Romhacking.net

Romhacking => Personal Projects => Topic started by: sics on May 14, 2018, 12:26:09 am

Title: SonicNes ♦ Improvement Next ♦
Post by: sics on May 14, 2018, 12:26:09 am
 If I asked you what is your favorite game of the Nes you would answer? Surely you would never think of this pirate rom, but you know what? This was a very special game for me, since it was the first Sonic I had contact with, well actually Somari ::) . But what does it matter? If that plumber was standing on the green hill :laugh: .

 And although some time later, I realized that something was wrong in those hills, that was what pushed me to the world of Romhacking. And although after the great version of Jabu I thought that this game could not be improved anymore, the work of FuriousHedgehog showed me that I was wrong.

 It was then that this project was born and you asked yourself: What's new?:
 
  ● Graphic editing, new graphics are created and the style of existing ones is unified.
  ● Repositioning objects and enemies.
  ● Graphics are optimized deleted unused elements.
  ● Some palettes are exchanged and modified.
  ● Graphic loading errors are corrected.
  ● The error of the coins that do not disappear is corrected.
  ● Fixed the failure that produces an instant death in the battle against the boss of level 3. (17/05)
  ● Most areas where the Scenario can be crossed are corrected.
 
 ■ Zone 1 78% [Completed]
Spoiler:
(https://orig00.deviantart.net/07aa/f/2018/133/2/4/z1_001_by_terwilf-dcbh4xj.gif) (https://orig00.deviantart.net/68b9/f/2018/133/0/1/z1_002_by_terwilf-dcbh4ym.gif) (https://orig00.deviantart.net/7cb3/f/2018/133/8/1/z1_003___boss_by_terwilf-dcbh540.gif)
 The animations were created from real captures

 ■ Zone 2 90% [Completed]
Spoiler:
(https://orig00.deviantart.net/6c61/f/2018/133/7/3/z2_001_by_terwilf-dcbh53t.gif) (https://orig00.deviantart.net/4bae/f/2018/133/1/7/z2_004_by_terwilf-dcbh534.png) (https://orig00.deviantart.net/b6cb/f/2018/133/4/2/z2_002_by_terwilf-dcbh53p.gif)
 The animations were created from real captures

 ■ Zone 3 97% [Completed]
Spoiler:
(https://orig00.deviantart.net/afe3/f/2018/133/6/9/z3_002_by_terwilf-dcbh52t.png) (https://orig00.deviantart.net/a8ce/f/2018/133/5/f/z3_001_by_terwilf-dcbh531.gif) (https://orig00.deviantart.net/c2ab/f/2018/133/5/f/z3_003_by_terwilf-dcbh52n.png)
 The animations were created from real captures

 ■ Zone 4 20% [Completed]
Spoiler:
(https://orig00.deviantart.net/c000/f/2018/133/9/0/z4_003_by_terwilf-dcbh51a.png) (https://orig00.deviantart.net/c8d6/f/2018/133/2/1/z4_002_by_terwilf-dcbh51j.gif) (https://orig00.deviantart.net/7eb1/f/2018/133/c/1/z4_001_by_terwilf-dcbh51t.png)
 The animations were created from real captures

 ■ Zone 5 07% [Completed]
Spoiler:
(https://orig00.deviantart.net/b78c/f/2018/133/0/2/z5_001_by_terwilf-dcbh512.png) (https://orig00.deviantart.net/7c0a/f/2018/133/1/9/z5_002_by_terwilf-dcbh50o.png) (https://orig00.deviantart.net/7897/f/2018/133/d/0/z6_003_by_terwilf-dcbh509.png)
 The animations were created from real captures

 ■ Zone 0 10% [Completed]
Spoiler:
(https://orig00.deviantart.net/dc27/f/2018/133/6/9/ze_001_by_terwilf-dcbh547.png) (https://orig00.deviantart.net/0270/f/2018/319/4/1/ze_002_by_terwilf-dcs26gq.gif) (https://orig00.deviantart.net/a470/f/2018/133/9/3/zf_001_by_terwilf-dcbh4zz.png)
 The animations were created from real captures

Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on May 14, 2018, 06:06:09 am
 :o fantastic work, it's great :beer:
Title: Re: SonicNes [Improvement Project]
Post by: andrewclunn on May 14, 2018, 06:49:49 am
A clear labor of love.  These are the best sorts of projects.
Title: Re: SonicNes [Improvement Project]
Post by: bL4sT on May 14, 2018, 10:24:23 am
Looks fantastic. Can't wait to play it. :)
Title: Re: SonicNes [Improvement Project]
Post by: vhr2121 on May 14, 2018, 11:54:49 am
I so WANT to give this game a shot when you get it done. Keep it up!
Title: Re: SonicNes [Improvement Project]
Post by: DavidtheIdeaMan on May 14, 2018, 12:26:04 pm
Dude,you are taking a good mod & making it even BETTER than before,keep it up friend & who knows,maybe you can improve a few things to it too. :)
Title: Re: SonicNes [Improvement Project]
Post by: Midna on May 14, 2018, 02:23:35 pm
Looks very nice. Are you considering adding Scrap Brain (level 6) to the game? There's still a few glitchy remnants of it buried in the code.
Title: Re: SonicNes [Improvement Project]
Post by: itemdrop on May 14, 2018, 02:59:28 pm
great stuff keep it up cant wait to see this project finished
Title: Re: SonicNes [Improvement Project]
Post by: sics on May 14, 2018, 04:24:33 pm
 cartridge_rom
 Thank you very much, you were finally right, there were many things to improve :beer:

 andrewclunn
 I blushed xD

 vhr2121 & itemdrop
 Thanks, I hope to make the wait worthwhile ;)

 DavidtheIdeaMan
 Yes, previously it was just a graphic improvement, but now that is my goal :)

 Midna
 The engine is flexible enough to make that a reality, but I would need someone with more solid knowledge to achieve it.

