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Sonic 2 LD

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

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  1. Graxer

    Graxer

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    Great job! It looks amazingly like the Genesis version!

    I was watching the old videos from this again just a couple of days ago. I wanted to ask if it was still being worked on, but didn't want to bump the topic.

    The small logs are better by the way!

    EDIT: Also, Andlabs:
    I just downloaded Mod2PSG and that music is amazing!
     
  2. D.A. Garden

    D.A. Garden

    Sonic CD's Sound Test Member
    I completely forgot about this for a while, thanks for jogging my memory. :)

    The bridge looks good with the smaller logs, in my opinion; it looks more like Sonic2 (MD)'s ratio aspect between the size of Sonic in comparison to the logs.

    I'm really liking the way the level layout is unfolding as well. Those hills look like a very good representation of the S2MD's hills and I love the use of the checkerboard blocks on the corners, they do work well for both dark and light sides.
     
  3. Agobue

    Agobue

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    I didn't actually know about this project until today. It does sound great, and hopefully the Master System will get the Sonic game it deserves.
     
  4. MoDule

    MoDule

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    Procrastinating from writing bug-fix guides
    I don't think I ever posted my second CPZ mockup, so here it is
    [​IMG]
    Just some new BG tiles I did a while ago. Not sure if you can place two monitors next to each other like that.
    I could start putting together the meta tiles. I just need to know what the limitations are and possibly what each one does.
     
  5. Looks great, but yeah, there are too many sprites in there. Currently, the monitors are sprites because they cover detailed parts of the background, I'm assuming the door+spring is a sprite as well because it animates, those alone already add up to 9 sprites sharing the same scanlines, so there would be flickering. If Sonic decides to stande there as well, there will be lots of flickering. The best thing to do would probably be having a flat background behind the monitors, so that those could be drawn with background tiles instead of sprites.
     
  6. Techokami

    Techokami

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    If this was Sonic Chaos or Sonic Triple Trouble, you could do that.
     
  7. Mr. Mash

    Mr. Mash

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    If you could, maybe the spring could be a little brighter?
     
  8. doc eggfan

    doc eggfan

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    GreatMegaLD, GreatSC3k, Great SG1k
    [​IMG]

    That dark background pattern was a fluke. I was going to do checks like the 16-bit, but I stuck in a couple of place holder tiles from the original art and I like how it turned out.

    I'm not sure about the spring. To get it exactly right would require 6 tiles, and right now it's only 3. I might come back to it.

    And yes, I see the broken tiles. They are the bane of my existence :argh:

    I really should write some documentation on that. Someone (sorry, I've forgotten who it was) made the below chart ages ago, it's a good place to start. The meta tiles are numbered 00 to ff from top left to bottom right.
    00-2F are solid in the relevant slope
    40-6F are solid from above but not below, so you can jump up through them and land on them from a lower level. Acts a bit like a second foreground plane.
    90 onwards are not solid.
    30-3F are for tube blocks but GHZ doesn't have any.

    [​IMG]

    I'm going to need to investigate how the solidity is assigned, because I want to use some of the non solid block past 90 and make them fully solid. Maybe Glitch's Aspect programme does some of this. I don't know, I couldn't get it to work.
     
  9. Glitch

    Glitch

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    Aspect Edit can't edit collision data (yet); it only supports the graphical stuff. All of the solidity data is held in "collision_data.asm" in the disassembly. There are 2 collision sets: one for ALZ - which is completely pointless since the blocks that they changed aren't actually used in the level layout - and one for the other levels. I haven't done much research into the player-environment collision detection/handling stuff so I'm not sure how the data is structured.
     
  10. doc eggfan

    doc eggfan

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    Okay, cool bananas. I'm going to get everything in place first before I start messing with the collision. Hopefully, it shouldn't be too hard, I don't need anything fancy.
     
  11. One of the best ideas on the forum. This should become the next community project!
     
  12. Agobue

    Agobue

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    Yes, after Sonic 2 HD is done.
     
  13. Retro_Stew

    Retro_Stew

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    Ah, good to see the project is not dead!
     
  14. SwissCM

    SwissCM

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    It's looking awesome! A quick silly question: are you planning on making the HUD a bit more like the MD versions, or are there some technical barriers stopping that from happening?
     
  15. doc eggfan

    doc eggfan

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    Yeah, it's on the list. Shouldn't be too hard hopefully.
     
  16. Shadow Hog

    Shadow Hog

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    Not everything needs to be a goddamn community project, y'know.
     
  17. Mr. Mash

    Mr. Mash

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    I dunno, they seem to be getting on fine by themselves
     
  18. PsychoSk8r

    PsychoSk8r

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    30 Day Project: Revisited.A New Release!
    Ahahahaha, this made me laugh. This'll be finished with just doc eggfan and glitch working on it, long before S2HD will.
    This isn't a dig at S2HD btw.
     
  19. nineko

    nineko

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    I second all the posts above mine. This shouldn't turn into a Community Project, as I want it to have a chance to get finished before my grandnephews die.
     
  20. Agobue

    Agobue

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    Yeah, I agree. It shouldn't be a community project because I guess it's alright as it is.

    I don't mean that in a derogatory way.
     
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