Romhacking.net

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

Title: Sonic 5 - Improvement Vol.2 (Nes)
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/1d59/f/2019/005/6/b/z2_001_by_terwilf-dcwanai.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 (http://chief-net.ru/clicks/clicks.php?uri=/images/files/djinn_mapper_alex_edition.zip)
  ● 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://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcvge72-dbf77e32-a9d3-44c9-8287-577748f33e6a.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!  ;)
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on November 25, 2018, 12:18:05 am
YoungBoy
Thanks that I have not combed :laugh:

 Small update:

 ♦ HUD correction to match official games.
 ♦ Now the loops have relief.
 ♦ More animations updated.
 ♦ I started to correct the palettes that are used in Sonic animations!
 ♦ The graphics of the Final Zone were renewed.

(https://orig00.deviantart.net/324a/f/2018/328/e/3/sonic_corriendo_ver_3_by_terwilf-dcstp6c.gif)
Mockup. I was lazy to make a real catch.

(https://orig00.deviantart.net/371a/f/2018/328/d/1/previd_sonic001_by_terwilf-dcstvso.png) (https://youtu.be/BAvRGCL6aQE)
Nothing special really...

 ■ Maybe I should keep working on the sprite of looking up.

Title: Re: SonicNes ♦ Improvement Next ♦
Post by: PacManfan64 on November 25, 2018, 05:35:47 pm
The HUD update (and almost everything else) reminds me a lot of Sonic Pocket Adventure's. (really like that game)

More questions (sorry if these bother you):
How were the animations updated? Was it frame/sprite order that was modified, or just CHR touchups?
Also, have any other aspects been updated, like the ending or music?
Is the spindash still CD-like (with one charge needed to go at full speed), or has that been modified too?
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: peixemacaco on November 25, 2018, 10:03:30 pm
It simply don`t look anymore as a hack for the Nes.... But a "solid" Sonic game!

Great
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on November 26, 2018, 09:26:08 am
Peixemacaco
 Thank you! It makes me very happy that you think that :laugh:, that's really the goal I'm after, I'd like to give the game the finish it deserved, of course within my limitations ::)

PacManfan64
 In fact it is one of my main references, on the other hand if you have not done it yet I recommend you try the hack "Sonic Pocket Winter" is really great :thumbsup:

 The questions keep this project alive, so if you want to know what dinner will be at night, that question is also welcome :D
 This time it's not just a graphic edition, now I'm very close to knowing everything I need about the animations in the game and it's thanks to you :beer:

 They are divided into 5 blocks:

 3a51a Function will execute according to the action performed by the player.
 ??????? Table for animations.*
 3803e Orientation of each sprite.
 384d5 Pallet distribution configuration.
 38955 Sprites Sonic.

Spoiler:
  * This discovery is very recent so I have not checked it properly, but I found a block that seems to be full of pointers on top of the other data.

 On the other hand, the storage of frames works with the following scheme:

Code: [Select]
╔══════════════════╦═════════════╦═══════════╦═════════════╦═══════════╗
║░▒▒▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║ Tile Margen ║▓▓▓▓▓▓▓▓▓▓▓║  Onscreen.  ║▓▓▓▓▓▓▓▓▒▒░║
╠══════════════════╬══════╦══════╬╦═════════╦╬══════╦══════╬╦══════════╣
║     Pointers     ║  mX  ║  mY  ║║ Nº CHR  ║║ PosX ║ PosY ║║  Sprite  ║ mY
╠══════════════════╬══════╬══════╬╬═════════╬╬══════╬══════╬╬══════════╣
║7D8E8E8E 7D8E8E8E ║  03  ║  04  ║║   01    ║║  F0  ║  E0  ║║ FF 36 37 ║ 01
╠══════════════════╬══════╬══════╬╬═════════╬╬══════╬══════╬╣ FF 3A 3B ║ 02
║░▒▒▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║▓▓▓▓▓▓║▓▓▓▓▓▓║║▓▓▓▓▓▓▓▓▓║║▓▓▓▓▓▓║▓▓▓▒▒░║║ 00 43 44 ║ 03
║░▒▒▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║▓▓▓▓▓▓║▓▓▓▓▓▓║║▓▓▓▓▓▓▓▓▓║║▓▓▓▓▓▓║▓▓▓▒▒░║║ 4D 4E 4F ║ 04
╚══════════════════╩══════╩══════╩╩═════════╩╩══════╩══════╩╩══════════╝
FF = Vació                                                mX  01 02 03

 As you know this project is aimed at casual players and people interested in hacking, so with the next graphic update of the final area had thought to take to include new elements:

(https://orig00.deviantart.net/ff00/f/2018/330/c/0/s1___final_tileset_by_terwilf-dcsxpww.png)

 But I still have not decided whether to replace the pipes of the consoles by more simplified versions to include other elements that I have the feeling that were missing.

 About the music without anyone to create new sound sequences it does not make sense for me to investigate about it, also I think there are more qualified hackers in that section than me.

 On the physics of Sonic if I'm not wrong are around 3acxx, but my knowledge is zero, so I can not do anything useful with this information.

Title: Re: SonicNes ♦ Improvement Next ♦
Post by: aorin1 on November 26, 2018, 11:29:21 am
Can NES really display so much colors at once?
Amazing job, I watched a gameplay from a previous version and it's really good.
Do you think there's a way to make Sonic controls feels more like Genesis/Mega Drive? The way it plays now it seems it could have a little more "gravity" to it, what are you thoughts?

