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Sonic the Hedgehog: The Lost Land 2

Discussion in 'Engineering & Reverse Engineering' started by Shadow Fire, Feb 6, 2005.

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  1. Shadow Fire

    Shadow Fire

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    The Land of Darkness
    Sonic: The Lost Land (Series), The GCN (site)
    Double post bumpage. I downloaded Kega, and managed to get the timer working normally, however the art glitches are still evident. I think this is the way my hack is coded. Unfortunately, I don't have any idea how I can transfer things from one ROM to another. I know I can do a few things in hex, but it will be a bit of a snag when some of my levels have larger layouts than others.

    If anyone can help me, I'd greatly appreciate it.
     
  2. Heran Bago

    Heran Bago

    Ah! It's Puyo battle then. Tech Member
    If it's too big, tack it onto the end of the ROM and change the pointer.
     
  3. Shadow Fire

    Shadow Fire

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    Sonic: The Lost Land (Series), The GCN (site)
    I was thinking of doing that, but I hit a snag when I noticed that Esrael's data is quite assy to decrypt. I can't seem to locate any pointers for any of the lost levels. Now's the time where I wish I was a programming expert. ASM would be a cinch for me...
     
  4. Neo Majin

    Neo Majin

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    I suppose I'm late in saying this, but this is a very nice hack- Good job, Shadowfire! Charcoal Cape 1's ending is a bit weird though, there was no sign in sight, and when the "Sonic Has Passed.." message shows up, it goes right though the indoor cave background.
     
  5. Shadow Fire

    Shadow Fire

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    Thanks. I see you played it on Gens/Gens Plus then...

    As for the sign, I moved it down so that it isn't visible. There are 2 ending paths, so yeah... and as for the little glitch with the results, I know. It's the bug that has me stumped... Probably VRAM issues or something.
     
  6. Neo Majin

    Neo Majin

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    I'm guessing it has something to do with foreground objects Sonic can pass through... I believe there are no endings in Sonic 2 which have this originally....
     
  7. Heran Bago

    Heran Bago

    Ah! It's Puyo battle then. Tech Member
    Esrael's program moves the data then changes the pointer(s). If you know where the pointer is in the original game, huzzah! You know where it is an a ROM screwed by ESE.
     
  8. Shadow Fire

    Shadow Fire

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    Well, I've started again, and am using SonED 2. I'm already getting used to it. I've edited all the palettes, so they're all good. However, I've noticed that this will leave me without the lost zones. Most of them don't bother me, but GCZ is one I want to keep. The art is great, and I spent a great deal of time working on a suitable layout.

    One thing that pisses me off a bit about SonED 2, is the lack of the Start position object. Oh well...
     
  9. Heran Bago

    Heran Bago

    Ah! It's Puyo battle then. Tech Member
    Nemesis' guide can help you with the start position. I don't believe that it actually counts as an object, and SonED 1 is just cool like that.
     
  10. LocalH

    LocalH

    roxoring your soxors Tech Member
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    Ok, I loaded the ROM on my SMD. First of all, from a clean boot I went to Charcoal Cape 1. After the title card slid off-screen (but before the actual zone title disappeared) and before the HUD appeared, the game crashes (Z80 keeps going as is usual with Sonic 2). This occurred on every zone.

    So I dug into the ROM, got the debug and all emeralds codes, and put them in. Debug worked normally, and also allowed the game to run normally. Here's what I noticed in each zone:

    Overall: Results screen eats parts of the level layout, as mentioned before. If you use debug to scroll the blanked parts off screen and back on again, then it comes back, as expected.

    Charcoal Cape: Garbage tiles everywhere. The HUD shows garbage tiles except for one tile right next to the debug coordinates, and all of the dynamic HUD values. The fish badniks are made up of title card tiles, rings are corrupted, parts of the monkeys are title card tiles, item boxes are invisible, lives counter is corrupted. All in all, quite broken.

    Chilly Crest: Seems to work fine.

    Tree Top: Seems to work fine, although there are collision glitches.

    Dusty Desert: Seems to work fine.

    Techno Towers: Seems to work fine.

    Flying Fort: Seems to work fine.

    Magma Mountain: Seems to work fine.

    Crystal Caves: Same problem as before, garbage tiles everywhere.

    Starlit Shrine: This one crashes on me anyway, even with debug enabled. The title card never leaves the screen.

    Dark Docks: Same problems as the other zones with garbage tiles. Also, the blue pallet is way too saturated for a real Genesis, it just looks muddy.

    Sunken Subway: Seems to work fine.

    Pinball Plaza: Seems to work fine.

