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Sonic Classic Heroes

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

  1. Xenowhirl

    Xenowhirl

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    Also, since you're using the Sonic 3 sprites, I think you can avoid the "too gray" Sonic issue and also make the "too blue" gloves problem more subtle. And if anything still looks horrible with altered grays, the second palette line always has the correct grays in the same spot, so you can use that to patch over those spots to look like the original. This is something you could use either way, for example, to fix the way your Eggrobo's "brain" looks too dark compared to the other gray parts.
     
  2. Skeledroid

    Skeledroid

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    Hope we see a Sonic 1 and Sonic 3 version too. :)
     
  3. flamewing

    flamewing

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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    This: +1. I had already fixed the MCZ boss that way; I will begin looking into what can be fixed that way too, instead of the palette editing I had been doing so far.

    In unrelated news, I have found what was causing all the wall climbing woes -- it turns out I swapped a few add's for sub's because I intended to remove a neg above but forgot to do the latter (turd error, I know). So I swapped back to add's and all is well.
     
  4. Endri

    Endri

    Officer I don't have my drivers license with me. C Tech Member
    That explains why Knuckles only have problems sticking to right-side walls. Left-side walls always works. Heh.

    Also, I noticed some issues in the Wing Fortress cutscene; Tails was in the lead when I fell to the cutscene section, but he and Knuckles just.. stayed there, while Sonic went and did the expected animation (lol, jumping in the bottomless pit). And this was an eternal cycle; Sonic runned to the ledge of the platform, waited, jumped, died, respawned, runned to the ledge of the platform, waited, jumped, died, repawned, and so on. Sonic would do the animation sequence only if a key, any key, was pressed, though. It was rather funny if you ask me. :v:
     
  5. Ralbalboa

    Ralbalboa

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    VERY NICE!!! Great hack (for me, one of the few Sonic Heroes Lovers). Keep the excellent work (hoping to see in a near future a Sonic 1 Heroes and a Sonic 3 & Knuckles Heroes!!! :) )
     
  6. pyrotix

    pyrotix

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    I would love a Sonic 3 version. It should probably be Knuckles' path though, so the cutscenes would make sense.
     
  7. dsrb

    dsrb

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    Knuckles’ path, with Robotnik instead of EggRobo = win
     
  8. MarkoMan

    MarkoMan

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    Depends on the level.

    You don't necessarily need Knuckles' path for Angel Island, you just gotta use Knuckles' cutscene.
    Hydro City needs Knuckles' path.
    With Marble Gardens, I would totally prefer Sonic's path, but still has Knuckles' path as an option, just because.
     
  9. dsrb

    dsrb

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    Excellent point. Why did I fail to consider that being able to choose path would be awesome? Hell, just have Robotnik (or even Mecha Sonic :O) replace Knuckles if the trio take his paths.

    Edit: I really ought to stop speculating about something that may never happen, as I've said to others before.
     
  10. flamewing

    flamewing

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    I have gone through the game using Tribeam's palette editor and it seems to me that I can use color $F on most of the levels without having to edit anything. On the last four levels, palette line 2 has two blacks ($1 and $F), which can be merged (and which needs to be in all but Sky Chase); Chemical Plant also has two blacks in palette line 2 ($B and $F), and the latter seems to be unused. In Hill Top and Emerald Hill, I can swap colors $B and $F in line 3 and line 4 and I will have the right green in the right spot (I will probably have to swap in both lines, though). Casino Night seems not to use $F in line 2; Aquatic Ruin and Oil Ocean in line 3; and Mystic Cave in line 4. So Xenowhirl's method is doable with minimal losses for the characters and none for everything else. So now I just have to edit it all for the next revision...
     
  11. Namo

    Namo

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    Well, we could always just let the player choose the path they want and just alter the cutscenes to fit better.