 Personally, I think that this Zone was left out more because of graphic limitations than technical ones. Nowadays I have recreated only the graphics needed for the final Zone and I still can not find the way to optimize the space and limitations of the chr, but that happened to me with Spring Yard and with time I could solve it.

(https://orig00.deviantart.net/1d4b/f/2018/134/9/e/chr000_by_terwilf-dcbj564.png)  (https://orig00.deviantart.net/1da5/f/2018/134/b/a/chr002_by_terwilf-dcbj55y.png)
Original                                                  Actual

 Anyway I think it's a matter of time, my knowledge is increased as I continue with the project and even if I do not get it I am documenting all the necessary information to pave the way for the next madman to try it :laugh:


Title: Re: SonicNes [Improvement Project]
Post by: firedropdl on May 14, 2018, 09:17:05 pm
Thanks for sharing your own personal history of this game with us.  I recently watched a youtube video of a famicom pirate multi-cart where the reviewer and a lot of people in the comments were crapping all over the various hacks (like Spiderman 2, which was a hack of one of the Ninja Gaiden games).  But I noticed a post in there where somebody was from Brazil and said that this was all they knew growing up and they thought it was a great game as a kid, bugs and all.  That game WAS their Ninja Gaiden.  :)


Really cool that you've decided to make it your own and improve upon the original.  It's amazing what you guys have managed to do to this rom so far, and I can't wait to see where you go with this Sics. 

You have my support!
Title: Re: SonicNes [Improvement Project]
Post by: NiO on May 14, 2018, 10:40:53 pm
I really like what I see, I just downloaded an older version and I really like it, so I guess I will like this one a lot more!!

Only complain (and possible feedback?) of the game is that Sonic hitbox is small or its hard to hit enemies, sometimes you are jumping but they hit you, if you can check or fix that, this would be awesome.

 :crazy:
Title: Re: SonicNes [Improvement Project]
Post by: sics on May 14, 2018, 11:29:06 pm
 firedropdl
 It's funny in the past I started to make a graphic improvement hack of that game, but when I discovered that they barely altered a level I was disappointed and I left it :P

 One of the things I rescue from this port is that you can see the effort, there are traces of sectors with 1, 2 or 3 reversals, and many other things, personally the more I edit it the more I am convinced that something forced them to publish it before finalizing its development turbid things of the pirate world :D

 NiO
 That's not the problem, what happens is that an instant before shooting the enemies create the projectile inside of themselves, I still have no control over that, but I can alter the position of the enemies putting them in a less Machiavellian way, but business complex I reserve that work for the end.

 I also take the opportunity to clarify that most of the work is done through the analysis of raw data as they are executed. That has made me very flexible although I recognize that it would be very useful to acquire real knowledge ::)

 On the other hand, I'm going to publish a list of all the bugs I discovered.

 PD: It was awesome the work they did with DeadPool congratulations!




 This is how the objects in the game work :thumbsup:

(https://orig00.deviantart.net/9f21/f/2018/135/1/2/graficos_by_terwilf-dcbnlut.png)

 Each piece of the object is stored at regular intervals, but there are certain combinations that can cause gliches at the beginning of levels 2 and 3 of each zone. This error can be identified simply by replacing the lines with zeros until the problem disappears when entering the level. After being identified, it is only a matter of moving the mosaic to another sector to avoid this corrupt combination.  ;)
Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on May 16, 2018, 09:17:33 am
 :thumbsup: great work great
Title: Re: SonicNes [Improvement Project]
Post by: ultimaweapon on May 16, 2018, 11:11:34 am
It definitely looks great. I just have one question. Will the ability to get Super Sonic be included?
Title: Re: SonicNes [Improvement Project]
Post by: Shade Aurion on May 16, 2018, 11:30:19 am
This looks great! Nicely done!
Title: Re: SonicNes [Improvement Project]
Post by: sics on May 16, 2018, 03:10:47 pm
 cartridge_rom & Shade Aurion
 Thank you!

 ultimaweapon
 If you look carefully it was planned to include the emeralds of chaos in the game, it is a matter of identifying if there is an object code programmed for it and see how this affects the game, but at the same time I must say that it was also present the box with the super speed shoes, but when using it in the game nothing happens :-\

(https://orig00.deviantart.net/ee27/f/2018/136/0/c/bonus_001_by_terwilf-dcbp8h2.png)
 Being realistic my present self can not deal with very advanced things, but in the same way I can say that my past self could not do even half of the fourth part of what I do now, I was recently told of a guide to understand Sonic physics, but for the moment I think the most sensible thing is to keep the project with objectives that I can handle, you can always get a new version :thumbsup:

 (https://orig00.deviantart.net/bef5/f/2018/134/d/a/editor_by_terwilf-dcbji9p.gif)

 I promise that the update will be worth it, but under my terms :beer:
Title: Re: SonicNes [Improvement Project]
Post by: Kurt91 on May 16, 2018, 11:43:00 pm
I've been curious, is there any way to see the level maps for this game? I've wanted to for quite a while, but as far as I know, there isn't a tool to do that. The mapper program you showed looks like it shows individual chunks though, so that got my hopes up that a map viewer is possible?
Title: Re: SonicNes [Improvement Project]
Post by: sics on May 17, 2018, 02:13:18 am
 Not currently, but of course it is possible, I have all the necessary information on how the levels, objects, etc. work. Today I discovered that the place where Sonic starts is not fixed, I imagine that this value is stored close to where the other coordinates of each Zone are, although I am not sure of that.

