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Sonic 2 LD

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

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  1. Glitch

    Glitch

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    I don't mind using GPL code but I'd rather reinvent the wheel at least once. I did take a look at Tiled but decided against using it in favour of a more specialised tool. The level editor is about 95% complete. I just need to tidy up the UI and do some testing.
     
  2. MoDule

    MoDule

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    Procrastinating from writing bug-fix guides
    [​IMG]
    With the tiles I've made so far, I was able to create this. There's still a few more to go, but I'm almost done.
    I've still got one free color in the palette which I'll probably need to use for the water in act 2.
    I'll leave it up to someone else to make the larger tiles.

    Comments and critique are not only welcome, but requested.
     
  3. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    being an asshole =P
    I thought the scrollmap only could use 256 tiles. There are 384 there. Not to mention tiles used by rings and the like. (even if it wasn't the case, VRAM only has enough memory for 512 tiles, and it has to be shared with some other stuff like the tilemap layout data, so...)
     
  4. MoDule

    MoDule

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    Procrastinating from writing bug-fix guides
    Then let the minimizing begin.
    There are quite a few tiles that are the same save for the color. With a little palette trickery we could shave off a few here and there.
    The pipes use more tiles than I'd like, but there's not much I can do there. A few tiles aren't really necessary, they just make the shapes look a little better. I'd really like to have the tubes in there, but they will definitely use up a lot of tiles.
     
  5. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    being an asshole =P
    For the tubes it's easy: make the lighting be in the middle. That way you'd probably get out with four tiles between both horizontal and vertical instead of eight. That, and you may want to reduce detail. Shading isn't so important because we know the hardware is limited. But I guess you could get some more tiles by simplifying the background first - less variety in the buildings, you know.
     
  6. Glitch

    Glitch

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    We have 448 tiles to play with (the rest of VRAM is taken up by the SAT). Most levels load sprite tiles into the first 256 slots. The remaining 192 are used for level tiles, 4 of which are reserved for the animated rings.
     
  7. BlackHole

    BlackHole

    You're going to need MORE than help. Member
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    Looks awesome. Nice artwork, MoDule, and awesome work Glitch. I can see that I'm no longer needed in this, so *disappears into the shadows*
     
  8. MoDule

    MoDule

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    Procrastinating from writing bug-fix guides
    Small update:
    [​IMG]
    I was able to get rid of a few tiles by using the sprite palette and eliminating some that aren't absolutely necessary.

    Nice vid. It's good to know I've only used up half of what we can use.


    Hold it!
    I can't do all the tiles for every zone. Any help is appreciated, even if I'll probably end up tinkering with it, anyway.
     
  9. Phos

    Phos

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    The stripes on the tubes should go horizontally, rather than vertically, but if I'm interpreting your new tile set right, you've already fixed it.
     
  10. ICEknight

    ICEknight

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  11. Mastered Realm

    Mastered Realm

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    Yep!
     
  12. Phos

    Phos

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    I seem to have misremembered
     
  13. BlackHole

    BlackHole

    You're going to need MORE than help. Member
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    *enters through a window, and blows dust off topic*

    Coughcough, yeesh, been a while since someone posted here

    *places crappy work on and leaves through the window*

    [​IMG]
     
  14. Skyler

    Skyler

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    The next audtion
    It looks ok, but I can barely make out the paths in the background. Perhaps brighter colors would do?
     
  15. JcFerggy

    JcFerggy

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    I had completely forgot about this project, so I was blown away with the art BlackHole. I hope that this is still alive.
     
  16. SGR

    SGR

    Give me the gams. Member
    I would say tone down that purple a bit.
     
  17. doc eggfan

    doc eggfan

    Are you pondering what I'm pondering? Wiki Sysop
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    Don't despair, I still plan to continue working on this, I've just been busy lately. I'll be sans-employment soon, so I should be able get back to being productive in the near future.

    And thanks for your continuing support Black Hole.
     
  18. Watkins

    Watkins

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    Heh, there's quite a bit of irony in that. =P

    That said, I'm really glad that work is going to continue on this project. It's definitely one of the hacks here that I've been keeping an eye on for quite some time, and some of the work that people have posted in here is quite impressive, and certainly looks and feels like something you would see in an 8-bit Sonic game.

    That said, like SGR said, the purple in that art is kind of bright. If you look at MCZ in Sonic 2, It's a tad bit darker:

    [​IMG]

    In contrast, I'd personally try to brighten up the green a little bit (going back up to the screenshot I just posted). Filling up a bit of the black would make it feel a tiny bit less empty, but that's just me nitpicking. Other than that though, it looks pretty awesome! =P

    Also keep in mind that I have next to no hacking experience; I'm just tossing in my 2 cents.
     
  19. Andlabs

    Andlabs

    「いっきまーす」 Wiki Sysop
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    Writing my own MD/Genesis sound driver :D
  20. doc eggfan

    doc eggfan

    Are you pondering what I'm pondering? Wiki Sysop
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    [​IMG]

    Some progress. Not too sure about the bridge. Comments? Smaller logs, yeah? I'm trying to fit it in with the standard unedited collision detection (sonic bobs up and down over the logs) but maybe the effect will still work with smaller ones. I'll have to try it.

    Everything's so god-damned fiddly, and I'm trying to be very economical with my tiles and plan ahead so I don't run out of VRAM. It's really hard to integrate the background in when you've only got one layer. I'm going to do my best to get it in once the foreground is complete.

    Update:
    [​IMG]
    That's better, and the collision illusion held up better than I expected.
     
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