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Sonic 2 Adventure Edition

Discussion in 'Engineering & Reverse Engineering' started by MainMemory, Oct 17, 2012.

  1. MainMemory

    MainMemory

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    Visit http://shc.sonicresearch.org/entry/6 for the latest release.
    [hr]
    Sonic 2 Adventure Edition is an attempt to adapt some elements of Sonic Adventure to Sonic 2, like Sonic 2 Secret Rings Edition, but more focused.

    To that end, I have taken Sonic's moveset from Sonic 2 Adventure Control, and added several other things:
    • A separate character select screen.
    • Two gameplay modes: Adventure, where you play through the levels in order, and Trial, where you select a single stage.
    • The HUD has been redesigned, removing the score counter, expanding the minute counter to two digits, adding a centisecond counter, replacing the "RINGS" text with an image of a Ring, and removing the character's name from the life counter.
    • Rather than having the first act end with a signpost, you will instead be transported directly to the second act, making them function as one large level.
    • Sky Chase, Wing Fortress and Death Egg now have score tallies (SCZ and DEZ upon completing the level, WFZ upon defeating the boss).
    • Each level (barring Sky Chase and Death Egg) have three missions to complete: Level C requires you to complete the level, Level B requires you to complete the level with 50 Rings, and Level A requires you to complete the level within a certain time. Completing these objectives will earn you an Emblem.
    • Your collected Emblems, Best Score, Best Time, and Most Rings are saved and can be viewed in the Trial mode level select.
    • Clearing Emerald Hill Zone for the first time unlocks Trial mode and Tails as an AI partner.

    Images:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  2. MathUser

    MathUser

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    So why not remove th3 score tally if you cant see how many points you get anyway?
     
  3. Ravenfreak

    Ravenfreak

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    I'm enjoying this hack MM, great work. However I came across a few bugs. First off, Aquatic Ruins' music didn't fade back in after defeating Robotnik, his theme kept playing. Another bug I've noticed is the speedshoes lasted throughout the rest of the level in EHZ, I got the power up in act 2. Other than that I can't wait to play as Tails in the next release. :)
     
  4. MainMemory

    MainMemory

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    As is plainly visible in the screenshot, the Trial mode level select displays your best score.
     
  5. MainMemory

    MainMemory

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    I was unable to replicate the bug with the music in ARZ, but I did fix the speed shoe bug and the mission text on title cards.
     
  6. Jimmy Hedgehog

    Jimmy Hedgehog

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    Now this is awesome. It's great fun and putting those Adventure elements into a classic game gives it that little bit extra, for example with it keeping track of your best score/time and such.

    Also, it might not be of interest to you but I have a Sonic Adventure style life icon you can use for this if you want:
    [​IMG]

    EDIT: Erm...I just got to Sky Chase, having just finished Metropolis Zone...and this happened right at the start:
    [​IMG]

    It's frozen like that, with the music still playing. No idea what caused it, all that happened was the level started and that happened less than a second in.

    EDIT 2: Music eventually stopped and became more of a sort of fizzing/crackly sound, and when I reset it, Trial was no longer there and my save was gone o_O Strange stuff...will go through again later and see if it happens again.
     
  7. MainMemory

    MainMemory

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    This is what I get for making last minute changes and not testing everything again. I have fixed that bug, and also a bug where the time was reset to zero if you died on the second or third part of a level without hitting a checkpoint.

    Edit: You may have noticed a graphical glitch in Hill Top's score tally, that has been fixed.
     
  8. Jay T.

    Jay T.

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    A little bug I found. I charged up the Light Speed Attack, and then went into the pipe (in "Act 2"), let go of the button while moving, and then this happened.
    [​IMG]
    You can jump, and the spring above will move, but you cannot get out. Oddly enough, Tails actually got in the pipe and went through it backwards when it was opened. As far as I know, that is the only tube that does that. I tried most of the ones before that, and Sonic simply does the dash outside of it like normal.
     
  9. Chris Highwind

    Chris Highwind

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    Not to mention Sonic Adventure itself does the same thing.
     
  10. MainMemory

    MainMemory

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    A couple more bugfixes: lives weren't being reset to 3 on a game over, and something else I can't recall. Also it now has a page on the wiki.

