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Author Topic: SonicNes ♦ Improvement Next ♦  (Read 8923 times)

Midna

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Re: SonicNes [Improvement Project]
« Reply #20 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.

sics

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Re: SonicNes [Improvement Project]
« Reply #21 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.



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.

« Last Edit: August 03, 2018, 09:21:49 pm by sics »

Midna

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Re: SonicNes [Improvement Project]
« Reply #22 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.

Sephirous

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Re: SonicNes [Improvement Project]
« Reply #23 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:
Hacking Nes Roms Is Like Making Sweet Passionate Love, Hacking Snes Roms Is Like Having Your Bitchy Mother In Law Scream At You.

cartridge_rom

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Re: SonicNes [Improvement Project]
« Reply #24 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

sics

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Re: SonicNes [Improvement Project]
« Reply #25 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.




  This is the process to edit the blocks of the levels | Tools needed:

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

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


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:



  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.


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:

  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.



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.

 
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.

 
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:

Spoiler:

  We fit the grid correctly:



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


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.


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:


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.


Use F7 on DjinnMapper and YY-CHR to update the changes, and remember that DjinnMapper also has a graphics editor.


Note 8: Currently DjinnMapper has a palette of 4 colors so you should squeeze to the maximum.



 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:.
« Last Edit: August 03, 2018, 09:22:00 pm by sics »

cartridge_rom

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Re: SonicNes [Improvement Project]
« Reply #26 on: May 26, 2018, 04:07:39 pm »
great work and great project :thumbsup:

sics

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Re: SonicNes [Improvement Project]
« Reply #27 on: May 30, 2018, 08:45:10 am »
cartridge_rom
 Did I ever tell you that you're great? :laugh:
« Last Edit: August 03, 2018, 09:22:16 pm by sics »

cartridge_rom

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Re: SonicNes [Improvement Project]
« Reply #28 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


a greeting :woot!:
« Last Edit: June 17, 2018, 06:59:11 am by cartridge_rom »

Amilgi

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Re: SonicNes [Improvement Project]
« Reply #29 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.

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.




cartridge_rom

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Re: SonicNes [Improvement Project]
« Reply #30 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.

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
Super Fighter III
https://www.youtube.com/watch?v=DC-srP6ZKM8
« Last Edit: June 24, 2018, 10:30:15 am by cartridge_rom »

PasthorRothers

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Re: SonicNes [Improvement Project]
« Reply #31 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.

sics

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Re: SonicNes [Improvement Project]
« Reply #32 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:


 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.
 
 

 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:
 
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. ;)


This is what is currently seen in my hack

Amilgi
 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 " White Fox" 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 ;).




 By the way I've updated Hud and edited a bit more Green Hill.


 And I hope to achieve something close to this in Star Light. :thumbsup:

« Last Edit: August 03, 2018, 09:22:48 pm by sics »

cartridge_rom

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Re: SonicNes [Improvement Project]
« Reply #33 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!:
« Last Edit: June 27, 2018, 06:22:09 am by cartridge_rom »

DavidtheIdeaMan

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Re: SonicNes [Improvement Project]
« Reply #34 on: June 26, 2018, 09:45:47 am »
It's looking great so far,keep up the great work Sics! :thumbsup:

roney33

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Re: SonicNes [Improvement Project]
« Reply #35 on: June 27, 2018, 04:43:03 pm »
i want to select with sonic, and somari

dACE

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Re: SonicNes [Improvement Project]
« Reply #36 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

sics

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Re: SonicNes [Improvement Project]
« Reply #37 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.


 Example of a more efficient possible use.

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

« Last Edit: August 03, 2018, 09:23:27 pm by sics »

UltraEpicLeader100

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Re: SonicNes [Improvement Project]
« Reply #38 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.

sics

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Re: SonicNes [Improvement Project]
« Reply #39 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:.
« Last Edit: August 03, 2018, 09:23:55 pm by sics »