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Topics - Timaeus

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1
Personal Projects / Sonic Cronos (My WIP Sonic 1 hack)
« on: November 13, 2018, 03:35:35 pm »
BIG NOTE: Make sure to scroll this thread down to see the changes between each version that I posted here. Some of the new credits will be on those posts, as well as updated screenshots, which means that the first screenshots and posts do not represent how parts of this project looks now. The old versions like 1.1 or 1.2 are no longer available, since I update the download link with the new version.

Also the name Cronos is spelt like this here on Brazil, so that is why I kept it like this.

On this topic, I want to show off a Sonic 1 hack I have been doing a few months ago. I submitted an old demo of it on a contest and here is where i'll keep the updates, or, if i can't, I'll just leave the link on the update reply instead. The rom only have the first 7 acts done and half of the eight done and 1 special stage edited so far, and everything of it was made all by me and me only (except the Spindash and Dropdash which were available on a free assets thread which only requires credits for the author, which will be above), with some hints and feedback from friends.

The hack features:

-New Title Screen.
-New level designs with good speed and platforming(including slopes on zones that didnt had any), made fully by custom chunks. No original zone chunks used.
-New musics per act, when the zones one, three and five have three different musics and zones two, four and six will have remixed versions of one song.
-New art and palettes per act, where all act 3 have new backgrounds related to the previous somehow, creating a progression and transition feels to the stages, and every art of one act related to the previous. This also includes different decorations and different foregrounds in a few zones.
-Edited ASM for almost all enemies, the first boss and for some other things.
-New sprites for Sonic and for most enemies and objects.
-Normal rings replaced with Silver Rings.
-Custom HUD.
-Spindash and Dropdash.
-Custom Special Stage gameplay.
-Mixed gimmicks.
-Monitors replaced with chests, which also have custom icons.
-A false Monitor.
-New fonts.
-Extended camera.
-Sonic 2 Simon Wai Prototype level select.
-Mixed enemies which changes from one act to another.


Ill post it as soon as i can, as well as screenshots.

https://uploaddeimagens.com.br/imagens/sem_titulo-png-584f89ac-0c01-44e7-9200-a4e473d44f5c

https://uploaddeimagens.com.br/imagens/sem_tituloqwe-png

https://uploaddeimagens.com.br/imagens/sem_titulo3-png-cf5ffd4b-4c5a-4ef5-8bc1-bdd8a6baf2d1

https://uploaddeimagens.com.br/imagens/sem_titulo4-png-5c6da737-c927-4e59-947b-41df3ffa0a97

https://uploaddeimagens.com.br/imagens/sem_titulo5-png-cd4c0ccd-d832-4388-84cd-eb49303074c9

https://uploaddeimagens.com.br/imagens/sem_titulo6-png-fd404ea6-db2e-4e06-ad92-deae843e84c2

https://uploaddeimagens.com.br/imagens/sem_titulo7-png-1444c819-bea7-4e00-85d9-5449530022ca

https://uploaddeimagens.com.br/imagens/sem_titulo8-png-e0ef62aa-352c-4796-ab47-4b94642806d2

https://uploaddeimagens.com.br/imagens/semtitulo9-png

https://uploaddeimagens.com.br/imagens/sem_titulo10-png-748e2aad-4b34-44ee-9abb-b9dfbc60fc90


Download: http://www.mediafire.com/file/avbhqvt9rqneop3/Sonic_Cronos_-_Version_1.5.bin/file



Credits:

LuigiXHero - for the spindash and dropdash disassembly and the foreground art of Dread Ocean act 1.
EMK - useful hints.
Burst, Trinitonity, EMK- beta testers.

The Sprite Resource rips credits goes to : Somari64, Divine Man, Shadowbot, KK Slayer, Divine Insect, Okamikurainya, Flare, Skylights, Triangly, Radspyro, Doc Melonhead, Techokami, Dazz, Yawackhary, Dolphman

Sonic sprites credits goes to: Dolphman, TheGoku7729 and Glitchy.

Please leave a feedback. Have a nice day.


2
Programming / how can i edit sonic 1 special stages?
« on: December 25, 2016, 09:13:01 am »
i tried with Esrael sonic editor (both I AND II) , the first one doesnt save the changes , and the second when i click on the save option it gives a error message ´´Invalid Filename`` (PS : THAT HAPPENS WITH THE ORIGINAL GAME TOO) . someone know a way to fix it? or a easier way to edit them?