 On the other hand, the blocks you mentioned form a library of level sectors, which are called through a list to build each Act, these blocks can be reused more than once, and at the same time there is another list that stores the objects and enemies and to distribute them using coordinates.

 As I said in a previous comment, the engine of this game is very flexible, so it would be great to make a specific editor, currently I do not have time for that, also being frank I would like to leave it in the hands of someone more experienced, but in any case I do not see it impossible. :thumbsup:

 As a bonus I would recommend waiting to be released this patch to make any kind of hack, the original game in addition to being plagued with bugs also has many "human error" ranging from objects with poorly assigned physics to directly confusing the use of the same :P
Title: Re: SonicNes [Improvement Project]
Post by: ultimaweapon on May 17, 2018, 07:14:55 am
I'm excited to see the finished product
Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on May 17, 2018, 01:45:18 pm
it's great to reposition the enemies, they do not let the game flow, they attack on each platform you fall into before, this will greatly improve the game's fluidity and gameplay :D

I add a suggestion to the project

- change the end-of-level banner with the sonic face, change the sonic face to the same as the life icon to be more stylised like Sonic Mania.


great work Sics  :beer:
Title: Re: SonicNes [Improvement Project]
Post by: Midna on May 17, 2018, 02:33:31 pm
That one awful part in Marble Zone where you're dropped right on top of a spiked enemy with no opportunity to dodge and no room to get out of the way needs to go.
Title: Re: SonicNes [Improvement Project]
Post by: sics on May 17, 2018, 06:14:33 pm
ultimaweapon
I also, currently I am editing Labyrinth Zone but it is full of objects that I must identify correctly before making any changes :P

cartridge_rom
 While it is true what you mention, this problem is worsened by the mechanics of Sonic, he can only become a ball when reaching the highest point of his jump (on the springboard) and when he achieves this form does not last until he touches the ground , the problem is that most of the enemies are in places where this problem is evident, since at very short distances it is impossible to execute a "flying spindash", it would be great to fix that problem before deciding to touch some enemies (Any kind of help it's welcome xD).

 About your request I am not sure I have understood correctly, anyway I am very happy using the work I do FuriousHedgehog for the life counter and end of level posters are based on the original Sonic, I think it is the most correct to leave them like this: thumbsup:

 On the other hand thought to include optional patches so they can build their version in a more friendly, mainly out of respect for those who have improved the game and also because I drew several versions of some graphics and can not decide.

(https://orig00.deviantart.net/0650/f/2018/133/d/e/z1_004_by_terwilf-dcbh53x.gif)

Midna
 Of course, I think it would be enough to run it a little further back, I take the opportunity to clarify that I'm only going to modify the position of the enemies unfairly placed so as not to make the game extremely easy ;)

 Already in the second level it is possible to obtain the limit of lives (9) which makes the boxes with life and bonuses completely useless, I have to see what I do with that.

Title: Re: SonicNes [Improvement Project]
Post by: Midna on May 17, 2018, 07:23:31 pm
I think the alternative reads a little better. Reminds me of the 8-bit Sonic 1's spikes.
Title: Re: SonicNes [Improvement Project]
Post by: Sephirous on May 18, 2018, 12:28:55 am
I just want to see Scrap Brain get put in. But I can understand the difficulty that would endure.  :crazy:
Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on May 18, 2018, 07:25:51 am
alternative is better, bigger best sprites :thumbsup:

you're right Sics, better to put everything like original Sonic ;) (level posters are based on the original Sonic)

Zone 6 - Scrap Brain in some future patch, it would be great to remove it from the unused game code :D
Title: Re: SonicNes [Improvement Project]
Post by: sics on May 18, 2018, 05:30:38 pm
Midna & cartridge_rom
 Yes, I used that example chart because among my friends it was the one that caused the most divergence, both are based on the canon :laugh:

Sephirous & cartridge_rom
 Scrap Brain at the moment is not an official part of this project, but as I said I do not rule out the idea, it's just that I plan to release the patch this year and also deliver quality work.




 (http://www.romhacking.net/forum/Themes/boss/images/post/exclamation.gif) This is the process to edit the blocks of the levels | Tools needed:

  ● DjinnMapper v1.5.0.0
  ● YY-CHR 0.99 (Mod sics*)
  ● Firework MX 6.0
  ● Pain 5.1 :laugh:

  Look for a sector not used in the rom with YY-CHR and leave it in the following way:

(https://orig00.deviantart.net/8252/f/2018/145/4/2/nivel_00_by_terwilf-dccjyma.png)
In this tile sector 00 represents the empty space and from the sector E0 the rings of the game.
Note 1: The capture is from DjinnMapper not YY-CHR.

  We open the game in the emulator and go to the level that we want to edit and look for the most unusual sequence of rings that we can, in this case we will work with the following capture:

(https://orig00.deviantart.net/ee27/f/2018/136/0/c/bonus_001_by_terwilf-dcbp8h2.png)

  With this in mind we load the rom in the DjinnMapper, and change the width in box marked in the following image by "16".

  We look for a block that matches the one we chose for the example, we must bear in mind that there may be more than a similar sector in the rom. So if you want to clear up doubts you can make some easy modification to revert in that section to check if this change is reflected in the game when executed.

Note 2: You should not forget to reload the game in the emulator every time you make a change, and remember that no matter how you make changes in the rom you can continue using the saved states of previous versions, you just have to move a bit so that the image is updated.

