Sonic Delta 40Mb

Discussion in 'Engineering & Reverse Engineering' started by Esrael, Mar 9, 2020.

  1. Dark Sonic

    Dark Sonic

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    Working on my art!
    The star light 2nd sign post thing is an intentional addition as you can finish the level below as well. Sonic 1 mobile also added the 2nd sign post.

    That being said, please lower the end of act rings. Knuckles still can't reach some of them (Spring Yard Act 1 and Scrap Brain Act 1 come to mind).
     
    Last edited: Aug 7, 2020
  2. Sappharad

    Sappharad

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    This has been fixed for nightly builds on their AppVeyor via Github, and will be included in BizHawk 2.5 when that releases. (Probably this month, they want to release it soon.)
     
  3. Esrael

    Esrael

    Neto Tech Member
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    Neto Assembler Editor / Sonic 2 Delta / Neto MD-DOS
    New Build released ( Sonic Delta v0.47 ) / Hardware


    -Lowered big ring for Spring Yard 1 and Hidden Palace 1. The Scrap Brain 1 one already can be reached by Knuckles.


    - Fixed life and HUD Icons for S1 Special Stage and changed the Sonic extra life to Sonic 3 style;
    - Fixed the issue with Egg Prison in Neo Green Hill (This was caused due to a change in Wood Zone);
    - Fixed some misplaced objects in Hidden Palace 2 (S2);
    - Fixed the issue with "INGT BONUS" in Super Emerald Result Screen;

    And now is possible to get a classic Shield in the Bonus Stages.

    Best regards:
    --------------
    Neto.
     
  4. lordoftime

    lordoftime

    Timelord Member
    is it possible we can get a version that works on my cart?
     
  5. Esrael

    Esrael

    Neto Tech Member
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    Neto Assembler Editor / Sonic 2 Delta / Neto MD-DOS
    Try this New Build ( Sonic Delta v0.47a ) / Hardware ,
    The game should boot on chinese Everdrives without save support.

    Best regards:
    --------------
    Neto.
     
  6. Esrael

    Esrael

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  7. Advanced?

    Advanced?

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    Downunda, Mobius
    Sonic the Hedgehog 2+
    Minor bugs:
    * Sand Shower's bottom cloud's bottom pixel scrolls when it shouldn't
    * The BBat (bat badnik in HPZ) uses palette line 2 instead of palette line 1, making its flame look incorrect.
    * Collecting speed shoes and jumping in water causes the speed shoes to lose their effect (Sonic 2 also has various other variations of this, so search up fix sonic 2 speed bugs).
     
    Last edited: Aug 20, 2020
  8. lordoftime

    lordoftime

    Timelord Member
    Many thanks this works great - I had a suggestion and I am not sure how possible it is if at all or even if its something that you wanted to do but I was thinking it would be great to add a option to maybe randomize the monitors? so you have a chance to get the S3 shields in the S1 and S2 areas without the bonus stage?
     
  9. Esrael

    Esrael

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    Neto Assembler Editor / Sonic 2 Delta / Neto MD-DOS
    New Build released ( Sonic Delta v0.48 ) / Hardware.

    -Fixed an issue with background scroll layer in Sand Shower;
    -Fixed an issue with Batbot enemy where his flame is using wrong palette line ( Since this was already in betas, I never noticed this issue );
    -Fixed an issue with some Sky Fortress tiles, where wrong palette line is used;
    -Fixed the object list in Debug Mode for Death Egg (S2);
    -New art for Hidden Palace Boss (S2).


    Best regards:
    --------------
    Neto.
     
  10. Advanced?

    Advanced?

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    Sonic the Hedgehog 2+
    More minor bugs:
    1. The stars during the title screen fade in only appear on the logo (black everywhere else).
    2. The star at the end of the title screen appears above it.
    3. The shine(?) on the moving glass Marble blocks overlap with the level.
    4. The Crocobot's mappings are one pixel too high, making them float above the ground slightly.
     
  11. Esrael

    Esrael

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    Neto Assembler Editor / Sonic 2 Delta / Neto MD-DOS
    New Build released ( Sonic Delta v0.48a ) / Hardware.