3
Programming / assembly/disassembly in sonic 1?
« on: December 25, 2016, 09:09:56 am »
in working on a hack , but few changes i want to do requires disassembly stuffs , and im not familiar with it , someone know a doc or something where i can learn it? or hints? im new

4
someone knows the hex locations of the songs in order and where they begin ad end(end is optional) ? also i found a tutorial for play diferrent musics per act http://info.sonicretro.org/SCHG_How-to:Play_different_songs_on_different_acts       its related to what exactly? and the music locations changes with that somehow?

5
Newcomer's Board / DS hack question
« on: October 01, 2016, 11:33:48 am »
i saw a ds rom hack that i want , but the file is in xdelta ,so pretty please , how can i make it work ? what i have to do? i forgot

6
Programming / Music Porting in Sonic 1
« on: October 01, 2016, 11:28:56 am »
i want to port musics(most from other genesis games) in my sonic 1 hack , ill try to find the musics locations on hex , get them separately and replace them over the music i want to replace , but i have no idea where sonic 1 musics locations are and where they end , PLEASE , SOMEONE CAN HELP ME? IM DISISPERATED >.< and can someone give hints for me about music porting?:

7
ROM Hacking Discussion / Sonic 1 Music customization?
« on: July 26, 2016, 05:47:33 pm »
 its beem a while since i were here :p

 anyway im workin on my own sonic 1 hack with fully edited layouts , palettes and boss chambers , but i truly dawn want to custom the musics (a really great part i have in mind are from other genesis/Mega Drive games , except one from snes and another from a ps1 game) ,. which ways (other than the old no end hex edit , note by note) i can learn to do it? how to do it without changin note by note on hex? ,i have the musics files , if that can be useful to it i hope . please , any hints or so?

8
ROM Hacking Discussion / Sonic 1 boss hit count location?
« on: April 27, 2016, 04:53:10 pm »
 just to know , which location(offset) is the number that represents how many hits to defeat the bosses? From all bosses? (PS im using cygnus hex editor)

9
  Everyone knows that 3D Blast gameplay makes the game hard,but the musics make the gameplay be worth.I love the musics of that game(mainly rusty ruin,both boss musics,both panic puppet musics,Volcano Valley act 2 and Final Fight).One of the most difficult things is decide which soundtrack rules:Sonic 3D Blast or Sonic CD NORTH AMERICAN.It impossible to decide.I loved every single music of the north american version,they fits the zone very well and the boss music is great as well.It one of those questions that I can´t answer.

 What do you think ? Who wins?

10
Gaming Discussion / I don´t know why Green Hill is so famous
« on: December 30, 2015, 02:34:10 pm »
 Most of the people loves that zone,and I have no idea why.Most first stages from other sonic games are way much better in my opinion.

 For example:Green Grove and Palmtree Panic . These both stages are a lot better than Green Hill,mainly because of their music.Their musics are awesome(Palmtree Panic NORTH AMERICAN version)

 I do agree that this zone is special,but for me,is not much compared to others zones like those.

11
Personal Projects / Megaman Chrome project
« on: November 14, 2015, 10:30:52 am »
 http://www.mediafire.com/download/i7q2293frk230w5/Megaman_Chrome.rar

 Note:the checkpoints are NOT done yet
 Note:So far only the 6 stages are complete

 Here´s a full level hack for MM1.It features:

 -New colours for bosses,enemies,weapons and stages
 -New weakness
 -New enemy distributions
 -NO ice physics
 -Fun level design
 -Few weapons uses more energy and others use less energy

 



 

 

 



 



 



 

 
 The updates of the hack will be post here as well

12
Personal Projects / Megaman Silent(My MM1 hack)
« on: November 05, 2015, 04:02:53 pm »
 http://www.mediafire.com/download/7075zoqsusuacb0/Mega_Man_Silent%28USA%29.rar


NOTE:THE CHECKPOINTS AND THE FINAL BOSS ARE NOT FINISHED YET

here´s a full preview of my mm1 hack.It features

-No music
-New weakness
-A great enemy distribution
-Every enemy,weapon and stage have new colours.The bosses have new colours as well(even with the stage select screen not showing it)
-Elec and Ice doesn´t kill you in 3 hits anymore
-The ice physics are removed
-Ice slasher and Thunder beam uses more energy than normal
-A straight forward fortress stage
-A fun level design









Leave in the comments if you like it

13
Newcomer's Board / ´bad rom` error in snes patching
« on: October 24, 2015, 09:23:57 am »
 When I tryed to patch a snes rom,with lunar ips,it keep getting a bad rom.The rom is in .smc,NOT .sfc(repeat,NOT sfc).The emulator run the original smc rom,but when I apply the ips,it says bad rom.I tried wasabi,and nothing.I couldn´t find a utilities to help with it.And all the videos I found uses what I tried to use,but it doesn´t work to me.I tried zsnes auto´patch(rename both files with the same name),and bad rom. Please someone help me

14
Gaming Discussion / SMW hack recommendations
« on: October 23, 2015, 06:25:50 pm »
 I´m thinking about start playing Super Mario World hacks,and I´ve seen quite few of them,but most are cheap or too hard.