(https://orig00.deviantart.net/45d0/f/2018/145/4/a/nivel_01_by_terwilf-dccjym6.png)
Note 3: To correctly visualize the level in DjinnMapper you must adjust the image in the "TileMap" window in the same way as the first capture.
Note 4: The simplest way to navigate in that window is using the keys: "End", "Page Up" and "Page Down".
Spoiler:
(https://orig00.deviantart.net/b6f7/f/2018/146/4/e/editar_tilemap_by_terwilf-dcckdhx.gif)

  We load the screen capture that we previously made in the emulator, using some image editor to reduce its dimensions to 50%, taking care not to use any scaling method that implies the modification of the original palette of the image.

(https://orig00.deviantart.net/eeb5/f/2018/145/7/0/nivel_04_by_terwilf-dccjylm.png)

Spoiler:

  Optionally we can make a capture of the application "DjinnMapper" by cutting the sector belonging to the block that we want to edit to use it as a reference.

 (https://orig00.deviantart.net/a2b3/f/2018/145/f/a/nivel_02_by_terwilf-dccjym1.png)(https://orig00.deviantart.net/20df/f/2018/146/1/2/limites_by_terwilf-dcckcra.png)
When selecting, keep in mind that the right sidebar eats the last pixel of the image, so you must compensate.

  We divide the size of our cut in half so that the measurements coincide with those of the image used in the 5º point.

 (https://orig00.deviantart.net/ac50/f/2018/145/e/9/nivel_03_by_terwilf-dccjylw.png)
Note 5: Using the Pain is the most practical way to resize it, there you can paste it and press the "-" key (Subtraction) to do it.


  We adjust the measures of the grid in 8x8 pixels:

(https://orig00.deviantart.net/dd60/f/2018/145/e/0/nivel_06_by_terwilf-dccjyl8.png)
Spoiler:
(https://orig00.deviantart.net/4571/f/2018/145/0/1/nivel_05_by_terwilf-dccjyld.png)

  We fit the grid correctly:

(https://orig00.deviantart.net/7a47/f/2018/145/8/a/nivel_07_by_terwilf-dccjhj7.gif)

  We cut the object that we want to identify, in this case a cube:

(https://orig00.deviantart.net/7612/f/2018/145/4/1/nivel_08_by_terwilf-dccjhj1.gif)
Note 6: When an object uses more than one palette, it captures these pieces separately, optionally you can convert the image to gray scale, it is difficult for me to use it as reference in that way.

  We pass the cut to YY-CHR and edit your palette as we see fit.

(https://orig00.deviantart.net/433a/f/2018/145/4/3/nivel_09_by_terwilf-dccjyl6.png)
Note 7: Some images may require more editing or it may just be better to redesign them to make them easier to distinguish.

 10º We identify the sector where the object comes from in the DjinnMapper:

(https://orig00.deviantart.net/4076/f/2018/145/9/2/nivel_10_by_terwilf-dccjykz.png)
In this case the first tile is located in sector 64.

 11º From now on we will have to place all the objects in the YY-CHR using the previous criterion and periodically examine the DjinnMapper result to avoid errors, in this way we will also find new areas that will help you identify new objects.

(https://orig00.deviantart.net/4c75/f/2018/145/8/0/nivel_11_by_terwilf-dccjhh1.gif)
Use F7 on DjinnMapper and YY-CHR to update the changes, and remember that DjinnMapper also has a graphics editor.

(https://orig00.deviantart.net/4e52/f/2018/145/2/5/nivel_12_by_terwilf-dccjhgq.gif)
Note 8: Currently DjinnMapper has a palette of 4 colors so you should squeeze to the maximum.


(https://orig00.deviantart.net/e5ec/f/2018/145/d/9/nivel_13_by_terwilf-dccjykw.png)
 And this is the final result.

 * To follow this tutorial, you can use the normal YY-CHR, this modification does not really add anything signficativamente innovator. :thumbsup:.
Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on May 26, 2018, 04:07:39 pm
great work and great project :thumbsup:
Title: Re: SonicNes [Improvement Project]
Post by: sics on May 30, 2018, 08:45:10 am
cartridge_rom
 Did I ever tell you that you're great? :laugh:
Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on June 17, 2018, 06:51:54 am
:beer:
one doubt I just found this great menu of selection of zone, you will include it in the improvements of the hack
for example by pressing the select button on the input screen
(http://www.romhacking.net/hacks/nes/images/384screenshot2.jpg)

a greeting :woot!:
Title: Re: SonicNes [Improvement Project]
Post by: Amilgi on June 19, 2018, 09:08:41 pm
I know you're mostly doing layout/graphics (which look great btw) - but do you have any interest in audio improvements?

I'm actually the one who made the music in Ti's Hack - except I never knew anyone used it! I downloaded this hack a while back only to be surprised my music was in it. I just wrote a de-make the Sonic 1 OST for fun in FamiTracker a few years ago, and Ti must have found my forum post (http://forums.famitracker.com/viewtopic.php?f=9&t=1057).

That said, I've dabbled in NES hacking but not with audio. If someone knows how to modify it, I can improve/re-write the music and SFX. For example it'd probably make more sense to use the SMS special stage tune. The mixing and percussion could be improved in places. The signpost->stage clear transition is a bit off. Fortunately it seems the SFX don't cut off the music too much, since I put the backing instrumentation on channel 2.

Let me know your thoughts, I'd be happy to help.



Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on June 20, 2018, 12:30:54 pm
I know you're mostly doing layout/graphics (which look great btw) - but do you have any interest in audio improvements?

I'm actually the one who made the music in Ti's Hack - except I never knew anyone used it! I downloaded this hack a while back only to be surprised my music was in it. I just wrote a de-make the Sonic 1 OST for fun in FamiTracker a few years ago, and Ti must have found my forum post (http://forums.famitracker.com/viewtopic.php?f=9&t=1057).

