Sonic the Hackable is a Sonic 4/Dimps styled Sonic ROM hack of the original Sonic the Hedgehog for the Mega Drive. It features new layouts, new zones, new moves and a remixed soundtrack by LackofTrack and others. This hack is currently still in development. Be in the lookout for new updates in the future. Spoiler: Screenshots Crush Dr. Eggman! After Dr. Eggman's defeat in Sonic the Hedgehog 4: Episode II, the Death Egg MK II is left without a power source. Sonic, whose escape pod has landed back onto Mirage Island, is left without Tails, who seems to have landed somewhere else. Knowing Dr. Eggman's resilience, Sonic knows that the evil doctor will stop at nothing to find a new power source to breathe new life into his wicked contraption. With this in mind, Sonic storms off towards the Mad Gear, Eggman's power plant that was powerful enough to refurbish Metal Sonic. Eggman's true plans are unknown, but breaking into his base and destoying his only known source of power sounds like a good start to stop whatever it is. Now, Sonic must travel through Mirage Island one final time to put an end to this saga once for all. Controls A/B/C - jump A/B/C (midair) - air dash Left/Right - move Up - look up Down - crouch Down + A/B/C - spindash Credits Original Game: Sonic Team Tools used Sonic 1 GitHub disassembly: Hivebrain, Stealth, drx & Esreal SonLVL: MainMemory S1SSEdit: MainMemory SonED2: Stealth Tilemolester: SnowBro Sonic One Music Editor: fuzzbuzz Sonic 2 GitHub disassembly: Nemesis, Aurochs & Xenowhirl NewNeko Palette Editor: Nineko Music Pointer Fixer: Erik JS SMPSConv: ValleyBell SMPS research pack: ValleyBell mid2smps: ValleyBell Nineko Midi Event Editor: Nineko The Sega Data Compressor: Magus SonMapEd: Xenowhirl Sonic 4 Episode I midi's rip: evilhamwizard SMPS2ASM: flamewing Ultimate Sega Hideki sample pack 3.1 gmv2bin: Mercury Flex 2: snkenjoi SonPLN: MainMemory SMPS Optimiser: Valleybell VGM2SMPS: Ivan YO GensRR XVI32 Paint.net Notepad++ MidiEditor Guides used Spindash Guide Part 1: Lightning & kram1024 Spindash Guide Part 2: Puto Spindash Guide Part 3: shobiz Spindash Guide Part 4: Mercury Different songs per Act: nineko Dynamic Palettes: PsychoSk8r PAL Music Tempo Guide: Crash Walk Jump Bug fix: Cinossu & Mercury Spike Bug fix: FraGag Fix the SEGA sound: Puto Display Press Start Button Text: Quickman & Egor305 Water Guide: Tornado How to make a good custom palette: Mr. Cat SMPS Guide: Markeyjester Use Dynamic Tilesets in Sonic 1: HPZMan (Only Dynamic Pattern Load Cues were used) How to make a good sounding mid2smps conversion: A-S-H Remove the speed cap: Tweaker & Puto Fix Song Restoration Bugs in Sonic 1's Sound Driver: Markeyjester & Clownacy Fix demo playback: FraGagFix the camera follow bug: MarkeyJester Fix the HUD blinking: Quickman Optimize ring scattering: SpirituInsanum How to implement "Dimps ring physics" in Sonic 1: Shockwave Fixing the top-right corner reloading glitch in S1: SpirituInsanum How to record a demo: Mercury Extend ROM Chunks to $FF in Sonic 1: GenesisDoes How To: Reversing the Timer in Sonic 2 (ASM): DLloyd How to optimize Shield Art loading in Sonic 1: SuperEgg Adding Sonic 2's Splash and Skid Dust to Sonic 1: ProjectFM Make an Alternative Title Screen: JcFerggy (Sonic 1) Sonic CD Roll-Jump & Freeing a Status Bit: Kilo Art CHRdutch Markeyjester Sapristi45 Dolphman Sonic Team Level Design CHRdutch SMPS Remixes Splash Hill Act 1: LackofTrack Splash Hill Act 3: LackofTrack Sylvania Castle Act 1: LackofTrack Sylvania Castle Act 2: LackofTrack Sylvania Castle Act 3: LackofTrack Casino Street Act 1: LackofTrack Night Carnival Zone: CHRdutch Metropolitan Highway: Dv2 Lost Labyrinth Act 1: LackofTrack Lost Labyrinth Act 2: Spanner Lost Labyrinth Act 3: LackofTrack White Park Act 3: LackofTrack Mad Gear Act 1: LackofTrack Mad Gear Act 2: LackofTrack Mad Gear Act 3: LackofTrack Sonic 4 Boss Pinch: LackofTrack Sonic 4 Invincibilty: LackofTrack Sonic 4 Title Screen: LackofTrack Sonic 4 Episode I Cutscene: LackofTrack Sonic 4 Episode I Final Boss: LackofTrack Sonic 4 Episode I Game clear: LackofTrack DualPCM sounddriver by MarkeyJester Programming CHRdutch Markeyjester Sonic Team Bug fixing support Markeyjester Natsumi MainMemory Novedicus Pacguy LackofTrack RandomName Playtesting R4zZ0r Misc. Sonic Title Font: SEGA Enterprises Meow Mix song (Used in SEGA sound) Smosh (Used in SEGA sound) -Download-