    Like in the beginning, when Super Sonic flies in, instead of Knuckles waiting there for him, it's Mecha Sonic. In fact, you could replace most instances of Knuckles with Mecha Sonic and it'd still work. In Hyrdocity, it could be Mecha Sonic throwing the switch instead of Knuckles for example.
     
  12. The Shad

    The Shad

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    I know staff hates when we go off on speculations and "I wants", but:

    Yeah, how did you fail to consider that? Though, I wouldn't just want to play Sonic 3 again, either. Like I said, the novelty of this hack is amazing. I love it. I sat down and played v0.2 all the way through to the end. But after that innitial run.. I'm just playing Sonic 2. Again.

    Thanks to flamewing, and coincidentally enough Xenowhirl, we know this can be done. Maybe in the future someone will step up and build a hack with levels based around this. For now, though, if flamewing really is only a few weeks to a month into hacking, what we've got is impressive enough to take and I enjoy that. If he feels like going further, that's up to him.

    Right now, I'm content to sit back and see what else happens.
     
  13. Xenowhirl

    Xenowhirl

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    The dark blue? I think the shield guy uses it. I used the rotating greens in line 3 for the eggs in my Yoshi hack, but how about mixing colors $5 and $9 in line 2 for this level and putting the blue from $F into $5?
     
  14. flamewing

    flamewing

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    Ah, that he does; I knew I had forgotten to check something. But yeah, mixing those two colors will work wonders.
     
  15. [​IMG]

    Yeah. I beat the boss. Got slowdown, died as Sonic. It made me fly right back to the start of the stage where this happened to Sonic and co's sprites and they lost the ability to switch out.


    Oh and, is there any chance of this getting original levels?
    I'd like to see this become a full-on fan-made sequel project which I can run on hardware one day, ha.
     
  16. dsrb

    dsrb

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    I said this. :/
     
  17. Namo

    Namo

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    Oh, snap. I need to learn to read threads. Well, great minds think alike, eh?
     
  18. Miles3298

    Miles3298

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    If you're gliding and the AI respawn, you fall out of your glide.

    Best seen while fighting CPZ boss.
     
  19. Very good hack for me. I loved Sonic Heroes when it first came out, so seeing this meant I would have to give it a try straight away. Very good job mate.
     
  20. flamewing

    flamewing

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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    Just a quick status update: I have made the new palette, converted Sonic, Tails and Knuckles to it, using palette entry $F in different lines for the green in Knuckles socks and Super Sonic's eyes. I have fixed all of the cutscene bugs from the end of Wing Fortress and have returned to the original art for many objects which no longer need because of the new palette. I have also split Sonic, Tails and Knuckles super flashing colors and rates, so they flash at their own rates and colors. I still have to edit Robotnik so that he doesn't flash with Tails colors, which also cause parts of the monitors, Knuckles shoes and the HUD ring to flash (I edited the text to another set of colors in palette line 1). The shoes I can live with -- you really have to be paying attention to the shoes to notice it -- and I liked the effect in the HUD ring; the monitors also happen in S3&K, so I can live with. I also fixed a couple of graphic issues in Aquatic Ruin and Casino Night zones results screen, whose VRAM overlapped, respectively, with a waterfall and the flipping tiles. There are other fixes I am forgetting (I really should begin writing these down...).

    The reason why I am not releasing a new revision yet that there are still some remaining palette issues (monitors, shields), but most of all, Casino Night zone. Or rather, the boss at CNZ. That boss uses every single color in line 1, and turns all but the ring colors and grays into rotating colors. Moreover, the level art uses every single other color from lines 2 and 3. So the boss and arena use every single color from lines 1-3. Moreover, there are some colors in different lines which need to remain in the same relative position or the level looks ugly. I have already edited the level art thrice over now trying to find a combination that leaves one color free for use, but the level is simply too colorful. I have one final thing I am trying, which is to merge the two dark blues of line 2 into position 8 (can't be to position 2 -- that blue is needed), edit the blue on $F of line 3 to match this merged blue, move the dark red from $F to $2 in line 2 and use $F for the green.