That said, I've dabbled in NES hacking but not with audio. If someone knows how to modify it, I can improve/re-write the music and SFX. For example it'd probably make more sense to use the SMS special stage tune. The mixing and percussion could be improved in places. The signpost->stage clear transition is a bit off. Fortunately it seems the SFX don't cut off the music too much, since I put the backing instrumentation on channel 2.

Let me know your thoughts, I'd be happy to help.
the music of the Sonic Nes hack is yours :beer:

I hope the improvement of the music hack and SFX in Sonic Nes :thumbsup:

if you continue in the forum and in the scene you could write improves they need in the music and SFX these other
Unlicensed Games with FamiTracker

Super Mario World
https://www.youtube.com/watch?v=gZnl4eyu_Ao (https://www.youtube.com/watch?v=gZnl4eyu_Ao)
Super Fighter III
https://www.youtube.com/watch?v=DC-srP6ZKM8 (https://www.youtube.com/watch?v=DC-srP6ZKM8)
Title: Re: SonicNes [Improvement Project]
Post by: PasthorRothers on June 23, 2018, 09:53:41 am
Is there a specific reason one ring is never collected in the loops? Also changing the ring sound would be a really good idea, the original is too high pitched.
Title: Re: SonicNes [Improvement Project]
Post by: sics on June 25, 2018, 09:22:05 pm
 Sorry for the absence I was kind of busy working on a new title screen for the hack, I'm not currently able to apply it, but I'm already close to getting it :laugh:

(https://orig00.deviantart.net/9fe6/f/2018/176/e/c/mockupx_by_terwilf-dcffoz1.gif)
 Warning the final version may vary.

 My problem is that I have never done such a radical job, so I have to finish understanding how the original screen works, and of course verify if there is enough space to apply it.

 I explain myself better, so the game works with 64 metasprits and a simple but effective compression.
 
 (https://orig00.deviantart.net/c951/f/2018/176/6/e/prueba_by_terwilf-dcffp1c.gif)

 From 00 to 7f are used to define the length with which a pattern formed by a single sprite will be created.

 Example: "03e4" = "e4e4e4"

 And from 80 to FF it is used to define the amount of sprites that will be added manually after the number.
 Example: 83E4e3e5....

Spoiler:
  If anyone is interested in investigating the addres it is 30C4E and these are the CHR:
  (https://orig00.deviantart.net/a798/f/2018/176/1/2/chr000_by_terwilf-dcffvtd.png) (https://orig00.deviantart.net/3bf5/f/2018/176/e/0/chr001_by_terwilf-dcffvt5.png)
30C4E

 ...But reached an editing point the image becomes corrupted :P.

cartridge_rom
Jabu included a very easy trick to access that menu, simplifying it to a button would make things too easy. ;)

(https://orig00.deviantart.net/c552/f/2018/176/1/0/select_screen_by_terwilf-dcffrvu.png)
This is what is currently seen in my hack

(http://www.bwass.org/bucket/L2.png) Amilgi (http://forums.famitracker.com/viewtopic.php?t=1057)
 Thank you very much!, I really enjoyed your compositions, about improving the soundtrack of the game. I must confess that I am currently in the same situation as you, but I would certainly love to hear what someone with that talent is capable of doing. On the other hand, when the project is more advanced, I plan to investigate a bit how music works.

PasthorRothers
 Currently I do not know the reason, but there is a user called "(http://www.bwass.org/bucket/L2.png) White Fox (https://www.youtube.com/watch?v=kvvU8sFV-N0&feature=youtu.be)" who has managed to solve this problem (and many others), unfortunately we both work with incompatible versions, although he is a very kind person and has accepted to help me if I needed it, Anyway i do not like to take advantage of people, that's why I do not think it bothers him ;).



(https://orig00.deviantart.net/ecc4/f/2018/176/e/b/z1_005__by_terwilf-dcfgavv.png)
 By the way I've updated Hud and edited a bit more Green Hill.

(https://orig00.deviantart.net/d424/f/2018/176/a/0/z5_004_by_terwilf-dcfgaw2.png)
 And I hope to achieve something close to this in Star Light. :thumbsup:

Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on June 26, 2018, 07:56:25 am
very impressive Sics, thank you very much for reporting and explaining all the progress of the project
the new entry screen I love, great graphic work :thumbsup: the detail of sega 1994 is great

regards :woot!:
Title: Re: SonicNes [Improvement Project]
Post by: DavidtheIdeaMan on June 26, 2018, 09:45:47 am
It's looking great so far,keep up the great work Sics! :thumbsup:
Title: Re: SonicNes [Improvement Project]
Post by: roney33 on June 27, 2018, 04:43:03 pm
i want to select with sonic, and somari
Title: Re: SonicNes [Improvement Project]
Post by: dACE on June 27, 2018, 07:06:49 pm
i want to select with sonic, and somari

The word you are looking for is between...
... or please...
... or thanks

I want - will not get you much in life.

/dACE
Title: Re: SonicNes [Improvement Project]
Post by: sics on June 27, 2018, 11:46:50 pm
cartridge_rom
 If you were the only one who downloaded my hack it would be worth the effort thanks for the enthusiasm! :beer:

DavidtheIdeaMan
 Thank you I assure you that I will give my 100%, well in truth something like 93% is also a good number ::)

dACE
 But I was going to answer that in my case I would like a girlfriend :'(

roney33
 I think that at the moment we will not get what we want :-\

 It would be great to manage the loading of the graphics in a more dynamic way, not only to allow the possibility of selecting different characters or even having a multiplayer, but also to have more varied and better graphics, personally I think that this aspect has not been optimized too much even thinking about it in the way it was conceived, but as I ignore almost everything related to the administration of memory, I rely only on speculation.