Again, can the real console display such a colorful game like this?
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on November 27, 2018, 06:42:44 am
 The objects were redesigned to lie better :laugh: and the trick in the Sonic sprites is that they do not follow a standard alignment but are adapted to make it possible to assign the palettes more precisely:

(https://orig00.deviantart.net/5f1c/f/2018/331/9/d/muestra_001_sonic_corriendo_by_terwilf-dct0dz7.gif)

The above is an old version of the sprite that applies, but here is where you better understand what I say. The only problem is that the repositioning task ends up being too artisanal in my case:

(https://orig00.deviantart.net/0b4c/f/2018/331/2/1/caminar_45_abajo_by_terwilf-dct0eh1.gif)
Scheme to collect data for position offsets

 Honestly I do not know how to answer this last question, on the one hand I think that hacker like Ti have achieved almost the unthinkable with his projects, besides others like White Fox have brought improvements that are missed in the versions that circulate today, but in my position as a rookie, I do not think it's wise to talk about how great the flying bikes will be :D

 Personally I think the game would win a lot repairing the enemies, recently observing them I discovered that they are activated by proximity of the X axis, so adjusting that value (If it exists) the game experience would change completely, it is also necessary to increase the inertia produced the springs that drive towards the side, for my part I am open to any kind of collaboration.

 Oh by the way yesterday I dined salad :thumbsup:
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: cartridge_rom on December 01, 2018, 03:38:12 pm

I think the work and progress is great :beer:
I seem to see the MegaDrive game :o
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: PacManfan64 on December 01, 2018, 03:58:11 pm
I found a FCEUX cheat from TCRF's Somari page (https://tcrf.net/Somari#Unused_Graphics) that views Sonic's animation states: 001D:XX

Replace XX with the following for animations:

Code: [Select]
00: Blank
01: Walk Speed 1
02: Walk Speed 2
03: Walk Speed 3
04: Run Speed 1
05: Run Speed 2
06: Spring
07: Skid
08: Jump
09: Death
0A: Hit
0B: Duck
0C: Look Up
0D: Push
0E: Idle 1A
0F: Idle 1B
10: Idle 2
11: Balance 1
12: Balance 2
13: Balance 3
14: Stand
15: Walk Up Speed 1
16: Walk Up Speed 2
17: Walk Up Speed 3
18: Run Up Speed 1
19: Run Up Speed 2
1A: Walk Up Diagonal Speed 1
1B: Walk Up Diagonal Speed 2
1C: Walk Up Diagonal Speed 3
1D: Run Up Diagonal Speed 1
1E: Run Up Diagonal Speed 2
1F: Spindash
20: Roll
21: Walk Down Speed 1
22: Walk Down Speed 2
23: Walk Down Speed 3
24: Run Down Speed 1
25: Run Down Speed 2
26: Walk Reverse(?) Speed 1
27: Walk Reverse(?) Speed 2
28: Walk Reverse(?) Speed 3
29: Run Reverse(?) Speed 1
2A: Run Reverse(?) Speed 2
2B: Slide
2C: Inhale Air Bubble

I hope this helps you with editing animations.

That Final Zone tileset seems to have diagonal floors, ceilings, a conveyor belt, and rings. Possible return of Scrap Brain maybe?

Also, have you thought of doing improvements on Super Mario World (or at least expanding on either SuperLooneyDude or The Jabu's patches?)
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on December 04, 2018, 03:46:38 pm
cartridge_rom
 Great!!, I would love to achieve a trick of those that border the quality of an official product :beer:
 I know an oculist who is very good :D

PacManfan64
 The trick is very useful, because unlike the method used previously, this trick is still running the same animation, on the other hand I already have a list of references to the ones I'm used to, although I must admit that the names on your list are more descriptive, it will surely be useful to create documentation in the future, thank you :thumbsup:

  Not for the moment, although I would have liked to have been the one who incorporated "Scrap Brain" into the game, I had researched a lot in order to obtain the necessary knowledge for the task, but unfortunately the reality in which I live has changed a lot since who started this project ;)

  On the other hand, I decided that it would be best to take into account the missing elements in the tab of this area when optimizing it, in this way the next hacker will have a solid base to start working.
 
 Currently I have all tentative tileset of all levels, but before applying the missing ones I must finalize certain details, as is the case of "Star Light" with its background elements, for example.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dctmkwr-f7a489cf-5914-43de-9e05-a5e1f3f9b928.png)

 Being completely honest I do not like that game, besides I am more of the green Mario :laugh:, about future work before embarking on any new project I must find the balance between my work life, study and my hobbies to avoid routines as overwhelming as current :P, during that process I am considering uploading some of the work I do for my personal collection, but that is just an idea at the moment.

 Greetings and thanks to those who follow this project :beer:
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: HPJ on December 04, 2018, 04:26:15 pm
This is looking absolutely fantastic so far, I couldn't believe that someone could improve on The Jabu's work as much as is shown here. This is true talent and passion combined.

I really hope that after this is finished someone else will take up the reigns and try and improve the game in other ways, pushing it as far as it will go.

Also, if anyone has contact with Hummer Cheng himself, I'd love to see how he feels about this.
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: John Enigma on December 04, 2018, 08:56:47 pm
I've been meaning to ask @sics, what kind of ROM base are you using for this hack?
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on December 08, 2018, 02:23:33 am
Gastronomicon
 He praises me a lot, but being honest it was thanks to the work of FuriousTH that I decided to try it, he was the first to show what a "plus" of love could do for this game, I must also say that I have taken as reference the work of many artists what I respect But thanks for the flowers! :beer:
 
 It would be great to know what talented people could achieve, I would like to see all kinds of projects arising from this work arise! ;D
 
 The work done by the Hummer team is admirable, although it is notable that at that time they lacked a lot of experience, there are a lot of graphic optimizations and really creative solutions that show that they really tried to do a decent job, I personally think that they have more to be proud of than many licensed developers of that time :laugh:.

