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]
■ Zone 2 90% [Completed]
■ Zone 3 97% [Completed]
■ Zone 4 20% [Completed]
■ Zone 5 07% [Completed]
■ Zone 0 10% [Completed]
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:
● (https://orig00.deviantart.net/1614/f/2019/087/8/c/download_by_terwilf-dd39bcf.gif) 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:
1º 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.
2º 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)
3º With this in mind we load the rom in the DjinnMapper, and change the width in box marked in the following image by "16".
4º 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".
5º 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)
6º 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)
7º We fit the grid correctly:
(https://orig00.deviantart.net/7a47/f/2018/145/8/a/nivel_07_by_terwilf-dccjhj7.gif)
8º 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.
9º 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:.
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/7383/f/2019/035/d/4/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....
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:
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 gallery of (http://www.bwass.org/bucket/L2.png)PixelMarioXP (https://www.deviantart.com/pixelmarioxp/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.***
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.
On the other hand, the storage of frames works with the following scheme:
╔══════════════════╦═════════════╦═══════════╦═════════════╦═══════════╗
║░▒▒▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║ 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.
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.
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/12de/f/2019/035/2/1/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.
Occurred to me that you might want these Sonic fonts.
I am not familiar with PRG Editor, currently for this kind of work I use:
● (https://orig00.deviantart.net/1614/f/2019/087/8/c/download_by_terwilf-dd39bcf.gif) 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)
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 (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd2ddrh-3d717cea-7b14-4727-885b-7bc73101cc0a.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQyZGRyaC0zZDcxN2NlYS03YjE0LTQ3MjctODg1Yi03YmM3MzEwMWNjMGEucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.bh-FnyGPNbB3gQNPCuusv0XJeIc_8wV3iuQ04i5fOBc)Blast - Forever 2 (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)
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).
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://orig00.deviantart.net/71a2/f/2019/034/f/7/sonic_the_hedgehog___nes_title_screen__gif__by_supastarfox-dcynifi.gif)
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.
▫▫▫ 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.
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.
SuperStarFox & Firedropdl
Thank you very much, I am currently working on several things at the same time I do not know if all this effort will be useful, but I do not lose anything by trying :thumbsup:
Among the changes I can reveal are:
● Update the EggMan graphics.*
● Update the graphics of the end-of-level capsules.
● Fix the end of level screen. (I finally made it!)
● Fix the screen at the end of the game.**
● I began to make the schemes to arrange the route of the levels.***
● Reorganize the graphics of the special stage and now the emerald is animated.
(https://orig00.deviantart.net/8bf2/f/2019/042/6/a/z1_boss_v2_by_terwilf-dczg1ka.gif)(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcyxfrl-18aeeaab-4c65-46e5-9bd7-2ee19ebe78cc.png)
(https://orig00.deviantart.net/6dd2/f/2019/041/5/5/the_end_by_terwilf-dczfz3t.gif)(https://orig00.deviantart.net/8ff5/f/2019/041/e/e/special_zone_by_terwilf-dczfyxu.gif)
About the fonts, after trying them I think they clash with the aesthetic that I try to achieve, but do not worry this is a fair democracy and the effort is rewarded, so I will include them as an optional patch for those who want to enjoy them* :thumbsup:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dczz3pr-1a0346b5-8a0e-4335-a3a4-16a171d9ddbc.png)
1. Yes, it took a lot of work to get it, for it was necessary to rewrite the end of level screen from scratch, but I think the result was worth it, I hate to leave things half :D
♦ I had to break down all this (http://www.bwass.org/bucket/L2.png) information (https://paste.ofcode.org/KjmNyq8acUfiiPUKxJLDRB) to understand everything correctly :o
2. It's strange, this question has been asked several times, even four comments before your question I answered a similar query, anyway I will assume that you had a very busy day to read, so:
About the "chaos emerald", you must understand that this project is designed to facilitate any attempt for future improvement, so I advance on all that is within my capabilities, my strength is the graphics and patience, thanks to both slowly I went giving me an idea of how almost everything that is important works, but although technically I could create the alternative screens that you mention, I still can not program everything necessary to integrate them into the game.
For that reason, the "chaos emerald" currently have no greater purpose than being there and looking pretty, when I finish doing everything I can do alone, maybe I will try asking for help, but it is logical to think that it is not an easy task, since each The person has their occupations and the idea of messing with a stranger's project can be somewhat intimidating.
