I guess your right mainly due to the fact that the FMV in the MegaCD version was supposed to have bits cut from it as the Mega Drive couldn't handle the entire video compared to the Sonic CD video in the PC version and Sonic Jam for the Saturn (even though SCD wasn't part of Jam, just that the intro/ending vids were). It would work if it was for the Saturn but what's the point cause we got Sonic Jam (although without CDA) as well as the Saturn is supposed to be a pain in the arse to program for. And there is still no Saturn emulator that runs perfectly (e.g. Sonic Jam (J) runs like a chaffcutter when running any of the original Mega Drive games [S1, S2, S3, S&K S2K and S3K]) But anyway, it was just a suggestion. BTW, would Hidden Palace Zone, Wood Zone or maybe Death Egg Zone Act 2 qualify? Mecha Flicky was a bit "strange", lol Might mock up something for DEZ (level design, gfx) etc sometime.
Well, here it is. It's not what I wanted, but it will have to do since I can't waste any more time stumbling around in the dark. This release doesn't work as intended, in that I have found one SegaCD and one Genesis problem that, as far as I can find, are not documented, and do not affect the game in emulators. The first could not be judged by running single files through a transfer cable, and the second, the only alternative, just fails on hardware. Those problems are described in the ReadMe, which I'll paste below. You may be able to play Sonic 1 as intended on hardware, however Sonic 2 definitely exhibits errors related to the problem described (no sound in levels, random crash). Emulator play seems unaffected, so if you're only interested in seeing the concept in "ideal" circumstances, or are only interested in the new gameplay mods (Included in the ReadMe), your experience will be unhindered. The only modifications that break on hardware are the ones intended to work around the RAM limitation of the SegaCD. I make no claim that everything in this build actually does work correctly on hardware, nor do I claim that there are no other minor "glitches","issues" or unpolished aspects. In that respect, if I recieve any accusations/claims/reports of malfunction on hardware, or any details that I need not be concerned with during "proof-of-concept" development such as minor inconsistencies in displays or other issues that don't actually hinder normal gameplay, this will be the last you will see from me. It's not intended to be a fully polished, fully playable game, merely an experiment to prove/disprove the capability of the SegaCD to manage Sonic 1 and Sonic 2 in any capacity. At the moment, as far as Sonic 2 is concerned, I consider it "inconclusive". I've spent too much time and gone through too much grief over this project, so this release is being made now, simply because I already made an announcement based on misleading experiences and information, and have already challenged someone who challenged the existance of this project to begin with. Now I'll be doing something else for a while. Before downloading, please read and understand the above, and the ReadMe (who's region headers have been combined here): I don't expect any positive feedback on the SegaCD nature of this project any more than I want negative, for the reasons described above. This is merely to explain the circumstances, prove the existance of the project, and display previews of other possible gameplay mods.
Absolutely amazing!! This... SonED2... KiS1.... I do declare! You are a God! Wow! You even have your test level in 2P mode! You rock!
I'm not gonna complain. And neither should any of you. I love you for this :D EDIT - Ha, I just realized. In the process Stealth made a Tails in Sonic 1 hack that's better than drx's :P (no offense to drx of course)
Wow, that was pretty good. I like how you added that field-type level, and had the "Walkin'" theme song from Sonic Crackers and Knuckles' Chaotix. By the way, I'd declare you even MORE godly if you were to port Knuckles' Chaotix to the Sega CD. :P Nah, I'm kidding.
Yup. THis pretty much wins at anything anyone's ever done at Sonic. My hat off to you sir. You got it to run, AND added the other games. You are a god among gods.
And everyone said it couldn't be done. I guess that Stealth has passed the test that stumped them all. Congrats, this is a very nice work.
Oh my god, the awesomeness of this release can't be described. And that "friendly color monitor" is quite a smart idea, by the way!
Very, very, very nice, Stealth. I only noticed one very minor bug that is easily avoided - under Fusion 3.51, when you're Knuckles and hit the character-switching monitor, the emulated system locks hard. Other than that, it's flawless as far as I can tell. I'm not complaining in the least or asking it be fixed, just pointing it out so that people can consciously avoid triggering the bug. Have you ever considered coding demoscene-style demos? You're only limited by what you can make the hardware do, as you don't have to worry about keeping faithful to any existing engine. You can also pretty much do whatever you want, without paying heed to people who bitch about minor things. I think you'd make an excellent democoder, on the level of the top C64 democoders.
Hoooooooooooooly crap. This is an amazing hack. Wonderful job, Stealth. This bug seems to be random. Sometimes I've hit it and it's locked up (I was heading left at the time), and sometimes I've hit it and it's perfectly fine. Maybe there's some other miniscule variable playing a part here? EDIT: It seems the bug is most likely to happen when you get a running start to the right of the Sonic 1 spring, jump over it right as you get to it, and hit the S monitor and then hold left. You should have hit at the right angle and speed so that you scrape along the Palette Swap monitor, not go over it. Any other tries are working for for me...?
Yeah, I had the honor of being a part of this great project. I know I enjoyed it beyond words, so I was glad that it was gonna be released today. Like I said, Tails turned out great. I wasn't too sure how good those sound effects ported (I had never tried it before...) but I was glad to know it turned out okay. Perhaps I can try porting the Chaotix jump sound and do it right this time. =P
Well, as I said, it's extremely minor and does not mar this extremely well-produced release. This release further solidifies Stealth's position as one of the best coders in the scene.
Wow, Just wow. If you told me about this 2 years ago I would have laughed at you. The scene has come so far in the last few years, and Stealth deserves a good amount of credit for it.
Wow. I've briefly come back from the dead to congratulate you Stealth. That's hands down the most technically impressive hack I've ever seen, although I don't think the word hack nearly does that justice. I briefly thought about the idea of this myself several times, and I thought it might be technically possible, but that it would require such an insane amount of work I didn't think it was humanly possible to pull it off. Very nicely done.
Holy shit, even Nemesis likes this. Very amazing, Stealth. You kicked Sonic Team in the nuts with S1K, and again with this. =P You truly are a legendary hacker. Now, why not try porting the Chaotix crew, moves and all, to the genesis games? *shot*