 Think for a moment at any level, if you look closely you will see that there are objects that never share the same location on the map or enemies that cross it only intermittently. In spite of that, except for some exceptions, each level uses practically half of a tile for the enemies, another half for Sonic and a complete one for the tileset of the zone.

 In addition, in general the configuration of how some objects are shown are assembled piece by piece unnecessarily and others that would require this system to do it through a predetermined pattern, wasting a very valuable space that could be reused with new enemies for example.

(https://orig00.deviantart.net/78c2/f/2018/178/a/0/ejemplo_by_terwilf-dcfmzwi.png)
 Example of a more efficient possible use.

 As a last reflection, I say, Can someone lend me your girlfriend please?

Title: Re: SonicNes [Improvement Project]
Post by: UltraEpicLeader100 on July 02, 2018, 08:48:04 pm
I honestly have a question. Could you insert a Sega Logo and a "Sonic Team Presents" screen to the project or would that destroy the system if you play it on real hardware?

Also this has to be one of the prettiest improvements out there as it feels 16-Bit at times.
Title: Re: SonicNes [Improvement Project]
Post by: sics on July 03, 2018, 01:51:06 pm
 Honestly without the help of someone more experienced I do not think I can do it, even so I am investing part of my time reading and investigating some interesting things, on the other hand my goals always seem unattainable, so I would not know what to say in reality, I am one of those people who prefer to give their nose against the glass rather than avoid the effort :thumbsup:.
Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on July 03, 2018, 02:22:15 pm
I think it's better to wait for the release of full gold / hack :beer:

a doubt

you can correct the sonic position by starting the level that appears "floating" wrongly placed without touching the ground

the correct position is the left corner of the level appears on the floor of the correct level

regards :woot!:
Title: Re: SonicNes [Improvement Project]
Post by: sics on July 04, 2018, 02:57:10 pm
 Regards! I'll tell you that I'm going to follow your advice, so I deleted the previous question :thumbsup:

 On the other hand, if you look at the point of appearance of Sonic, is always the exact center of the screen, I suspect that this way is that the game configures the camera, so I have not bothered to go into that aspect, since previously, when modifying some values ​​in ram memory, I concluded that it is not a good idea to modify the default state of the camera :P

(https://orig00.deviantart.net/c389/f/2018/185/7/f/inicio_2_by_terwilf-dcg9v2s.gif)
Title: Re: SonicNes [Improvement Project]
Post by: UltraEpicLeader100 on July 11, 2018, 07:40:33 pm
You could change the level design to keep Sonic from falling if it's possible
Title: Re: SonicNes [Improvement Project]
Post by: sics on July 13, 2018, 05:40:13 pm
 Each level I have worked on has been widely tested to avoid or minimize the actions that could break the game, however, if it refers to an edition that alters the dynamics of the levels, it seems to me a very boring task, for another part I must add that with the contributions of (http://www.bwass.org/bucket/L2.png) lancuster (http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=182212), the data I have collected and the ROM in which I work, I believe that anyone could carry out this task :thumbsup:

(https://orig00.deviantart.net/aa51/f/2018/194/4/4/cap_87_by_terwilf-dch4xpl.png)
 Adapted version of your codec for my hack.


Title: Re: SonicNes [Improvement Project]
Post by: PacManfan64 on July 17, 2018, 08:01:51 pm
I like how this looks so far! It looks like quite a lot of effort was put into making Hummer Team's concept more enjoyable. I even made some custom Sonic sprites in the style of this hack.

(http://i68.tinypic.com/v6ryhe.png)

Also, I have a couple of questions.

1) I see that the chunk of Spring Yard map on your CAD Editor screenshot looks a little different than what is in the version I have. I say that because I never see "CPU" in Spring Yard. Are you making the maps more faithful to the Genesis game?

2) Will slopes work properly in the new version? Whenever I run up a slope (but not a loop's slope) I mostly get stuck running halfway up one, even when going fast (which is noticeable in Spring Yard).
Title: Re: SonicNes [Improvement Project]
Post by: sics on July 19, 2018, 11:15:24 am
 ● Thank you very much, I was very excited when I saw your sprites ^_^
 
 ● About the project I essentially work to create a version with which other hackers can work comfortably, optimizing and arranging everything that is within my reach, I also try to be consistent with the Megadrive game, but fundamentally I intend to disguise the limitations of the NES :D
 
 ● Until this moment I had not thought about the behavior of the curved ramp as a problem, I had become accustomed to :P , I'm going to make myself a list to remember that kind of thing :thumbsup:

 Curiosities:
 
 ● Initially I was thinking of adapting Megadrive's Sonic to the game, although I discarded that idea quickly.

(https://orig00.deviantart.net/c6d2/f/2018/178/b/9/somax_by_terwilf-dcfmo8d.png)

 ● The objects that characterize each Zone are formed in the following way "Obj + Behavior + assigned palette", so modifying them is almost like playing with Legos.
 
 ● For this project, I not only played this game hundreds of times, but I went through countless "O" from Google between articles that talk about the game and videos from Gameplays. I saw horrible things with Sonic that will never be erased from my mind :huh:

Title: Re: SonicNes [Improvement Project]
Post by: CowboyJoseph64 on July 23, 2018, 02:54:14 am
I honestly quite like those genesis styled sprites, they look pretty good.

I honestly hope you also make the controls at least playable. That's pretty much the single biggest issue with the game, but I can understand if you can't do that, though.

