) back.

    Anyone that wants to help is welcome; but I would appreciate if anyone willing to help "claimed" a set before starting work on it so as to avoid wasting time with duplicated effort. I claim the standing and running rotating sprites with the vertical axis of rotation, the braking, hanging and dying sprites (this would be more or less the last two rows from Cylent Nite's sheet, plus the bottom two rows of mine, plus some other sprites totalling some 2 rows).

    Edit: Nobody said anything, so I worked on all of the "easy" ones:
    [​IMG]
    I will take my sweet time with the rest (except the S2 spiral pathway ones), as they will only become relevant for S3&K: Heroes.

    Edit: New versions of both sheets including snowboarding sprites (and one more done sprite in the Super replacement sheet).
     
  16. Miles3298

    Miles3298

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    Sorry to post something other than sprite assistance, but I figured that there might be a few things that you may or may not want to do something with.



    I hope I'm not being a pest by only posting stuff like this in here from time to time.
     
  17. The straight up jump after spindash bug as well as the Oil Ocean bugs are ones in stock Sonic 2. The Sonic looping vertically in Metropolis bug I've also seen with the normal death sprites in that zone as well in stock Sonic 2
     
  18. flamewing

    flamewing

    Emerald Hunter Tech Member
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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    No problem, you have given me the opportunity to point out that I finished the sprite set for Sonic 2; the new sheet is at the end of the post, after I talk about your video.

    The first part is hard to fix; it is due to him always going down when spawning and having to drop at some point. It will work better in the new revision because Knuckles' trigger to drop is more easily triggered, but it may still possible to make it happen.

    At 0:08: This is a solidity problem; you somehow managed to skip the trigger to swap to another path. Edit: By the way, it is also in stock S2.

    At 0:15: Thanks, I fixed it. I had already changed things that made the problem go away, but these caused Sonic to moon-jump out of the water; I added some code to take the water level into account, and it works as it should now.

    At 0:25 should no longer happen as a result of the previous fix.

    At 0:33: I am looking into it, thanks for reporting; I already have some notion of what is causing it. Edit: And it is fixed now.

    At 0:38: I have no idea what is causing this problem. I will look into it too, though.

    At 0:44: As mentioned by TheDarkArchon, it is a stock S2 bug. Not much I can do about it either: this is caused because there is 1 frame of waiting between releasing the spindash and gaining speed because of it; if you jump during that frame, you are no longer charging the spindash (hence you can jump) but you don't yet have the spindash speed boost (hence you jump up).

    At 0:49: The next revision already fixes all those.

    At 0:56: As TheDarkArchon said, it is a stock S2 bug. I will see what I can do about it, though.

    At 1:13: This is due to the way I coded Sonic's respawn code: it uses the leader's speed. The nut holds the character in place while keeping the speed, hence Sonic blasts off like that.

    At 1:16: Sonic respawing because Tails died then trying to get to the dying Tails sprite, but looping vertically because MTZ loops. I am afraid I can't do much about it.

    At 1:20: I have already fixed that for next revision. The root is that I added code to keep the rings after returning from a special stage, but it kept them also after death. You regain the rings you had when you touched the signpost.

    At 1:45: As I mentioned earlier, the next revision will fix all bugs regarding the cutscene at the end of WFZ for all combinations of players, player spawning, super status or speed shoes.

    Also, all of the issues with priority in MTZ in the video (and elsewhere) are fixed for the next revision.

    As I mentioned, here is the new revision with the full S2 set:
    [​IMG]
    Of the missing sprites, I think that the ones with brown background are not used; the ones immediately below them with a turquoise background have the same spines as the first 5 snowboarding ones, and all but 2 of the remaining snowboarding sprites have the same head (with a single pixel difference in one case), so there are 17 sprites which will be easy to do when I get to it.
     
  19. MotorRoach

    MotorRoach

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    It always bugged me how Sonic's head and stomach distorted a little during his transforming sprites. Hope you don't mind if I edit it to make it look more natural:

    [​IMG]
     
  20. Miles3298

    Miles3298

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    Glad you got your sprites together. I'm really looking forward to the next revision release.
    Well actually I meant to show that there's a bunch of ring columns sitting on top of each other at that spot. This was a normal Sonic 2 thing as well. Since I'm still on the subject, I guess I can go ahead and mention a couple of spots in Chemical Plant Zone act 2 where this happens. If I recall correctly, I think this (and the problem in Casino Night that I've shown) also happened in Knuckles in Sonic 2.