John Enigma
I would like to create a rom only with the changes that I made, but I am aware that many had difficulties with this system in the past, on the other hand I know that the rom on which this project is based is available on the internet, but I am afraid that in a future ceases to be as accessible as it is today, for the moment I think it would be best to use the original rom as a base :P.
 
 It would be great if someone created a new way of patching to solve this problem, to use several source files or even several versions of a hack at the same time, include metadata, group those changes, title them and add some reference images are things with which I'm sure many of us dream.



 On the other hand I'm already applying the fourth tileset, but in this case I suffered a mishap with a graphic error that produced a certain block in Labyrinth*, but fortunately this was resolved by relocating a certain sector of the sprite that makes it up, that's why there was a lot of space free, instead of moving it I decided to duplicate it and thus avoid having to modify the other blocks that share that graph.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dctwqbk-edbc340e-3e2c-4d5b-a99b-f725c9505d91.png)

 I also evaluated moving all the graphics, to find another way to order them without this error occurring, but the truth was that I was not satisfied with the result of this process.

Spoiler:
* Or as I usually call it the level that we all hate and lasts half of the game xD
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: PacManfan64 on December 10, 2018, 05:57:50 pm
That in-game screenshot looks like something you'd see if Sunsoft made a Sonic port (as they were still around during the 90s)! Also the tile arrangement looks good too.

Speaking of, since Chaos Emeralds are now implemented, are there multiple endings depending on how many you have? And were other elements implemented, like the scene before it with Sonic releasing the emeralds?

Also was the "Sonic Team Presents" text put back too? I found the unused graphics of the "Somari Team Presents" version, so I'd imagine it's possible.

Also also, there's a bug in Labyrinth with floating platforms. Basically what happens is that when on the platform, Sonic can go through any wall above him while the floating platform continues to rise him up. Sometimes, doing this crashes the game. I think I know why this happens. Usually, in the original Sonic 1, doing this makes Sonic die from being crushed due to wall/ceiling collision. There doesn't seem to be any ceiling collision here; if you walk in any direction, you can't zip like in the original and go to the far opposite direction of what direction you press, you just "fall" through the ceiling. Fall as in "Sonic continuously going upwards while the background/camera freaks out until you reach the actual level map." Is there a way to fix this?

Example screenshots from Labyrinth Act 2 in spoiler:

Spoiler:
(http://i66.tinypic.com/4j1iqp.png)
Going up

(http://i64.tinypic.com/2mq69sz.png)
Still going up

(http://i63.tinypic.com/35a0r5f.png)
Top of map

(http://i66.tinypic.com/v5cosk.png)
UMM...
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: Googie on December 11, 2018, 01:33:25 pm
Lookin' smooth, can't wait to play it when it's done.  :cookie:
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on December 12, 2018, 10:31:28 pm
PacManfan64
First I wanted to thank you for reporting the bug, although in fact I already had knowledge of it, now I have to complete several pending before seeing how I can solve the problems of that area, it is that over time I realized that the best way to avoid problems with this type of project is structured as best as possible, and although sometimes I think it would be practical to publish that list of pending/bugs, I fear that some do not understand that beyond my expectations everything I do depends on the time I have and the capacity that I am developing :thumbsup:
 
 The truth is that it is not a coin with an emerald skin, although I planned to improve its animation, but in view of the high expectations I think that saying this is a bit disappointing :-\
 
 My goal for the moment is to improve the animations that are part of the game, because as I said in the past if possible I would like to release as soon as possible a first version of the project or at least a sufficiently attractive version to be delivered in the form of a demo. Although in the final version I would like to use the animation of Sonic releasing the emeralds instead of the sequence in which it looks up :beer:

 I do not think I can return the text "Sonic Team", without the help of someone more experienced, but if this goal were fulfilled I would like to replace it with the SEGA logo :D

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcuatrv-95c370fa-16d8-461f-8865-0ddecc0cdf3e.png)

 Besides it would be great to repair the demos of the levels that in the TI version they left to work properly, although it seems to be all the elements necessary for them to work :'(

 Finally, in the capture of my previous publication, the graphics were remapped, some were updated with respect to previous versions, and replaced the palette used by the harpoons to avoid the areas where they camouflage with the background, but the disposition of the elements in that Capture in specific is the same ::)

Googie
 Thank you, it means a lot to me, you are one of the people that made me interested in this hobby, but anyway I never understood what that cookie means, whenever I see it I think about this subject:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcuaw33-91576cee-0cd7-45f3-896d-3356c572d247.png)
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: cartridge_rom on December 15, 2018, 04:12:50 pm
finally apply this alternative sprite is much better than the final version :laugh:
(https://orig00.deviantart.net/0650/f/2018/133/d/e/z1_004_by_terwilf-dcbh53x.gif)
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: HPJ on December 16, 2018, 02:42:53 am
I actually prefer the final version, it just looks sharper. I don't mind that much though
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: torridgristle on December 16, 2018, 06:05:48 pm
Alternative telegraphs better, though Final looks sharper but doesn't quite seem to match in terms of style and also the frontward lighting rather than being lit from the side like the bounce pad.