    - All of them fixed.
    And:
    - Fixed an issue where is possible to get stuck in a spring at the beginning of Hill Top 2;
    - Changed some tiles in Green Hill where some shading are wrong ( This was already in original Sonic 1 ).


    Best regards:
    --------------
    Neto.
     
  12. AURORA☆FIELDS

    AURORA☆FIELDS

    The cute one here Tech Member
    I played through the Sonic 1 and some Sonic 2 levels, and I found a fair few bugs:

    EDIT: I had missed a bug I was meant to report. Its added and highlighted with bold.
     
    Last edited: Sep 1, 2020
  13. Xiao Hayes

    Xiao Hayes

    Back on track Member
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    Upgrading my own life to pro edition
    Such a long list is useful and cruel at the same time. :psyduck:
     
  14. Advanced?

    Advanced?

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    Sonic the Hedgehog 2+
    Went through the entire game to search for more bugs, my results:
    • When selecting a zone on the level select, the stage icon uses the wrong palette for one frame.
    • Eggman doesn't enter his "defeat" animation during the EHZ/SSZ boss.
    • NGHZ's and DHZ's background doesn't shake properly during the boss.
    • HTZ boss has an issue with its top upon being defeated, and its orange (lights?) flash when they don't in the original game.
    • The capsule for S1/S2 has its inside (visible through the glass) transparent (this was a bug with the original game).
    • The HPZ boss parts fall off as soon as its defeated, when it should be a bit after; when the boss flies away, its parts are back and Eggman is deleted.
    • The background pistons in MTZ have a wrong palette.
    • A few tiles in MTZ overlap with Sonic when they shouldn't.
    • Entering debug mode in SCZ causes the background to mess up.
    • Spindashing on the Tornado in SCZ doesn't cause a death (this is actually a bug in Sonic Classics, and isn't present in any other version).
    • Entering debug mode while on SFZ fans causes the character to enter their 'twirl' animation.
    • The converyer in SFZ is using subtype 70 instead of subtype 07, making it non-functional (it also requires a minor position change).
    • Pausing and unpausing the SFZ music causes it to sound incorrect.
    • Doing the hyper dash in any non-Sonic 3K stages causes the flash to be replaced with some random garbage sprites.
    • In Sonic 3K during cutscenes, Knuckles appears more pink than he should.
     
    Last edited: Sep 1, 2020
  15. Esrael

    Esrael

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    Thanks for reporting these.
    I am working on fixing some of them, but some related, I consider more a design choice (eg: SCz Tornado spindash death ) rather than an issue.
    The game was not meant to be played through debug mode and I think related issues can be ignored.
    Some of them I can't find (eg: Missed platform on SLz3) or can't reproduce (ramp collision issue in Wz1). I am using Gens r57Shell emulator to test.
    About Save state loading, this is an issue with emulators not handling SEGA Mapper correctly. The save state does not store last used ROM page and when you load a save state the emulator uses current ROM page. A work around to this, is if your save state contain a S1 or S2 level, is to starting a new "No Save" Game and after Green Hill is loaded you can load your savestate.



    Best regards:
    --------------
    Neto.
     
  16. DeltaWooloo

    DeltaWooloo

    Previously MGHACKS Member
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    Hey Esrael,

    I just received this bug when playing it on MD.EMU, I don't know if it is due to a checksum bug or a RAM address error. Just something I received when booting the game up. It is the v048a build of the hack in case you were wondering.

    Sonic_Delta_v048a.003.png
     
  17. nineko

    nineko

    I am the Holy Cat Tech Member
    From what I can understand, it just says that you can't use SRAM with your current setup, also providing a technical explanation you can relay to the manufacturer (e.g. of a flashcart), but since md.emu is an app, I guess you should try to contact the developer instead.

    The last paragraph says that you can play without SRAM if you press Start.
     