That is why I also consider the possibility of writing a publication detailing all the purposes that I have not achieved, in this way the one that is interested in contributing its bit, but is not willing to complicate by compromising with anyone will have its space ;)
3. Recently I started to analyze the patch that Ti created to improve the music, as a curious fact I discovered that the original music engine and its tracks are still present in the game, on the other hand I understood the reason why the demonstrations are no longer available level from "Marble Zone" onwards, it seems that the game uses a reduced copy of these sequences stored in a different sector of the game or at least it has been altered to work in this way :'(
The problem is that my lack of musical notions prevent me from advancing at the speed that the public would like, on the other hand, although some people have suggested that I ask Ti for help directly, I think it is a bit shameless to try it when dealing with his own work.
I had not noticed the error in the name of the special stage, for the moment I do not know how to solve it, but I will see what I can do, thank you very much for reporting it (https://orig00.deviantart.net/e512/f/2017/091/0/0/migi_yeah_by_terwilf-db4biaq.gif)
Retroverse
Thank you very much, I really tried hard to fix that screen! :thumbsup:
On the other hand, as Gastronomicon (HPJ) mentioned the animations are not a faithful reproduction of how the game exposes its graphics, since it runs at 60Hz, and the updates of each graphic are not carried out harmoniously to be exact, that's why I focus on exhibiting the changes that I am making in a simplified way, but always keeping relation with the original sequences, although in this case I made an error, in the image the animation should be executed in the following order:
(https://orig00.deviantart.net/7260/f/2019/050/8/2/bola_rapida_by_terwilf-dd05rll.gif) *
Even so, I think the confusion is understandable, but you should keep in mind that the public that I address mainly are people who have knowledge of how the game looks, likewise do not worry I'm very happy that you have been interested in my project and I would like clarify that for me every question is important, so if you wish I can give you a demo of the latest version of this hack, so you can see everything in more detail :beer:
Gastronomicon
Hi! :laugh:
SuperStarFox
It's pretty, is not it?
(https://orig00.deviantart.net/a8cf/f/2019/053/2/b/s1_tscreen_03_by_terwilf-dd0ffg6.gif)
Although unfortunately the sector that is responsible for creating the layer that colors the skin of Sonic is encoded as a single block and not as several independent sprites as he presumed after analyzing the RAM, in addition the whole uses a single palette, so not is adapted in any way to the minimum requirements necessary to adapt the title screen you design :'(, this can be seen in more detail from line 983 onwards of the code fragment that I showed you in the previous comment:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd0fgf1-8c942ba2-e42c-4c62-aefb-630763b85dfa.png)
In this objective I have put all my effort for a long time, so after thinking about it I think it is essential to ask for the help of someone with more experience so as not to waste all that work.*
Gastronomicon
Actually discarding the sites that are not really connected to the level, this error only occurs twice in Labyrinth, on the other hand as I mention I intend to fix everything that is within my reach and if I'm lucky a little more :thumbsup:
But even though I would love to have an editor with which to optimize my results, if you look more closely the rom that is testing will realize that the routes of the first three areas are slightly edited.
This is because in spite of not having a simple and accessible method I have the ability to edit the levels, since this is a handful of hexadecimal numbers that correctly superimposed on a level image result in a global map of each act.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcz52ev-b8c3b9c2-5030-4749-96e4-401628f0613e.png/v1/fill/w_1280,h_129,q_80,strp/green_hill_zone_act_1_by_terwilf_dcz52ev-fullview.jpg)
(http://www.bwass.org/bucket/L2.png)Real size image (https://drive.google.com/open?id=1fuz7pfWZxnA2c_pVMX58b8X2lAncxduF)
But this is inefficient in several ways that it is not necessary to mention :P
As I promised here I share some videos with the latest changes in the project :beer:
(https://img.youtube.com/vi/EVs1nPxVxNE/mqdefault.jpg) (https://youtu.be/EVs1nPxVxNE) (https://i.ytimg.com/vi/HVERhrlQQqA/mqdefault.jpg) (https://youtu.be/HVERhrlQQqA) (https://img.youtube.com/vi/z0OAwMCnM0M/mqdefault.jpg) (https://youtu.be/z0OAwMCnM0M)
(https://img.youtube.com/vi/4aCWWtv6y9k/mqdefault.jpg) (https://youtu.be/4aCWWtv6y9k) (https://img.youtube.com/vi/YqhDguFpnkA/mqdefault.jpg) (https://youtu.be/YqhDguFpnkA) (https://img.youtube.com/vi/k7GeCp0Xgxo/mqdefault.jpg) (https://youtu.be/k7GeCp0Xgxo)
♦ In these videos you can see the first corrections I made in the battles against Eggman, the current aspect of the Special Stage, the most recent version of the Marble Zone tunnels and the new remodeling of the end screen of level.