Alternative is the way to go for this project in my opinion.
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: # on December 16, 2018, 06:31:22 pm
Alternative telegraphs better, though Final looks sharper but doesn't quite seem to match in terms of style and also the frontward lighting rather than being lit from the side like the bounce pad.

Alternative is the way to go for this project in my opinion.
I have to agree the alternative looks better. Though perhaps there is a better middle ground to be found.
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: Googie on December 20, 2018, 07:26:15 pm
PacManfan64
First I wanted to thank you for reporting the bug, although in fact I already had knowledge of it, now I have to complete several pending before seeing how I can solve the problems of that area, it is that over time I realized that the best way to avoid problems with this type of project is structured as best as possible, and although sometimes I think it would be practical to publish that list of pending/bugs, I fear that some do not understand that beyond my expectations everything I do depends on the time I have and the capacity that I am developing :thumbsup:
 
 The truth is that it is not a coin with an emerald skin, although I planned to improve its animation, but in view of the high expectations I think that saying this is a bit disappointing :-\
 
 My goal for the moment is to improve the animations that are part of the game, because as I said in the past if possible I would like to release as soon as possible a first version of the project or at least a sufficiently attractive version to be delivered in the form of a demo. Although in the final version I would like to use the animation of Sonic releasing the emeralds instead of the sequence in which it looks up :beer:

 I do not think I can return the text "Sonic Team", without the help of someone more experienced, but if this goal were fulfilled I would like to replace it with the SEGA logo :D

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcuatrv-95c370fa-16d8-461f-8865-0ddecc0cdf3e.png)

 Besides it would be great to repair the demos of the levels that in the TI version they left to work properly, although it seems to be all the elements necessary for them to work :'(

 Finally, in the capture of my previous publication, the graphics were remapped, some were updated with respect to previous versions, and replaced the palette used by the harpoons to avoid the areas where they camouflage with the background, but the disposition of the elements in that Capture in specific is the same ::)

Googie
 Thank you, it means a lot to me, you are one of the people that made me interested in this hobby, but anyway I never understood what that cookie means, whenever I see it I think about this subject:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcuaw33-91576cee-0cd7-45f3-896d-3356c572d247.png)

You're welcome, you're really knocking this outta the park! I always thought the cookie emoji meant a treat. :D
Can't wait to see more when you're ready to show more screens. :)
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on December 21, 2018, 07:40:08 pm
Cartridge_Rom, Gastronomicon, Torridgristle & Sharp?
 Originally my intention was not to get too far away from the source material creating graphics that adapt well to the technology of the old tube monitors (CRT), but being realistic, it is more sensible to think that the audience that will play this hack will do so by means of more accessible devices, so I do not see badly adding graphics that indifferently from the medium can be interpreted correctly 8)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcv00x7-0efea579-dd3f-409b-a6ba-6934153633b3.png)

 On the other hand I must admit that when working alone it is easy to get stuck in a tunnel journey where I end up ignoring the possibilities that I did not think in the first place, that's why I appreciate the diverse opinions that are giving color to this project. So if someone has remained without saying something, I invite you to do it, because no matter how stupid you may think it may be, any idea always drifts into new ones :thumbsup:

Googie

(https://orig00.deviantart.net/e1bd/f/2018/355/b/7/mind_blown_by_terwilf-dcv01o6.gif)

 I do not understand how I did not think before, in retrospect it sounds very obvious, it's like when I finished understanding how the elevators work, my life will no longer be the same :laugh:

 If you are interested in knowing more about this hack, I have given a copy of the game to a Youtuber, this demo has all the features that were already complete in the project. I do not pass the name of the channel just because I was not clear if it was their main or secondary channel, but I fell very nice  :beer:



 Small update:
 ▪ The shield and the stars of the invincibility state are now white.
 ▪ The harpoons are corrected to show the light source correctly.
 ▪ I did the first tests with the title screen.*
 ▪ The end of the level screen was updated.

Spoiler:
*Although everything went as expected at first, neglect two sectors where it is not possible to properly apply a specific palette, probably postpone working on that problem until the end of the first stage of the project, for now I prefer to focus on the playable characteristics of the hack.

(https://orig00.deviantart.net/781e/f/2018/355/f/0/s1_tscreen_02_by_terwilf-dcv06lq.gif) 

 Clarifying that this decision is taken because hacking the title screen in this way is the biggest work load I have had, even though it is uncertain if I will manage all the necessary factors to reach the final version.
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: HPJ on December 22, 2018, 11:27:31 am
Is there any chance that after completing this one, you'll attempt your magic on The Jabu's version of Super Mario World for the NES? You've done an amazing job on this and maybe you could use your practice from this to make SMW just as good, and possibly better! I understand you probably don't have the same emotional attachment to it as with Somari, but you could try it at least ;)
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on December 23, 2018, 06:34:14 am
(http://www.bwass.org/bucket/L2.png) LooneyDude (https://youtu.be/gkxwKOVtIqc) is already working on it and in my opinion he's doing great, I think the most respectful thing is to wait for his project to finish, this kind of thing is not an easy task, and the people who do it do not get anything in return, that the best thing we can do is to take care of these people who dedicate love and time to their work so as not to lose them ;) 
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: HPJ on December 23, 2018, 06:45:50 am
Well, not really. LooneyDude's hack is entirely separate to The Jabu's one, and while I prefer LooneyDude's one, it's actually only a demo. They finished the first world about a year ago (I think) and they made it explicitly clear that that was all they'd do. It's a shame really. :-\

This is why I thought you could do what you're doing here, adding an addendum to either the Jabu's or LooneyDude's versions, fixing unfair enemies and optimising the tiles, etc. They would both require an equal amount of effort, J's one already has all worlds finished, but L's one has extra features and stuff.

