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Messages - PacManfan64

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Personal Projects / Re: SonicNes ♦ Improvement Next ♦
« 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:

Going up


Still going up


Top of map


UMM...

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Personal Projects / Re: SonicNes ♦ Improvement Next ♦
« on: December 01, 2018, 03:58:11 pm »
I found a FCEUX cheat from TCRF's Somari page 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?)

3
Personal Projects / Re: SonicNes ♦ Improvement Next ♦
« 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?

4
Personal Projects / Re: SonicNes ♦ Improvement Next ♦
« 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:
  • Can these be implemented? (Checkpoint and Speedup monitors)

    They're unused even in the original bootleg, and their code is still there, but they only spawn with cheat codes and don't seem to do anything. Can they be properly spawned like enemies and other objects in the maps through your method, and be modified to work?

  • There are tracks for Scrap Brain (2E), a 1UP (2C), the Credits (33), and a Chaos Emerald (2D) in the sound test, all are never used. While I can say that 2E and 2D are reasonable, since Scrap Brain is still not properly accessible and Special Stages don't give chaos emeralds, but why not have the 1UP jingle play when they're earned?


5
Personal Projects / Re: SonicNes [Improvement Project]
« 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.



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).

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