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Sonic: Project Chaos v2.5

Discussion in 'Engineering & Reverse Engineering' started by StephenUK, Oct 9, 2005.

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  1. Cinossu

    Cinossu

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    Sonic the Hedgehog Extended Edition
    .. isn't that statue used in Sonic CD?
     
  2. OrdosAlpha

    OrdosAlpha

    Who's next!? Oldbie
    Yes, it is the very same Wacky Workbench Act 1 Bad Future Statue.

    [​IMG]
     
  3. Sonic Hachelle-Bee

    Sonic Hachelle-Bee

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    Nice, StephenUK.
    Unfortunately, Ordos ends the myth... It still very good anyway.
     
  4. Ultima

    Ultima

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    What part of it did you draw? =P
     
  5. McAleeCh

    McAleeCh

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    Looks pretty good so far, though to fit in a bit better with the foreground the background's pallet (except for the water) should be slightly darkened - the colours used look washed-out compared to the foreground art.

    A little moss or vegetation around the foreground ruins could help differentiate things, too. Love the look you've got going on for those bricks, mind; sorta marble-effect.

    Also, on a side note: Sonic Hachelle-Bee? Love the preview of the Desert and Winter Zones' background art there in your sig. =P Looks spiffy.
     
  6. ICEknight

    ICEknight

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    I guess he meant redrawing it so it fits that level's palette.
    Huh? Myth? What?
     
  7. StephenUK

    StephenUK

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    I've known about the statues being in Sonic CD for ages, but I can never find the damn things. I've only ever found the Eggman statue once, but now I rarely see bad futures that late into the game. When I said I drew it, I meant I redrew it into SonED to fit a palette. Like I even said in the post before, it came off a hoax screenshot. Of course, I'm making the other statues myself, based off characters poses, which I'm trying to recolour to make them look a similar style to the Eggman one.

    EDIT: On a side note, does anybody know how to change the background start positions. When I was putting the background in this zone, I had to start it about 3 128's down and adjust the mappings of the 128's for it to work properly. I've just noticed form the pic that 2 lines of pixels on the background pics appear to be scrolling again. If I can get all the background start positions the same as EHZ, it would be perfect. Does anybody know how to do this?
     
  8. Shade

    Shade

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    This has to be one of the best hacks I've ever played. The custom art and sprites, the time travel (Sonic CD is my favorite Sonic game)...everything. This is just excellent. Level design, from what I've played, is decent too. The entire concept is wonderful, and you've executed it admirably. Keep it up. I'm very exicted to see how this hack develops. ;)
     
  9. StephenUK

    StephenUK

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    Grinding is 90% implemented now. So far I've got the sprite in place since I now know how to do character mappings. I've used one of the S3 snowboard sprites for the grinding animation, and so far it only supports 2 directions - Down-Left and Down-Right. I'm still debating whether to keep it as this or to allow grinding up rails as well, which would take quite a lot more code editing. I'll probably go with the 4 direction grinding, but I'll see how it goes. I'll probably be making the finished code open source so people can add it to their own hacks and modify it any way they want.
     
  10. Quickman

    Quickman

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    But grinding up rails would do the same thing as trying to slide up oil slides, the code is already in place.
     
  11. StephenUK

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    The slides are told to just use 1 animation regardless of direction. Obviously I need to make it have 2 animations, so that they change if you're going uphill rather than downhill. I need to adjust the friction as well so that they don't act like water slides and actually give you the ability to go up them easy enough. There's quite a bit more to it than the oil slides when it's done, but it is originally based off the oil code.
     
  12. FinalBeyond

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    Grinding sounds like a pretty cool addition. This is going to turn out great.
     
  13. Taco

    Taco

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    Reclaiming my throne as sonic advance king >:O
    I'm not so sure about the whole grinding thing

    It's a cool addition, but it may really change the way the game feels.

    If you add rails though, are you going to be doing it like advance 1 or advance 2? There's quite a few differences, but to put it short, Advance 1's rails were optional, were as Advance 2's rails were mandatory.
     
  14. StephenUK

    StephenUK

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    It'll probably be a bit of both, but I think it'll end up more like Sonic Advance 1 than anything. I've not gonna do what SA2 and 3 did and have rail after rail constantly. There will only be a few rails lying around each zone. I might try and make them award points bonuses like Sonic Adventure 2 as well, but I'll have to see what I can do.
     
  15. Aurochs

    Aurochs

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    Whatever catches my fancy
    GPS plese. =P
     
  16. StephenUK

    StephenUK

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    After reading up on that, it doesn't sound that hard to do. I'll see if I can translate that into ASM and use that system if I can.
     
  17. Tweaker

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    Cocky bastard. XD

    Seriously though, that'd be cool to see. Put in water skimming too. =P
     
  18. StephenUK

    StephenUK

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    Strangely enough, I was thinking about the water skimming earlier today (yes I was bored in work) and was going to try and put that in tonight. I've got quite a lot planned for the game so far, and I wanna try and get all that done within the next month or 2. Then I can concentrate more on the art side fo things.
     
  19. Ultima

    Ultima

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    lol, do something challenging now that you're getting good at the basic stuff. Give me a new special stage. =P
     
  20. StephenUK

    StephenUK

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    You gotta be having a laugh at that one. I looked at the old special stage and the amount of VDP work involved. Every other line of code was a VDP instruction. I nearly had a heart attack just looking at it, so I don't think I could do anything on that scale.
     
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