I don't know. After all you've done here, you probably need a well-deserved break rather than instantly diving into another project! :beer:
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on December 23, 2018, 09:46:07 am
 They already sent me to sleep :laugh:

 Yes, I understand that they are two independent projects, but they have the same objective, for example it was back in 2009 when I started working to try to improve the Sonic of NES , but before I had everything ready, Jabu's project was published, the same thing happened to me with the game of "Super Turrican" for the NES, although in that case I just decided to give up.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcv4q10-49363f7d-d5b2-46e5-a5a9-95597a1c606f.png)

 This was the reason why the first version of this project had such poor quality, and although today I am stronger, I know that the motivations of artists can be very fragile :P

 On the other hand they really canceled the project? It breaks my soul, I was waiting for it with much desire :'(

 Personally more than a break I would like the opposite, I would love to dedicate myself to this and make my own games, but with a team, God it is horrible to work alone, the conversations become boring :D



 Merry Christmas!!! ^_^
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: torridgristle on December 26, 2018, 10:04:42 pm
Occurred to me that you might want these Sonic fonts.

Spoiler:
Sonic Battle
(https://i.imgur.com/b6CUwn9.png)
Sonic Pinball Party
(https://i.imgur.com/0H6TpGM.png)
(https://i.imgur.com/rVhpZvA.png)
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on December 27, 2018, 07:14:12 am
 I was working recently to try to improve the final level screens, and although I confess that I would like to try using a different source, unfortunately the screen shares the graphics with the level selection screen.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcvgdtx-c467edbd-1e1e-4572-a171-ce4d98e4498d.png)(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcvge72-dbf77e32-a9d3-44c9-8287-577748f33e6a.png)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcvgeox-ab6c96e9-b27b-4fd1-9d89-a5b8da02cd60.png)

 (Where it says "Timer" should say "Time Bonus" but there was no space to write it, I've seen that in other versions of Sonic the word "Cool" is also used, but I do not think it's Cool :laugh:)
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: torridgristle on December 27, 2018, 04:43:08 pm
Could say BONUS instead of TIMER or add a clock icon to the font if you're replacing the word CONTINUE which gives you some extra space.

(https://i.imgur.com/dGfYzwl.png)

Got plenty of room in the CHRs you've posted.

Also unrelated to this but the new font's "I" looks a little better nudged right one pixel in my opinion.

(https://i.imgur.com/KSYq2cn.png)
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: # on December 27, 2018, 06:27:13 pm
Could say BONUS instead of TIMER or add a clock icon to the font if you're replacing the word CONTINUE which gives you some extra space.

(https://i.imgur.com/dGfYzwl.png)

Got plenty of room in the CHRs you've posted.
For consistency sake I'd recommend also changing Ring Bonus to a ring icon if you're going for the icon alternative.
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: HPJ on December 27, 2018, 06:35:49 pm

Also unrelated to this but the new font's "I" looks a little better nudged right one pixel in my opinion.

(https://i.imgur.com/KSYq2cn.png)

Oh no. Now my attention has been brought to this, I pretty much demand that you do it. There are no words for how much better that looks.

December 27, 2018, 06:36:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Actually, you could do the same to the I in SONIC as well, that looks a little rough too
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: torridgristle on December 27, 2018, 06:52:12 pm
Oh no. Now my attention has been brought to this, I pretty much demand that you do it. There are no words for how much better that looks.

December 27, 2018, 06:36:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Actually, you could do the same to the I in SONIC as well, that looks a little rough too

(https://i.imgur.com/hQdZLp2.gif)

I tried that and nudging the N and I think the N edit looks more even. The N doesn't look that odd in the continue screen either, though there's room for additional letters in the CHR if it needs to be edited for better kerning.

For consistency sake I'd recommend also changing Ring Bonus to a ring icon if you're going for the icon alternative.

(https://i.imgur.com/LTCM78N.png)

My ring kinda looks like a glazed doughnut.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on December 29, 2018, 12:51:46 pm
Torridgristle
(https://orig00.deviantart.net/9dcd/f/2019/013/4/c/homer_donuts_by_terwilf-dcwzyu1.gif)
Sorry, I could not resist, was very funny what you said xD

 Speaking more seriously, the goal I pursue in this project is to achieve the most professional finish possible, so being sincere does not convince me the ideas proposed to solve the problem of the legend "Timer".

 The first option because the use of the word bonus only seems somewhat imprecise, it could also be redundant.

 On the other hand, although the second option has more possibilities, I feel that even if I managed to make the appropriate modifications, I would leave too much negative space on the screen.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcvn5ub-98105277-1f17-4882-9d15-56c86cd219fd.png)
Initial mockup

 Changing the subject I think that the observation of the letter "I" is very successful, I also feel that people would demand it a lot if I do not, that's why I fixed it and I love the result :thumbsup:

Torridgristle & Gastronomicon
 Regarding the headlines, it is a somewhat complicated issue for me, personally I do not think it would be enough with a superficial edition, since for a long time I see more than one inconvenience in them, and although it is probably just a whim, I would like to achieve an optimization similar or better to the current one if it opted to work on its design.

 For those who do not know what I speak, I mean in this to the fact that the disposition of the letters is designed to be able to reuse graphics from one letter to another.