But regardless though, this is looking to be quite a good hack, for what it is! I'm quite looking forward to the release.
Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on August 01, 2018, 06:26:46 pm
are improvements possible for the Sonic sprite ? more animations for example :thumbsup:

possible future alternatives for other hacks :D
Model type Original MegaDrive
Model type Cartoon Sonic "Jabu Model improved"
totally new sprite model Sonic

at the end Amilgi collaborates in the improvement of music and sound fx ?

Greetings Sics :woot!:
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on August 03, 2018, 08:04:58 pm
 Hello everyone, I was not working on the project at the moment, the last thing I did was purely theoretical, but on the other hand I discovered that some of the sprites that PacManfan64 overlooked some important restrictions, even so and without a doubt I still think it is an invaluable contribution :thumbsup:.

CowboyJoseph64
 Thank you very much, really do not have much merit, also these sprites never reached the stage where I adapt them to respect the restrictions of the NES, since I realized that the work that I carry out Jabu has many more merits than those they can be seen at a glance.

 I am just an enthusiastic rookie, but I think that at this point the corrections in the levels that I made compensate a little the bad control of Sonic.

cartridge_rom
I think that just redistributing the mosaics that were currently not used could contribute to a substantial improvement of the game, but even though I try to find where this data is stored, it has been so long since my last search that I have forgotten how to find the addresses with the FCEUX's debugger :P, anyway, the same thing always happens to me, I do not know why I do not write those things ::).

 Personally I see better eyes adapt the sprites of some of the henchmen of Sonic, but the truth is that in the future I hope to continue adapting the title screens of some of the games that Wave has translated.

 I do not like to pressure people, so I have not had more contact with (http://www.bwass.org/bucket/L2.png) Amilgi (http://forums.famitracker.com/viewtopic.php?t=1057) than the answer in this post, on the other hand I think it's a big step that has been made known, in this way the next one that touches this hack will know with certainty that that great OST was his work :laugh:.



 By the way by private message I was asked by the clouds that are seen in the explanatory capture that I uploaded previously, these belonged to the original concept of the title screen:

 (https://orig00.deviantart.net/073f/f/2018/215/5/4/s1_tscreen_02_by_terwilf-dcj4r1o.gif)

 The problem was that when storing the first and second frames of the Sonic animation on the same page there was no space to include the clouds, and because of the type of information compression that the screen implemented, it ran the risk of exceeding the space available for write it

 Equal my main objective is to deal with the MetaTiles and keep trying to decipher how it works that the allocation of palettes on the title screen, but my soul as a child is not resigned yet :D.

 
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: NiO on August 12, 2018, 07:26:12 am
Im really waiting for this, seems a lot of work has been made
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: peixemacaco on August 14, 2018, 06:04:38 pm
What a hack lesson!
Great job updating Sonic for Nes! Like a pro!

Wonderful intro!

Waiting to play...

See ya,
Nelson
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on August 24, 2018, 09:53:55 pm
NiO
 Maybe too much, in my imagination many people would join this project and then we would form an NGO that would dedicate itself to save the world :D

70656978656d616361636f
 Thank you very much Nelson, I hope to live up to that expectation, about intro remember that for the moment I focus on the version that I can perform :thumbsup:
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: peixemacaco on August 25, 2018, 10:24:07 am
Whoaaa! You`ve found my little hex secret, lol  :laugh:

If you can put that intro on finished game will be perfect.

Don`t know if you already used Tile Molester. I`m in trouble with palettes, it`s in the last updated post here http://www.romhacking.net/forum/index.php?topic=25071.0 (http://www.romhacking.net/forum/index.php?topic=25071.0)

But if you don`t know how, thank you anyway...

Nelson
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on August 25, 2018, 02:29:45 pm
 In my case, YY-CHR is more practical and accessible to me. I really do not have experience in those systems, but maybe this can help you in your search ;)

(https://orig00.deviantart.net/68fd/f/2018/237/0/a/gens_r57shell_mod_by_terwilf-dcl4aiu.png)



Title: Re: SonicNes ♦ Improvement Next ♦
Post by: peixemacaco on August 26, 2018, 02:03:23 pm
Thank you very much!
I have YY-CHR ,and use Gens as emulator, but not this version that export palettes...

Nelson
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: cartridge_rom on September 20, 2018, 06:30:47 pm
@Sics Here are the cover by kirbyandthelabrinth for your graphic hack project :D

(https://orig00.deviantart.net/be1d/f/2017/293/a/e/sonic_the_hedgehog___famicom_cassette__label__by_kirbyandthelabrinth-dbr5mhr.png)
https://www.deviantart.com/kirbyandthelabrinth/art/Sonic-the-Hedgehog-Famicom-Cassette-Label-710739999 (https://www.deviantart.com/kirbyandthelabrinth/art/Sonic-the-Hedgehog-Famicom-Cassette-Label-710739999)
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on September 21, 2018, 05:08:16 pm
 Are you the user (http://www.bwass.org/bucket/L2.png) kirbyandthelabrinth (https://www.deviantart.com/kirbyandthelabrinth)? If this is not the case, you should ask for permission to offer your work or minimally credit it as it should, the feelings of the creator of a work are very important :thumbsup:.
 
 About your ad as a graphic designer I always thought that the custom covers, screen backgrounds and icons are a great way to integrate emotionally into a project, so I do not like the idea of ​​imposing an official cover, it is more I would like to see more jobs like that :D.