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  18. AURORA☆FIELDS

    AURORA☆FIELDS

    The cute one here Tech Member
    With the SLZ3 missing platform, I assume you mean the report where I talked about the circular platforms? They are not missing, but rather act in a way they wouldn't in the original game. In the image below, they're right next to each other, and will go from that close, to being at their normal distance, and back again. In Sonic 1, they'd only rotate around the middle point, never getting any closer
    [​IMG]

    In Wood Zone 1, if you go forwards until there is a single platform next to a diagonal spring, if you jump down, the slope is right there. Just walk slowly up it, until you suddenly can walk up as if it was regular ground:
    [​IMG] [​IMG]

    I think this is to do with the Z80 rather than ROM mapper. I was in Sand Shower, saved the state, then loaded a save state after I died in Sand Shower. I've seen similar sound driver crashes in other hacks, too, so I am led to believe it is unrelated and possibly a bug with the driver... But it could be a bug with the emulator too.
     
  19. Advanced?

    Advanced?

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    Didn't know Sonic 2 Delta used a Z80 driver for the Sonic 1/2 portion, thought it used Sonic 1's 68k driver.
     
  20. Esrael

    Esrael

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    Neto Assembler Editor / Sonic 2 Delta / Neto MD-DOS
    New Build released ( Sonic Delta v0.49 ) / Hardware.

    The Following issues was fixed:
    - The Special Stage (Sonic 2) crashes if you need 100 or more rings during a checkpoint event;
    - Some conveyor belts direction in Metropolis are wrong;
    - Some graphics corruption in numbers of Sound Test in Title Screen;
    - The platform behaviour before the boss in Metropolis 3;

    And the following reported issues was fixed:

    - Monitor hitboxes sometimes work in a strange way if you're moving upwards (sometimes you can't break them for example)
    - The boss bar in some bosses is not full at the beginning
    - When a level loads, there are a few frames where the background and foreground are not in the correct place, leading to visual glitches
    - A little later in the same level, the water rises and you have a red spring to get you up. There is a cork platform that rises with the water. Because the water does not move up and down like in Sonic 1, getting up to the cork platform is really difficult.
    - In Labyrinth 2 near the end, going up the platform on the belt, I had platforms on the other belt not appear until I was above them.
    - In Labyrinth 3 right before the boss battle, if you go up, at a certain point the water line snaps up above the actual water (where the palette swaps). It is visibly just floating midair
    - If you spindash on various platforms and objects, such as SLZ seesaw's, your spindash will not be canceled.
    - One set of platforms in Star Light 3 bottom path was supposed to go in circles, but instead also went towards each other before going away again
    - In some lamp posts in Star Light, if you go to a bonus stage and come back, you can see the Star Light vertical girder loading its graphics while the level has already started
    - Scrab Brain 2 end cutscene made Tails float somehow
    - There is a spike near the beginning of Emerald Hill 1 where a spike is partially in air.
    - The explosion graphics have an orange tint to them
    - There are some tile priority conflicts with the snow piles in Winter Hill
    - There are no rings before Winter Hill act 2 boss
    - Wood act 1 has a ramp with broken collision near the beginning of the act. This allows you to walk up it like you were on flat ground
    - There is a speed shoes monitor right before a set of spikes, enemies and death pits in Sand Shower act 1
    - The tops of loops in Chemical Plant can make the player clip slightly inside of the wall.
    - In Casino Night, one of the elevators didn't trigger when I ran onto it, it only did after jumping
    - The vines in Mystic Cave have trouble rendering
    - In Mystic Cave act 2 near the pit with spikes, I somehow got slightly detatched from the vine button thingy
    - near the beginning of Hidden Palace act 1, there are the 2 extra lives below the green bridge thing. Part of that bridge is solid from the bottom and a part of it isn't
    - At the end of Hidden Palace act 1, the screen flashed for a frame unexpectedly

    And this is easy to fix, but I leave this intentionally:
    At the end of Wood act 1, the conveyor belts transport you offscreen even though you are unable to go offscreen normally


    - HTZ boss has an issue with its top upon being defeated, and its orange (lights?) flash when they don't in the original game.
    - The background pistons in MTZ have a wrong palette.
    - The converyer in SFZ is using subtype 70 instead of subtype 07, making it non-functional (it also requires a minor position change).


    Best regards:
    --------------
    Neto.
     
    Last edited: Sep 5, 2020