 Something similar happened to me when I decided how the Labyrinth tiles would be made, at that time I could not decide whether to force the insertion of the alternative graphics for the large blocks or reserve that space for future improvements.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcvnc2n-87f7be84-b4c9-488e-8a50-4a6e677914fa.png)

 I'm sure more than one will hate me for the final decision :angel:

Sharp (#)
 I'm still intrigued as I should pronounce your nickname, should I think of you as "Sharp" or "Hashtag"? :-\ Anyway thanks for participating :beer:


Title: Re: SonicNes ♦ Improvement Next ♦
Post by: torridgristle on December 29, 2018, 03:59:49 pm
In case you ever want to edit the font, I found the titles at 030A0A with a width of 16 and the continue screen at 7EDF7 with a width of 12, though the word actually starts at 07EE07 and the last 2 bytes on each line might be important. Replacing the font and re-entering the letters with a new CHR is pretty simple with YY's PRG Editor (http://www.geocities.jp/yy_6502/). It takes the BMPs of CHRs that YY-CHR outputs.

(https://i.imgur.com/P1042BR.png)

I don't really like it with the 8x16 font I posted, but it's functional with a full alphabet at the very least.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on December 29, 2018, 05:05:44 pm
 I am not familiar with PRG Editor, currently for this kind of work I use:
  ● DjinnMapper v1.5.0.0 (http://chief-net.ru/clicks/clicks.php?uri=/images/files/djinn_mapper_alex_edition.zip)
  ● YY-CHR 0.99 (Mod sics)

Spoiler:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcvo30v-87c45fcc-ba1f-467f-bb7f-db212908532f.png)
Capture of the old version of the project.

 About editing, I originally wanted to use the source of the Megadrive version, but I came across a flaw that forced me to limit myself to making 16x15 designs, which is really a sadness.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcvra24-4591a2cc-2178-45d4-8804-87cdea23c8c3.png)

 Failure occurs because of what I gather is a bad implementation of a graphic trick, since by intentionally crashing the screen you can see how the mask layer exceeds its space by taking a sector of the second line of text.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcvs1ku-f84cf76b-59b5-4253-a606-7a321ba4a500.png)

 At the time I tried to see if I could do something, but I only discovered these locations in the Ram:

000002 X axis of Mascara (Green Hill)
00034d X axis of Mascara (Zona X)
000003 Y axis of the real text
001003 Y axis of the real text (Of the values ​​with which I substituted this sector, $FF made it look correctly)



 Small update, I managed to unlink the graphics from the "end level" screen of the level selector, now I can start to try more accurate graphics for this sector :laugh:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcvyrim-d940ecc0-eff1-46b6-9a8f-6a114f3f6151.png)

 And in other news * now the game gives you the possibility to continue after the GameOver, this thanks to the discovery of (http://www.bwass.org/bucket/L2.png) Blast - Forever (https://youtu.be/-W_ol0GD2EA) and the great contribution of Torridgristle who made this feature work again, I also managed to restore the music of this sector, so I can not be happier (https://orig00.deviantart.net/e512/f/2017/091/0/0/migi_yeah_by_terwilf-db4biaq.gif)

(https://orig00.deviantart.net/95bc/f/2019/001/2/d/continue_test_by_terwilf-dcvyv5d.gif)

Spoiler:
*I always wanted to say that :D

Title: Re: SonicNes ♦ Improvement Next ♦ (New)
Post by: Redd on January 03, 2019, 07:09:30 am
Looking pretty good, keep it up! I also have a soft spot for this game as it was my first Sonic game too, so I approve of any attempts at fixing and improving it.
Title: Re: SonicNes ♦ Improvement Next ♦ (New)
Post by: HPJ on January 03, 2019, 09:31:06 am
Oh, a continue screen now?! This is getting better by the minute! I honestly can't wait for it to be finished.
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: Redd on January 04, 2019, 05:20:33 am
If you will pardon the nitpick...

Am I the only one who feels that the clouds' bizarre animation in Marble Zone and Spring Yard Zone looks rather distracting and out of place? I honestly think these stages would look better if they were disabled.

I know it wasn't you that added that animation, as it comes from Jabu's version, but you do have any idea what's the idea behind it? I've never seen clouds move like that in Sonic 1, or any game for that sake...
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on January 05, 2019, 12:54:53 pm
Gastronomicon
 Yes, I can not believe that this project has gone so far, it even starts to look like a real game :laugh:, by the way I like your new avatar :thumbsup:

Redd
 Congratulations you are the comment number 100!!!, well and also the 98 but that does not count :D
 Thank you, comments like those are very comforting! I hope to give you a good reason to relive the past :beer:

 Do not worry, this space is for review, it is also a change that does not cost to carry out, before releasing the final version I will try to remember to make an alternative version with these characteristics, if this does not happen like this, they warn me of the carelessness and I'll solve it  ;)

 On the other hand, I do not only understand the creative decision of Jabu, but I have adopted it in my designs, the reason is simple, the universe of Sonic is presented as a dynamic world where everything is energetic, the sky moves, the plants move even inert objects have some feature that prevents them from looking static.

(https://orig00.deviantart.net/1d59/f/2019/005/6/b/z2_001_by_terwilf-dcwanai.gif)

Title: Re: Sonic 5 - Improvement Vol.2
Post by: gadesx on January 05, 2019, 03:22:48 pm
Looks very good, if the control works good (atleast more playable)
can be a really good improvement.
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: Spooniest on January 05, 2019, 08:33:03 pm
I've never seen clouds move like that in Sonic 1, or any game for that sake...