 So do you guys have some good hacks to recommend me to start with?(if possible a easier one,or someone with NEW MUSICS)

15
ROM Hacking Discussion / Megaman 1 Checkpoints
« on: September 29, 2015, 10:33:59 pm »
  With rock and roll , I´ve finished all 10 levels in the game , now I have to fix the checkpoints , however I´m could find it how .  I already know about hexing , enemy checkpoints , seting the checkpoint and activate point in the same screen , set the scrolls and sprites , setting the checkpoint with the room order editor and the scrrol editor , this kind of thing . I also have some notes that I found in another forum and some others I found myself , which have some informations about it

 
Spoiler:
Cut stage

$153B0 ScrollPos                  Checkpoint scroll byte numbers
$153DF CheckPo1                   Table of values defining the slot number of the last enemy on the midpoint page (second checkpoint)
$1540A RoomOrderFix1Check         A table containing the first screen ID in the scroll byte selected for the checkpoint
$15422 RoomOrderFix2Check         A table containing the last screen ID in the scroll byte selected for the checkpoint?
$1C2E4 ScreenStartChk2Trig        Screen numbers which activate the checkpoint
$1C2FB RoomOrderPos               Where Mega Man respawns after dying
$1C52A BeamDown1Offset            Checkpoint y coordinates



"Checkpoint scroll byte numbers" tells the game which scroll byte to use when you start at that checkpoint. If the screen you're starting on is in the second scroll byte, you'd put 01.

The "slot number of the last enemy on the midpoint page" is calculated by just counting the sprites in the stage from the first sprite to the last sprite on the page where the checkpoint is (the first sprite in the stage is in slot 00). This tells the game how far into the sprite data to look for sprites that are 'active' when you beam in.

Everything else should be pretty self-explanatory. I think there's also something related to special objects, but it's not in my notes (but there is something about changing $150F7 to 4CF690 that might have to do with special objects)... Anyway, with this data, you should be able to get your checkpoints working just fine using a hex editor. The only thing I feel I need to add is that you must start Mega Man off at the beginning of a scroll area; if you start him off in the middle or end of a corridor, the game won't know to load any of the graphics for the prior screen, so scrolling backward will cause background graphic problems (you'd have to add a special case to the background loading routine or rewrite it entirely (depending on what you're trying to do) in order to make that work).

 About the Checkpoint scroll byte numbers thing , the first checkpoint is located in a up scrolling (like the original game) and the scrool byte is 80 (at least is what I could find) , so I put 80 , and it doesn´t work .

  I count all the sprites before the checkpoint and change the number , but the result was the same . Actually it only worked after setting the enemy checkpoints in rock and roll .

 I couldn´t find what ´´Where Mega Man respawns after dying ´´ and ´´Checkpoint y coordinates ´´ is supposet to be (in hex , is shows 00 and 94 , respective) .

 

 This is the first checkpoint , showed in rock and roll . As you can see , to reach the next screen , you must go up . So is a up scrolling


 
 
 Here is all the scrolls used in the level , with the checkpoint scroll circled (is writted ''up after 1'' , and disabling the simple mode shows 80 , which might be the scroll byte value)

´´Where Mega Man respawns after dying´´ apperrently doesn´t  have anything with the checkpoint , because  changing the number only affects where he spawn in the beggining of the level

The ''Checkpoint scroll byte numbers'' thing doesn´t change nothing in the checkpoint , it disabled where the level scrolls start



Here is what happens when I respawn . I PHYSICALLY appear in another screen , because as soon as I spawn , he launch himself in the wall , corrupting the scrolls order (and the respawn position is NOT messed up ,  as you can see in the first image)







Here is the screen numbers in order . I don´t know if have something to do with checkpoints but here it is

Any help will be VERY appreciated

16
Programming / Megaman 1 Checkpoint programming
« on: September 09, 2015, 09:39:07 pm »
 With rock and roll , I´ve finished all 10 levels in the game , now I have to fix the checkpoints , however I´m could find it how .  I already know about hexing , enemy checkpoints , seting the checkpoint and activate point in the same screen , set the scrolls and sprites , setting the checkpoint with the room order editor and the scrrol editor , this kind of thing . I also have some notes that I found in another forum and some others I found myself , which have some informations about it