Title: Re: SonicNes ♦ Improvement Next ♦
Post by: cartridge_rom on September 21, 2018, 06:39:51 pm
Are you the user (http://www.bwass.org/bucket/L2.png) kirbyandthelabrinth (https://www.deviantart.com/kirbyandthelabrinth)? If this is not the case, you should ask for permission to offer your work or minimally credit it as it should, the feelings of the creator of a work are very important :thumbsup:.


true, it's already corrected :thumbsup:
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on September 22, 2018, 11:23:20 am
 ;D
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: PacManfan64 on October 14, 2018, 07:50:19 pm
(late reply)
Thank you for the critique about the sprites. If I may ask, what did you mean by "important restrictions"? Was it pallete or size limitations? I tried keeping sprites small to fit the scale of most of Sonic's sprites, and I used only the colors used by the NES.

Also, I found some things and have more questions:

Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on October 18, 2018, 12:01:05 am
(I like watermelon)
Actually depends on the case, the main obstacle is the space available in each tab, but as you mentioned there are also minor flaws in some palettes and maybe being extremist the designs would gain a lot by integrating certain details present in the rest of the sprites. , for example the relief on Sonic's eye, but that is unnecessary, since in general these details are barely noticeable.

(https://orig00.deviantart.net/5c53/f/2018/290/5/8/ejsonic_by_terwilf-dcppqjs.png)
Example

On the other hand his designs were very successful and although less words are used to say it, as I said before its value is inestimable, and they are very useful as a reference, not to mention that the problem of the space limit is only a technical barrier that the insurance will be resolved over time; D

1. & 2. All the things that you mention and some more I have found them, but I could not do much with that ... Theorizing I can say that the place where Scrap Brain should be has been reused, besides I have only found 11 potential blocks to draw zones (of 16x16) in this level, for the Esmeralda del Caos planned to create an emerald-like ring and continue to investigate, also thought to include some additional tabs with graphics to facilitate any future project, but being honest the project now It is stuck because of work issues, since I have not managed to have time and energy together.
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: cartridge_rom on October 23, 2018, 06:13:37 pm

a possible future hack 2 characters to choose to play :D

link and credits of pixelmarioxp and Dariuscox357 :thumbsup:

https://www.deviantart.com/dariuscox357/art/Sonic-NES-Improvement-Tails-747286888 (https://www.deviantart.com/dariuscox357/art/Sonic-NES-Improvement-Tails-747286888)

(https://orig00.deviantart.net/7996/f/2018/150/f/0/sonic_nes_improvement___tails_by_dariuscox357-dccwy94.png)
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on November 14, 2018, 09:00:02 pm
 cartridge_rom
 From the first time I saw that image I was wondering if with enough effort it would be possible to see these sprites running in the game for real, in the past I had seen a small project that tried to incorporate tails in the Somari, but I did not return to receive news of it.

 On the other hand I recommend visiting the (http://www.bwass.org/bucket/L2.png)gallery of Dariuscox357 (https://www.deviantart.com/dariuscox357/gallery), currently working on a Romhack titled "Sonic 3: Triple Trouble" and it really looks very promising :thumbsup:



  Hello for those who read this for the first time this project tries to improve the aesthetic section, and optimize as much as possible everything that is within my reach.

 General changes:
 ● Crashes and unexpected events were reduced.
 ● Almost all the animations were retouched.
 ● The tileset were optimized and new elements were incorporated.
 ● Continuity is repaired in certain areas *
 ● Work on a new title screen.

 What should not you expect from this project?

 Any modification that requires advanced knowledge of assembler 6502.

 The news of the project:

 Currently I have less time to devote to the project, this has been reflected in less status updates and a slower development, but despite all the project is still standing, which is the most important.

 ♦ I remembered how I used the debugger.
 ♦ I managed to repair the graphic glitches of the first Zone and improve its decoration.
 ♦ Correct another fatal error (This case occurred when penetrating inside any capsule)
 ♦ I included a coin disguised as an emerald in the bonus (What a trick xD)
 ♦ Update the design of the emerald by turning **
 ♦ Change the HUD source again among other graphics ...
 ♦ I found the sector that stores the configuration of Sonic animations and palettes.

 What I do not achieve D':

 ■ I have no idea how to repair the Spring Yard Zone ramps, I suspect that the problem has to do with the collision area of ​​the block that can be seen in the model, it seems that it was placed incorrectly, also a second problem that I find is that the inertia generated by the spring is sometimes insufficient to overcome some ramps (These values ​​are always fixed), in addition when the player presses forward this inertia is lost completely.

(https://orig00.deviantart.net/12af/f/2018/318/6/1/rampa_spring_yard_by_terwilf-dcs0o5k.png)

 ■ I do not finish understanding how the repositioning of objects works, some I can move them where I want and others disappear in certain sectors of the level, on the other hand I take this opportunity to clarify that this work I reserve for the second stage of the project, since although I plan to fix the position of the most significant enemies, with the rest I want to take the time to move them well without further delaying the publication date of the hack.***

Spoiler:

* Some landscapes shorten abruptly or there are sectors that lead nowhere.

** Originally I planned to give it a style closer to that of megadrive, but I have many doubts about this, because in my opinion this level ruins the rest of the game, since there you can get too many lives, things that should not be like that.

*** Two things that must be taken into account I still do not know how much this problem can affect my objective, I also consider that the greatest defect of the enemies is their terrible programming although thinking it from the point of view of the Eggman are perfect.

 Errata: This article should be published when I prepare some catches, but my cat does not think the same xD. Damn that cat made me unveil... (https://orig00.deviantart.net/e4a0/f/2018/281/e/4/bongo_cat_test_by_paumol-dcoz0th.gif)

Title: Re: SonicNes ♦ Improvement Next ♦
Post by: YoungBoy on November 17, 2018, 09:17:18 pm
Looking Cool so far! Keep up the good work!  ;)