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Sonic 1 Beta Remake Update Thread

Discussion in 'Engineering & Reverse Engineering' started by AbsoluteG, May 9, 2006.

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  1. AbsoluteG

    AbsoluteG

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    It's been a while. but I have a question for you guys. I am running out of stuff to put into my hack. So with that, V 0.04 might be the last version (at least for a while.) After this next version, what should I do next?

    A. Continue with this hack anyway.
    B. A Sonic 3 Beta remake?
    C. A Sonic 1 Delta hack? (this would have Sparkling and Clock Work present, as well as stuff from S2 like spindash and no speed limit, and maybe tails)
    D. Or a hack of the Sonic 2 Nick arcade prototype with the badniks that never made it past Concept art (Mother bubbler, Bubbler, Ball enemy, etc..)

    I'm leaving it up to you guys.
     
  2. JcFerggy

    JcFerggy

    Do you want to taco 'bout it? Member
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    I say do all 4, Doing A first, until you get to a point where you can't proceed anymore, then do C, then when that is finished, do either B or D.

    But if I had to pick one, I'd pick B or D, because everyone is hacking Sonic 1 lately, and there have been no "Really good" hacks for Sonic 3, and even though there is a dissembly for the Sonic 2 NA Proto, no one has really used it to it's fullest.
     
  3. B or C
     
  4. djdocsonic

    djdocsonic

    Testing YOUR Hacks Since 2005... Member
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    Id like to see you have a go at doing the Sonic 3 BETA Remake once you have finished the S1 BETA Remake completely.

    I take it for a S3 BETA you would

    1.Change the Sprites to Sonic 2 Style sprites
    2.Change Ice Cap's intro so Sonic is running instead of Snow Boarding.
    3.Change the Angel Island intro to show Sonic Surfing instead of being Super Sonic.
    4.Perhaps include Mushroom Valley, Flying Battery and Sandopolis? (listed in the S3 level select)
     
  5. JcFerggy

    JcFerggy

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    Maybe also removing the level cut scenes, so instead of at the end of AIZ, you falling into HCZ, you just have a regular transition effect, and just start in the water in HCZ.
     
  6. SMTP

    SMTP

    Tech Member
    The reason noone makes a hack for S3 is the fact the disassembly doesn't build perfectly. (no sound what so ever)
     
  7. Squints

    Squints

    All souped-up. And DESECRATED! Member
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  8. SMTP

    SMTP

    Tech Member
    $8(a1) is X value and $C(a1) is Y.

    Though there is an error in the code: you have $8(a1) but $C(a0). Should the $C be (a1) also??
     
  9. SegaLoco

    SegaLoco

    W)(at did you say? Banned
    What about that sonic 1 alpha hack that you were making?
     
  10. AbsoluteG

    AbsoluteG

    disgusted by origins plus Oldbie
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    Little by little, I am still working on it. Besides, I might actually add GHZ alpha into this hack (it would be GHZ act 4), But I'm not quite sure yet.

    As for those ideas. I'll worry about those once I finish this hack completely.
     
  11. AbsoluteG

    AbsoluteG

    disgusted by origins plus Oldbie
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    A small update: I have been working on a Goggles monitor. and I almost got it working. But how it works is that there are two sets of mappings for Sonic. but the mappings don't change until you die and and the level restarts.

    Is it possible to have the mappings for sonic change immediately to the sonic with goggles mappings after Sonic hits the certain type of monitor?

    or is there another way to create a goggles shield that I don't know about.

    BTW, what the heck is this Floorlog_Unk routine in the S1 Disassembly? Some kind of lost debug mode feature? (I already knew this was unused, I just wondered what it was for?.
     
  12. Varion Icaria

    Varion Icaria

    He's waiting.... Tech Member
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    S4: Cybernetic Outbreak
    FloorLog_Unk was used to log the Level's Solidity Tiles to see if it uses Primary and Secondary or Just Primary, It does that in S2F but is blocked off by an RTS because it delays the title card 2 seconds.
     
  13. Hivebrain

    Hivebrain

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    Sonic 1 only uses one set of collision data. FloorLog_Unk is meant to create a rotated collision array by converting the normal collision array, or something like that.
     
  14. StephenUK

    StephenUK

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    Quackshot Disassembly
    This may or may not work, but have you ever thought of making the goggles an object which is loaded relative to Sonic's position, and changes it's frame based on Sonic's frame? That way, you would only need one set of mappings for Sonic, and if the positioning of the goggles and their mappings are right, the goggles should be placed around Sonic's eyes at all times and the matching frame should be loaded. It shouldn't be too hard to do and will probably be better than double mappings.
     
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