ACT 1: I do not like how GHZ1 opens. It is too dangerous and too difficult for the very first action a player takes in the game. At least you added the spindash. Also, the area below the broken bridge? That is too mean for the first level! You need to ease players into the game and ramp up difficulty appropriately. Everything else in that level seems alright, though I had quite a bit of sprite flickering when breaking down walls leading to lots of items, objects, and enemies. ACT 2: The underwater stuff was a nice change of pace! But some of the spike placement was a bit dickish. Also, having Chopper jump out from an area that is not a bridge felt very wrong. On top of needing to fix the graphical issues with the water graphics, you should look into having a different background for the underwater areas. It doesn't look right the way it currently is. This can be achieved pretty easily with clever use of the chunks to obscure the main background. Also, that platform you land on after that big automated sequence at the start shouldn't fall out under the player's feet into a pit of spikes. That's just mean. ACT 3: Aside from a sequence involving jumping across moving platforms above a spike pit, I've got no real issues with this stage.
Liked what you did with Act 2 and Act 3 but Act 1 was not as good. It was too hard for a first level and it had dickish bottomless pits. Rule of thumb on a Sonic game is to let the player know when bottomless pits are and use em sparingly.
I played the latest built, and i liked what i got. The gimmicks per act idea is very good, but here are some critism: I did not liked that the act 1 of both stages are just as the originals, but since the others have different stuff i can see why its like this. The Lost Labyrinth SMPS is high pitched and doesnt sound so good, while the title screen SMPS is kinda loud and highpitched, but an instrument change may solve the pitch thing. I hope you don't plan to use more water acts because it will it way hard and annoying, And finally, the Marble zone act 2 and act 3 palettes could be better and more different than the original. But I can see the effort you putted into it, and the hack is taking an interesting way. I hope to see more of it.
Just played through the demo and had a blast. The art was great, the music was great, and the level design was great. Game plays really nicely. However, we haven't achieved the True Sonic 4 ExperienceTM just yet: Jumpdash feels a little weak, and think adding the homing attack would be nice I noticed some background elements appear to flash when you hit Eggman during the boss fight? wtf where is the Eggman clown music give me Eggman clown music Act 2 music didn't sound like Splash Hill Act 2 to me smh (/s) But these are overall minor quibbles in what seems to be shaping up to be a very fine piece of work. Nice work CHRdutch!
I decided to improve a new remix from Sylvania Castle Act 2. The song uses 55 instruments, I could make something different and light, at the moment, this song liked a lot of people. About the CHRdutch's comment, I'm aware about an instrument that him doesn't like, but I want to know the rest of the guys here what you think. I accept critics and tell me what you think, more remixes like this from Sonic the Hedgehog 4 is coming.