Gyroman's Stage, Megaman 5. (https://youtu.be/CRVN0dWjTIg?t=12)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on January 06, 2019, 03:01:02 pm
Gadesx
 The controls will continue to the level that Jabu left, but it will be compensated by fixing some unfair decisions that did not allow to pass certain levels at full speed :beer:

Spooniest
While it is true that Redd's criticism is incorrectly substantiated, I think that his point is valid as well. Not every change is effective, you must always find the right balance to avoid breaking the atmosphere of the rest of the game :thumbsup:

 For example, I can not imagine Barney in a Gothic setting with a sword, although personally I would enjoy that game very much :laugh:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: retroverse on January 10, 2019, 03:12:50 am
Great to see so much progress has been made on this, I've been keeping an eye on this for a while...

Regarding the clouds, is there a different type of weather effect - rain, wind, etc - that might achieve the desired dynamic/animated look while being a little more subtle?  (To continue the Megaman theme, Toad Man's stage (https://www.youtube.com/watch?v=Q9eXaAvP5dQ) uses what looks like a fairly simple rain animation in the background (Around ~2:40), but I'm no expert on how this would be done?)

Incidentally, the subject line changed at some point to 'Sonic 5 - Improvement Vol.2', is that the planned name for the hack?
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: NES Boy on January 13, 2019, 04:00:56 am
Torridgristle
(https://orig00.deviantart.net/2e5a/f/2018/363/8/0/rosquillas_by_terwilf-dcvn0ru.gif)
Sorry, I could not resist, was very funny what you said xD
Apologies for derailing this thread for a bit, but that GIF is clearly an edit of this one:

(https://66.media.tumblr.com/9cfaf1a1e54db1758ef3a2442381d0b5/tumblr_nczkyqypbN1qh59n0o1_500.gif)

It's quite strange, as the original GIF is fine as is. Anyway, I wish that the Special Stages use this music (http://www.youtube.com/watch?v=Sn4r13zuVgM) instead of the one used in the current music improvement, since they're supposed to be based on the Master System/Game Gear bonus stages. I mean, the original Somari used the appropriate theme, but they converted it in a way that doesn't do the original song justice (http://www.youtube.com/watch?v=b4WoOa-62Yo).
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on January 13, 2019, 08:31:30 pm
Retroverse
 Thank you very much for following this project, and sorry for delaying me answer, is that I was thinking a lot about what you said, since I thought it was an interesting idea.

 Despite that, I came to the conclusion that if I implemented something like that, I would risk moving away from the original concept of the game.

 Let me explain, one of the main reasons for which Sonic was conceived was to try to demystify the deficiencies that they attributed to the Megadrive, that's why the Sega of that time decided to leave its comfort zone to deliver more colorful and varied environments.

 That's why as a designer I think that although you can play with the idea of ​​a storm that happened or will happen, what this game has to fundamentally convey is the idea of ​​life and movement, I apologize in advance since I know that this idea may sound silly :-\

 About the title, it is only a tentative name, it is based on the style of titles used in Hummer for its ports. I would like to make sure that the title as a search criteria helps to find content related to this hack, so any suggestion is welcome :beer:

NES Boy
 The truth is that I had no idea, just download a pack of memes, on the other hand I respect the work of the person who created this gif, but I try to use light images so that this publication can be read in the same way in places where devices still They are not so powerful and the connections are still slow, for that reason I decided to make my own version of the image and end the discord.

(https://orig00.deviantart.net/9dcd/f/2019/013/4/c/homer_donuts_by_terwilf-dcwzyu1.gif)

 Regarding your request, although (http://www.bwass.org/bucket/L2.png) Amilgi (http://forums.famitracker.com/viewtopic.php?t=1057) was interested in creating the bases to do this type of editing, I have not heard from him again, although being honest I think that this type of editing would be much better left to those who really know about hackrom, as for example the same Ti that has already worked with the game's sound engine.

 I also add that if someone is interested in working on this feature or any other you want, you can contact me privately to have a copy of this project :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on January 17, 2019, 02:01:37 am
Have You Thought On Adding The SEGA Logo To The New Title Screen? Will Tails Be Playable In This NES Improvement? How's The Progress On Sonic's NES Improvement Coming Along? Will Anyone Be Able To Do Music, Graphics, and Control Physic Improvements For Some Other Games Like Street Fighter 2, Super Mario World, Kart Fighter, and More?  :huh:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: FailSandwich on January 17, 2019, 07:37:19 pm
Hi! I saw the discussion about music you were having. I know how to use Famitracker, and I had wanted to insert several of my own compositions into the Super Mario World Famicom pirate. I know the version of the sound engine is the same as the one used in Somari, so could you give me a few pointers for how to proceed with inserting new music?
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Sephirous on January 17, 2019, 07:50:31 pm
The clouds to me look like a Volcanic Eruption or something burning back there to cause the sky to be in smoke clouds.

But I still think this looks very awesome. I can't wait to try my hand at this game.  :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: FailSandwich on January 18, 2019, 12:21:46 am
One more thing: will you modify the game to allow Sonic to 1) spindash/roll into Badniks without popping upward a little bit every time he destroys one, and 2) spindash through item monitors to break them?
And do you guys have any plans on implementing checkpoint monitors/speed shoes? Also, I know you've considered implementing Scrap Brain Zone, and my question is, if the idea does go through, will the layouts be original or will they attempt to replicate the Genesis version? Replicating the Genesis version would take a ton more work, and a lot of new graphics.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on January 18, 2019, 01:04:08 pm
I think I've found a way for the ramps in Spring Yard Zone to work. By Star Light Zone, Hummer Team had obviously got their game together and had made a zone of much higher quality than previous ones, adding impressive features such as running up vertical walls and the like. One of the new improvements was that the ramps actually worked. By the look of it, the ramps were made from similar resources as the normal slopes, just increasing in steepness as they go on. This suggests to me that you could essentially create your own ramps by using a succession of slopes increasing in steepness, replacing the broken curved ones with your own more jagged but more functional ones.