 
Spoiler:
Cut stage

$153B0 ScrollPos                  Checkpoint scroll byte numbers
$153DF CheckPo1                   Table of values defining the slot number of the last enemy on the midpoint page (second checkpoint)
$1540A RoomOrderFix1Check         A table containing the first screen ID in the scroll byte selected for the checkpoint
$15422 RoomOrderFix2Check         A table containing the last screen ID in the scroll byte selected for the checkpoint?
$1C2E4 ScreenStartChk2Trig        Screen numbers which activate the checkpoint
$1C2FB RoomOrderPos               Where Mega Man respawns after dying
$1C52A BeamDown1Offset            Checkpoint y coordinates



"Checkpoint scroll byte numbers" tells the game which scroll byte to use when you start at that checkpoint. If the screen you're starting on is in the second scroll byte, you'd put 01.

The "slot number of the last enemy on the midpoint page" is calculated by just counting the sprites in the stage from the first sprite to the last sprite on the page where the checkpoint is (the first sprite in the stage is in slot 00). This tells the game how far into the sprite data to look for sprites that are 'active' when you beam in.

Everything else should be pretty self-explanatory. I think there's also something related to special objects, but it's not in my notes (but there is something about changing $150F7 to 4CF690 that might have to do with special objects)... Anyway, with this data, you should be able to get your checkpoints working just fine using a hex editor. The only thing I feel I need to add is that you must start Mega Man off at the beginning of a scroll area; if you start him off in the middle or end of a corridor, the game won't know to load any of the graphics for the prior screen, so scrolling backward will cause background graphic problems (you'd have to add a special case to the background loading routine or rewrite it entirely (depending on what you're trying to do) in order to make that work).

 About the Checkpoint scroll byte numbers thing , the first checkpoint is located in a up scrolling (like the original game) and the scrool byte is 80 (at least is what I could find) , so I put 80 , and it doesn´t work .

  I count all the sprites before the checkpoint and change the number , but the result was the same . Actually it only worked after setting the enemy checkpoints in rock and roll .

 I couldn´t find what ´´Where Mega Man respawns after dying ´´ and ´´Checkpoint y coordinates ´´ is supposet to be (in hex , is shows 00 and 94 , respective) .

 So if someone know some tips to solve those issues , please tell me

17
Personal Projects / Megaman Silent (my mm1 hack) (preview)
« on: August 26, 2015, 11:20:23 am »
 download : http://www.mediafire.com/download/k4uchd6abfthl82/Mega+Man+Silent+%28USA%29.rar

 Here´s a preview of my mm1 hack . So far only Cut and Guts stages are completed (except the checkpoints) . Leave in the comments what do you think about my level design .

 Features : new colours , new weakness (soon) , no music

 And yes , with the right pattern , is possible to get through that flying shell

18
Programming / NES Assembler issues
« on: August 14, 2015, 07:09:02 pm »
 Apparently to fix that sprite change issues in MM1 I have to use a NES assembly tool . Looks like the NES Disassembler utility won´t do much , because it doesn´t support the MM1 mapper . So I picked up this one : http://www.romhacking.net/utilities/674/ , but when I double click , it appears a black screen that immediately closes . Someone know why that happens ?

19
ROM Hacking Discussion / Question about Megaman 1 Sprite change
« on: August 10, 2015, 10:14:38 am »
 I´m working in a MM1 hack , using rock and roll editor , but I can´t figure out how to change the enemies sprites properly . It happens in straight forward sections , where the sprite set there can´t be changed with the sprite change editor of rock and roll ( for example , a section that uses the sprite set 1 , and I try to change it to sprite set 6 , but It doesn´t work) . I can´t use visine , because my computer doesn´t support it . Please , someone know how to change them properly ?

 Any help will be appreciated

 

20
Newcomer's Board / Question about MM 1 hacking
« on: August 06, 2015, 06:43:20 pm »
 I´m working in a MM1 hack , using rock and roll , and I want to ask :

 When I start editing a straight forward section (without scrolls) I tried to change the sprites with the sprite change editor of rock and roll , but it doesn´t work . For example , a section that uses the sprite set 1 , I change it to the sprite set 6 , but it still on set 1 , and I´m not sure why . My document says something about SpriteChangePointers and SpriteChangeData . Should I suppose to look at there to fix the problem ?

 Any help will be appreciated .

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