A new demo of the ROM hack that no-one has been asking for is finally here! Sonic the Hackable features new stage layouts, new gimmicks and new moves, including the speed-breaking air dash. Those who dare to revisit South Island will find a new and challenging experience. 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 has crashed into the ocean next to South Island. The giant wave created by the Death Egg MK II's collision with the ocean surface has even caused parts of the island to go underwater! Not long after Dr. Eggman managed to escape to land, he became enraged upon seeing where he was. South Island was the place where his first defeat by the hands of Sonic the Hedgehog had happened, so this island held a particularly bad memory for him. Filled with rage, Dr. Eggman swore that this is the island where he will end Sonic once and for all. Now, by using his past knowledge of the Island and by renovating his old base, Dr, Eggman built his new fortress on South Island. Dr. Eggman has also planned to use the six chaos emeralds (which Sonic apparently lost, again) as a power source to relaunch the Death Egg MK II. It's once again up to Sonic to stop him! Credits Project Leader: CHRdutch Tools used Original Game: Sonic Team 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 & Xenowhir lNewNeko 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 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: FraGag Fix 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 Art CHRdutch Markeyjester Level Design CHRdutch SMPS Remixes GHZ2 - Sylvania Castle Act 2: LackofTrack GHZ3 - Splash Hill Zone Act 3: LackofTrack MZ2 - Lost Labyrinth Act 2: Spanner MZ3 - Sylvania Castle Act 3: Spanner SYZ2 - Night Carnival Zone: CHRdutch Boss Pinch - Sonic 4 Boss Pinch: LackofTrack Invincibilty - Sonic 4 Invincibilty: LackofTrack Title Screen - Sonic 4 theme: LackofTrack LZ1 - Lost Labyrinth Act 1: LackofTrack LZ2 - Lost Labyrinth Act 2: LackofTrack SBZ1 - Mad Gear Act 1: LackofTrack SBZ2 - Mad Gear Act 3: LackofTrack FZ - Sonic 4 Final Boss: LackofTrack Sound Test $9C - Sonic 4 Cutscene: LackofTrack DualPCM sounddriver by MarkeyJester Programming CHRdutch Markeyjester Bug fixing help Markeyjester Natsumi MainMemory Novedicus Pacguy LackofTrack Playtesting R4zZ0r Misc. Sonic Title Font: SEGA Enterprises AKnotholeResident Sonic 4 rant (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.