I hope you understand what I mean. I would give you an image but I'm unable to at the moment.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on January 18, 2019, 06:52:33 pm
Will Tails (Sonic's Friend and Sidekick From Sonic 2) Become a Playable Character? I Really Would Love To See Tails as a Playable Character In This NEW NES Improvement! Will The Enemies Shot Timing Be At Least 5 Seconds Or Something (Like In The Original Sonic The Hedgehog on Sega Genesis!?), Will The Entire Game Have Less Enemies (Like... Buzz Bombers, Moto Bugs, Crabmeat, Bomb From Star Light Zone, and Furthermore...), Less Spike Balls In Spring Yard Zone, and a Much Better Level Design? Will The 1up, Choas Emerald Obtain, and The Continue Sound Effect Be Played In The Game Including Both, The Ending And The End Credits?  :o :huh: :-\ :) ;)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on January 18, 2019, 09:07:58 pm
SuperStarFox *
 About the progress of the project, I am precisely working to solve the problems that prevented the first version of the title screen from being displayed correctly. I also want to take the opportunity to try to integrate the design provided by (http://www.bwass.org/bucket/L2.png) SuperStarFox (https://www.deviantart.com/supastarfox) of the Sega logo in this new version of this screen.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/d9d15482-3751-4b54-b440-93e9202b1c0d/dcx0czb-2c0f83bc-cbf9-4d70-b2b0-2933213ca008.png)
Sonic The Hedgehog (SupaStarFox - Mockup Genesis Style)

 In addition, I am working to optimize again the tileset that I will use in "Star Light Zone", since I came to the conclusion that I made a disproportionate use of graphics in certain objects that I had included.
 
 About the possibility of integrating Tails as an objective of this project, although I must confess that I never discarded the idea, at the moment I still see it difficult, since I have a too long list of unfinished things and still to fulfill, perhaps with the inclusion of some extra hands helping me would consider it.

Spoiler:
* Actually this is not an answer as such, since we had the opportunity to chat privately before I could read your post, but I suppose that someone who shared their concerns could be interested in this answer.
▫▫▫ 2 ▫▫▫
 ■ Shooting: The last thing I discovered is that enemies are activated by proximity, but I have not achieved more progress than that.
 ■ Enemies: My goal is only to redistribute what is necessary to eliminate as much as possible the unfair factor in the game, that means that I will keep all possible enemies except of course those who have no purpose or are in inaccessible places of the level.
 ■ Levels: I do not have plans to make massive changes in the structure of the snows, but if time allows I would like to fix some design problems, especially the roads that do not lead anywhere.
 ■ Sfx: It's not in my plans.
▫▫▫ 3 ▫▫▫
 That ramp caused many problems that's why I simply decided to eliminate it.

FailSandwich
 I have not worked with the music engine of the game, but I suspect that the version of Ti does not use the version that is part of the so-called "Somari engine".
 Although I think that if you have a solid base of music a good idea would be to examine the (http://www.bwass.org/bucket/L2.png) BGVC (https://youtu.be/vvrMqRbb6c4) hack with a hexadecimal comparison program, in this way you can take note of the addresses where this hacker has made modifications, and then analyze these addresses with Fceux for example.

 The steps would be:
 ● Start a game of the Original Somari and perform a SaveState. Open the hexadecimal editor integrated to the emulator and check the option in the menu with the legend ROM.
 ● Now you must go to the addresses you have written to start making changes in your data, so you can see in real time how the game reacts.
 ● According to what you decide you can replace the data by writing values ​​randomly or re-entering the code of the version modified by BGVC, occasionally the game may end up crashing, that's where the SaveState that you have made before is fundamental,** in addition you can also find changes that only take effect when a level starts.
 
 ▬ Moving on to your next query, I do not currently know how to alter Sonic physics, and to avoid being redundant I can summarize that from the second point onwards practically all the answers are negative to a greater or lesser extent.***

 In spite of that I am working to complete the graphics of the "Final Zone" tab, with the hope of leaving a solid basis for the next hacker who tries to make "Scrap Brain Zone" a reality.
 
 About the designs I would like to think that they are a mixture of different styles, having as main base the official version of the game, but also rescuing some details of the work done by the artists that preceded me.
 
Spoiler:
** Do not forget to undo the changes that corrupted the game in the hexadecimal editor.
*** You can find more complete information on the topics you have raised in the previous publications of this article, thank you very much for your inquiry.

Sephirous
 Personally it is one of my favorite levels, I love that volcanic aesthetic about to erupt. Later I want to try to draw more defined clouds taking advantage of the extra space left in the tileset, but first I have to check if there is free space in the level to store new objects and if I have the talent to draw clouds.
 
Gastronomicon
 It is strange, but I was convinced that I had talked about this in the past, although apparently I never did any publication about it, unfortunately I must clarify that this idea is unfeasible, since the blocks that make up these two ramps are absolutely different, if you look in editors like CadEditor when superimposing them you will see that their surface does not coincide in the least.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on January 19, 2019, 05:33:58 pm
I Found a Ramp In Green Hill Act Act 3 and It Doesn't Work Either!
Will Be It Fixed Along With Marble Zone, Spring Yard Zone, Labyrinth Zone, and Star Light Zone? (I Still Know That Scrap Brain Zone Is Not Available In This Port)  :-\