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Two quick questions, and then a release

Discussion in 'Engineering & Reverse Engineering' started by Cinossu, Dec 26, 2005.

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  1. Cinossu

    Cinossu

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    Sonic the Hedgehog Extended Edition
    UPDATE. See latest post in this thread. Down there. *points*

    ---

    .. right, these are very quick questions, and after is the release my rom hack to show the world in its current state.

    What is the address in RAM used to store whether Sonic is underwater or not? Or is Sonic's Y-position checked with the current water height for that?

    And the other, where are the definitions for the Corkscrew 360-degree spin animation? They aren't in the regular set of animation definitions, and I can't find them anywhere. (The frame numbers are 5F to 6A)

    ---

    Enough questions, here be the rom hack. What's changed? Well..

    - Sonic has extra running animation, ala Sonic CD.
    - Super Peel Out is added! Up and a button when standing to use it. (There is no charge period as such, so you can let go straight after you press it and you'll release.)
    - A negative ring. Nowhere in the levels, but it's on Emerald Hill Zone's debug list and any other that had only the normal Ring and Monitor previously. What does it do? Well, take a guess. ;P
    - Hidden Palace and Wood Zone are added. Yes, I know they're in almost every single hack now, but I wanted it. :P Super Sonic has a palette underwater in it now, though. Wood Zone is more incomplete than anything, as the tiles will show.
    - The beginnings of "multiple characters", with one frame for the other two semi-complete. You choose on the options screen.
    - To become Super Sonic you HAVE to press a button in the air now, it isn't automatic. (Did this annoy anyone else?)
    - Random palettes and art are different, including Sonic and Tails's palette, the title screen palette, the special stage palettes (including the results screen), the HUD, the title card and a few other things.

    Known bugs are to do with the Super Sonic animation frames, Oil Ocean's collision map, and when you get hit "mid-charge" in the SPO you still shoot off. They will be fixed. :P

    The cheats have been changed to 01 02 for level select, 03 04 for debug, and 05 06 for 7 emeralds (just to make it easier for testing :P)

    Right, here's the rom then..

    [​IMG]
    http://cinos.gunsha.com/s2built.zip
    Included is a savestate on the level select with debug and Super Sonic enabled already. The checksum is probably bad, and I doubt this'd run on the real hardware in the state it is right now, but I'll get around to sorting that later.
     
  2. Rika Chou

    Rika Chou

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    Ohhh...

    NICE!!

    I love it so far! If only I knew how to do stuff like that.

    Two ideas similar to ones I had....Sonic 1 pallet used for Sonic, and the silver rings. (although mine were worth 5 rings) Where did you find VRAM space for the extra ring graphics?
     
  3. Cinossu

    Cinossu

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    After the invincibility stars, there's a space where there are letters from the "Sonic & Miles Prower In" screen. I put them in there. I know that this space is used by other stuff in a lot of levels, but I'll cross that bridge when I come to it.
     
  4. Heran Bago

    Heran Bago

    Ah! It's Puyo battle then. Tech Member
    Dis haxors roxors meh boxors and makes me want to touch meh coxors.
     
  5. StephenUK

    StephenUK

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    There's a byte in Sonic's SST (can't remember which one) which is set when Sonic's underwater. This affects speed underwater as well as the drown counter.
     
  6. Cinossu

    Cinossu

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    Ah, thanks. I'll look into it.

    EDIT: Also, does anybody know if there's a quick and easy way to make an object pushable? Or would it just be easier to nick and alter code from Sonic 1?
     
  7. LOst

    LOst

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    Nick it from Sonic 1's MZ pushable block
     
  8. Aurochs

    Aurochs

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    Whatever catches my fancy
    Damn, I was gonna do this... eventually... Oh well.

    Byte $22, bit 6 of his status array is set if Sonic is underwater. This seems to be updated every frame.
     
  9. drx

    drx

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    :rolleyes:
    Actually, it's a bitfield, not array *runs*
     
  10. Aurochs

    Aurochs

    Единый, могучий Советский Союз! Tech Member
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    Whatever catches my fancy
    Roffle. I was referring to his entry in the OST (which is an array). =P
     
  11. StephenUK

    StephenUK

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    I think you mean SST, unless Sonic is about to burst into song when the game reads that data.
     
  12. Sonic 65

    Sonic 65

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    XDDD
     
  13. Quickman

    Quickman

    be attitude for gains Tech Member
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    omg porjcet
    The difference between a sprite and an object is generally negligible. =P
     
  14. Aurochs

    Aurochs

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    Umm... no. A sprite is a block of no more than sixteen cells that the VDP can manipulate easily. An object is code that controls one or more sprites and defines its interaction with the game environment.
     
  15. Hivebrain

    Hivebrain

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    More different than that even. An object is code that changes RAM values. A sprite is a small movable image.
     
  16. I found a bug. When you exit super sonic mode sonic's palette changes back to s2's.
    Edit:HUH????? who's rahim?
     
  17. Tweaker

    Tweaker

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    Oh sup rahim.
     
  18. Cinossu

    Cinossu

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    The Super Sonic things I know. There's animation bugs, there's palette bugs, and there are a few with the new transformation too. Don't worry, I'll fix them in time. :P
     
  19. Tweaker

    Tweaker

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    You. Forget that Techies can view IPs? :P
     
  20. Cinossu

    Cinossu

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    *small bump* c.c I've been adding more recently, namely time travel and Mighty/Ray..

    [​IMG]
    [​IMG]
    [​IMG]

    Time Travel is only via an item box right now, but it works properly.
     
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