    Edit: it was this: playing a level in Trial mode, returning to the level select, and going back to the character select caused Sonic/Tails to not appear.
     
  11. Are there no plans for custom levels? I kind of want to see what kind of direction that would take
     
  12. MainMemory

    MainMemory

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    As a general rule, my plans rarely ever include custom levels.
     
  13. Jimmy Hedgehog

    Jimmy Hedgehog

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    I quite like the idea of giving the same old experience in all of these different ways, giving more life and variety each time. You could go from say Sonic 2, to Secret Rings Edition, to this and while playing the same core game, the differences are enough to keep it fresh and keep the life there. Finished the main game, just gotta get the last couple emblems for Wing Fortress and Metropolis now :v:
     
  14. Mr Lange

    Mr Lange

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    I just played through this up to the crashed Sky Chase Zone. What I really appreciate about this is how strict you designed the homing attack, how it does and doesn't work on specific things (ie doesn't work on the firefly bots while they're lit). The light speed attack is a lot of fun, and because of its arcing motion it makes destroying the lobster bots in Metropolis a lot more awesome. I tested all kinds of situations and was surprised to find how incredibly free of bugs this is. I was only annoyed when the homing attack would get you stuck on horizontal ground level springs (such as in Aquatic Ruin) and the sides of the destructable rocks in Hilltop, but that's still solvable just by jump cancelling.

    I graciously await the finished version.
     
  15. MainMemory

    MainMemory

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    That specific behavior actually happened without me doing anything special. There are still things I need to fix with the homing attack, such as certain bosses not bouncing you off when you hit them.
     
  16. Truner

    Truner

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    Homing Attacking bumbers that shoots you sideways seems to get Sonic stuck in an endless rolling loop. Using spin dash gets him out of it and moves forward with the bumber's speed. Some of the act transitions look really weird. That's all the bad stuff I found in the game.

    Now for the good part: I absolutely adore the idea of this. An old game with progression based elements, challenges and a new control method? MUST PLAY. Just toss in an idle animation similar to SA's Sonic, cut the LSD charging time (either with an item ala SA or as an option) and you have a something that I personally would consider a masterpiece. What the hell, I already consider it one! Good job.
     
  17. Brain Burner

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    Now I agree partially with Truner about the act transitions; the first time I played the hack I thought the game suffered from severe lag and skipped itself to the next act. Realizing that it was intentional, I could help but think of it as a lazy "I don't want two/three acts per stage, so I'll merge theme via instant transitions" way of doing things. Couldn't you just merge the stages entirely, This would have course, exclude Metropolis zone 3 in general.

    I would also like to point out that when the player uses the spindash while Sonic is at the top of the loop, He'll most of the time, stay put in that area where he began the dash. After the dash prepares the light dash only then he will fall to the ground.

    In any underwater stage, you can abuse the spindash to reach an incredible speed; while underwater, you can step out of the boundaries of a wall, running through it and die.

    There are also instances where Sonic can Spindash in the air. I'm unsure if anyone has mentioned any other problems yet.
     
  18. MainMemory

    MainMemory

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    The lazy way would have been to keep all the acts separate. Sonic 2 levels have a fixed size, and I'm pretty sure some (maybe even most) of the levels have a combined size greater than that. The transitions are the absolute best I can do without resorting to decompressed layouts, so I guess that's what I'm doing next. The transitions aren't going away, because they're a part of the "Sonic Adventure" aspect of the hack.
     
  19. Truner

    Truner

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    Also, while sliding down the Oil, it's possible to Spin Dash. Maybe that was in the original game, I can't recall. The act transition in my opinion is a good idea, but I don't remember it being this fast and sudden in Adventure. I think it still took like a second to load? Or the black screen before the transition? Oh well, I still enjoy it.

    This just in:
    Dropboxing it because I'm lazy

    I'm AN IDIOT: don't mind the death, I was using savestates. The important stuff is the route where that strange no-oil/camera moves up when you jump out glitch is.
     
  20. Brain Burner

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    Alright you got me there MainMemory. I had completely forgot about the transitional system they used in the adventure games. Sorry for bringing that up. Carry on.