    Toxic Town: Same problems as before. Garbage tiles.

    Cosmic Colony: Seems to work alright, and no problem defeating Eggman.

    Ancient Amazon: Same problem as before. Garbage everywhere.

    Stormy Skies: Seems to work fine.

    Aesthetic: As I said on SCARZ, the letters need a one-pixel outline or shadow. Also, the following item boxes need thicker graphics for the display: ring, shoes, shield.

    Sometime tomorrow I'll "reenable" Super Sonic and play around (it's not hard to force the game to stuff $07 in the RAM address for emeralds every frame, just to be sure).
     
  11. LocalH

    LocalH

    roxoring your soxors Tech Member
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    Hm, you've disabled SS another way, because stuffing RAM does nothing. I forced the rings to stay at 50, forced emeralds to 7, and even forced all of the special stages to be marked as clear, and I still can't access SS.
     
  12. Aurochs

    Aurochs

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    I think Super Sonic is supposed to be enabled only in certain zones, and the emerald count has nothing to do with it. That's what I remember from when I helped him fix a problem with SS, anyway.
     
  13. Tweaker

    Tweaker

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    Yeah, I seem to recall Starlit Shrine having something to do with SS in his hack. SF should correct me if I'm wrong, though.
     
  14. LocalH

    LocalH

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    That's probably got something to do with Starlit Shrine crashing on my Genesis then. I was at least able to train the ROM to give me most of the SS effects (I haven't took the time to get the actual Super Sonic acceleration and max speed variables). Interesting SS pallet (and he also has two different colored shoes =P).

    Also, another note about the hack: If you leave the title screen up long enough (seems like 65536 frames), you get an EHZ 2p demo. If you let the demo cycle and then wait some more at the title screen, it goes on to another demo, and this time you get the same crash that I found before when your "reverse timer" code is active (which could be bypassed by holding A before the demo loads if you have debug enabled).
     
  15. Shadow Fire

    Shadow Fire

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    OMFG! 4 MONTH BUMPAGE! I've been so busy with college, as well as not having much internet access, that I've been unable to work on my hack... until now.

    I have good news and bad news...

    Good news:
    I've been able to find a previous hack (which has Starlit Shrine) that doesn't produce the disappearing art glitch at the end of the levels...

    Bad news:
    ROM still bad in Kega and official hardware.

    Now for some updated screenshots.

    EHZ - Midnight Mound Zone (name soon to be changed)
    New palette, and I am editing the tiles. It's far from complete, but I wanna show what I've done. Tree trunks from Isolated Island Zone on Chaotix, and main tiles from Mushroom Hill Zone on S3K.

    [​IMG]

    ARZ - Ancient Amazon Zone
    New palette. What you see is the underwater palette... the above water palette is also changed. Almost exactly alike, but each a palette value difference, so it's lighter above water.

    [​IMG]

    GCZ - Starlit Shrine Zone
    Exactly as it was before... just wanted to show it off again... *shot* By next release, both act 1 and act 2 will be completed... hopefully.

    No image. You already know what it looks like. =P

    SCZ - Stormy Skies Zone
    New palette... enemy art will be fixed so rotating palette doesn't affect them.

    [​IMG]

    WFZ - Flying Fort Zone (name soon to be changed)
    New palette (kinda reminds me of Egg Carrier from SA1.) Layout edits also being made.

    [​IMG]
     
  16. StephenUK

    StephenUK

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    Is it just me, or is your HUD practically a spitting image of mine, down to the palette, shading and apostrophe?

    Other than that, nice work.
     
  17. Shadow Fire

    Shadow Fire

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    Palette and shading are coincidence... I copied exactly from S3, making it slightly different so it looked better. The palette is like that, since my rings have had their palette for as long as I've been doing it for (after I changed it from the bright yellow, which was almost a year ago). The apostrophe however, I will admit, was adapted from yours. If it's exact, then I'm sorry. I just wanted to have it look like that. (I hate the colon thing)

    Apart from that, thanks. ^_^
     
  18. redhotsonic

    redhotsonic

    Also known as RHS Tech Member
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    Your working is greatly improving! Keep it up!
     
  19. Shadow Fire

    Shadow Fire

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    I'm glad you like it. I'm hopefully gonna have quite a bit done... since I started from a previous hack, I'm going to need to fix up the WHZ collision once again, and redo the GCZ layout.

    Meh... =P
     
  20. Tweaker

    Tweaker

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    You remember how to do the collision, right? =P

    Also, I just made a HUD that looks a bit like that. Coinicidence, at best. I did snag the orange/yellow palette colors though -- they look sweet.
     
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