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Sonic 2 LD

Discussion in 'Engineering & Reverse Engineering' started by doc eggfan, Aug 22, 2008.

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  1. Sparks

    Sparks

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    I need to stop looking at this thread.

    It inspires me to do a S2 GG hack which I probably don't have the time to do. :v:
     
  2. nineko

    nineko

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    Right, this was long overdue, I want to take this chance to apologise for this post of mine dated more than one year ago:
    I was wrong. Shame on me.
     
  3. doc eggfan

    doc eggfan

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    GreatMegaLD, GreatSC3k, Great SG1k
    More screenshots

    [​IMG]

    [​IMG]
     
  4. Endri

    Endri

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    All my dreams are becoming true!
     
  5. Skyler

    Skyler

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    The next audtion
    I can't wait to play that. Looks amazing.
     
  6. Oh, I assumed S2 had background monitors too. My bad.
     
  7. Agobue

    Agobue

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    Help with this one then.
     
  8. Graxer

    Graxer

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    It's odd to see bridges there, but they fit in very well and it looks great.
     
  9. Shadow Hog

    Shadow Hog

    "I'm a superdog!" Member
    Looks nice. Forgive me for being cynical, but how well does the loop work? IIRC, Sonic 2 (MS/GG) had them, but once you started going on them you were forced to finish them, and you couldn't reenter them from the right. Otherwise, it had no half-pipes or anything of that sort - that was saved for Sonic Chaos.
     
  10. The Shad

    The Shad

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    Seriously a screenshot and not mock up?
     
  11. Flygon

    Flygon

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    I'm incredibly impressed.

    I send my bravos to this project.
     
  12. doc eggfan

    doc eggfan

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    Yes, of course.


    The loop is not yet functional, but it is built the same way as the ones originally in the game, so hopefully it's just a matter of turning them on. The best I can hope for is to get them working in the same limited way as before. I think there is a way to get a bit more functionality in the loops using the pipes, which I am planning to experiment with in CPZ.

    I do have some quarter circle ramps that kind of work in EHZ, but not in the same way as the mega drive. It basically just registers the collision, but Sonic just stays upright. I think this is how it works in Chaos too, but they coded in a jump command at the crest of the slope
     
  13. ICEknight

    ICEknight

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    Speaking of, is Sonic Chaos importing out of the question? The loops worked pretty well in there.
     
  14. doc eggfan

    doc eggfan

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    That's a question for Glitch. I think it's based on the same engine, so it's probably possible, but it might fuck up all the work I've already done.

    I had an idea on how to improve the quarter circle ramps to be more like Sonic Chaos. I'll have to see if it works.

    EDIT: Nah it didn't. I thought I could use the vertical entrance to a tube to force a jump at the apex of the curve, but it didn't work.
     
  15. Glitch

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    I haven't disassembled the SC/TT loop code but the safe bet would be that it's based on the same principles as the S2 engine (I.e. precalculated object positioning data). The sonic 2 loop triggers are extremely ugly: the engine first checks to see if the current level is either ALZ or GHZ then it checks to see if the player is at a specific X/Y coordinate within the level and, if they are, it starts processing the motion data. This would be unfeasible for SC/TT since they have far more loops, so I'm guessing they switched to a more flexible metatile-based trigger system.

    When all's said and done, all 3 games share the same basic engine so porting between them shouldn't be too much of an issue.
     
  16. Skaarg

    Skaarg

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    I love this. I think it'll be very impressive to see in motion eventually.
     
  17. Agobue

    Agobue

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  18. Espilonarge

    Espilonarge

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  19. Blanche Hodapp

    Blanche Hodapp

    *urp* Eternal Queen
    I'm amazed at how far this is coming along! Very impressive, etc.

    As always, if you need a hand with any generic art, give me a shout, I need excuses not to do my lab reports =P
     
  20. MathUser

    MathUser

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    The games looking great. It's amazing how much close this 8-bit is getting to the original.
     
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