SuperStarFox
Great, I insist that you should upload the patch to the community, you could even open a thread about it to make your work known! (https://orig00.deviantart.net/e512/f/2017/091/0/0/migi_yeah_by_terwilf-db4biaq.gif)
Gastronomicon
No, I have not implemented anything new at the moment, I have only improved what was already :beer:
About your query I was referring to your regular appearances at the end of each Zone.
Since the frames used when fleeing were wrongly aligned which caused an incorrect loading of the palette when this animation was executed :P
(https://orig00.deviantart.net/8450/f/2019/058/f/c/eggman_old_by_terwilf-dd0v5l3.gif)
Satoshi_Matrix
can that be fixed to make the game 'full screen'?
I know what you are referring to, I also hate that aspect of the game, but I do not know how to solve it, since it is not that the game draws any specific tiles there *, but everything that is under that line is eliminated, both the background and the objects :P
Despite this, by crashing the game it is possible to realize that originally the game if you draw the graphics in that sector. Another detail is that this line is not used in any of the transition screens between levels.
On the other hand I imagine that the function of this line is to hide the abrupt cut suffered by the waterfalls in Green Hill, since otherwise I can not make sense of it :-\
SuperStarFox
For the title screen I have two options:
1º One option is to see how to adapt my design back to the previously discovered limitations by creating a graphically lower version.
2º I can also choose to ask for help from someone technically better prepared to rewrite the operation of it in a way that best suits my design.
But as I said, I find myself working on other things at the moment, so I recommend waiting for him to publish some kind of update of the topic before asking another question about it.
About the rest of the project, I was not doing anything really transcendent:
● I was playing with some palettes configurations.
● I was solving some bugs in certain zones*.
● I'm trying some alternative graphics, for example:
(https://orig00.deviantart.net/0dbc/f/2019/072/c/2/z1_002_v2_by_terwilf-dd21neh.gif)
On the other hand I discovered that in the game it is still possible to cross some walls under very specific circumstances, these bugs happen in the "Green Hill" pipes, in the union of two different block types in "Marble", and in the blocks of lions that touch the ground in "Labyrinth", the latter are the only ones I already know how to fix.
Finally I would like to recommend the (http://www.bwass.org/bucket/L2.png)gameplay (https://www.youtube.com/watch?v=EH8RBvTDgTM&list=PL6fUuxRtsksj9zUWwOPJhPBU_tFJ2e5W6) that SuperStarFox has made by trying an old version of this hack, in which you can see several interesting things that I have not commented on in my publications.
First I would like to thank all those who have participated in the survey that I published.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd2bbyq-fc685003-29bc-47c0-875d-8175a186984f.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQyYmJ5cS1mYzY4NTAwMy0yOWJjLTQ3YzAtODc1ZC04MTc1YTE4Njk4NGYucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.3dUglS5z5BtwWECtaRLeUS4GaeMjmt-xmhtFgifCgHQ)
I confess that I would have loved to release a demo to know your opinion about the game, but it is a democracy, so I guess I'll wait another time :laugh:
Spooniest
Being honest I prefer the Sonic romhacks to their official games, I can not believe that being defenseless when you push with a spring is considered a game mechanic. That's why it cost me so much to give Megaman a chance, until Robocop crouches down, god! :P
Satoshi_Matrix
It will be that I like to suffer, but I think that the excessive difficulty of this port has a certain charm :laugh:
SuperStarFox
Thank you very much, I do not see Adventure Time, so I did not understand the reference, the next one tries with something from Steven Universe :thumbsup:
(https://orig00.deviantart.net/4760/f/2015/192/1/e/steven_universe_pixels___steven__larger__by_hollulu-d90xyov.png)
by (http://www.bwass.org/bucket/L2.png)Hollulu (https://www.deviantart.com/hollulu/art/Steven-Universe-Pixels-Steven-Larger-545780191)
On the other hand that animation belongs to the Mario franchise, so I decided to replace it with another more consistent with Green Hill.
At first I thought it could be an interesting nod to the crossover that started with this game, but it's really a bad idea, I guess I'll include it with the extras.
About what I am doing, I would not like to talk too much ahead of time, since I am the kind of person who does not feel any kind of remorse for discarding weeks of work when their results do not meet their expectations 8)
On what to expect from Scrap Brain I actually managed to correct the data of the title screen and the music of that level, so now they work correctly, I guess that's something :D
UltraEpicLeader100
Somari's data is no longer present in the game, since they were replaced to include Sonic, the only way Somari revisits Green Hill would be if a person without common sense searched and identified each of the data originals of Somaria in his natal game, but do you know how long it would take to do such a thing? :P
Cartridge_rom
Actually all the songs composed by Amilgi were always available in the sound test :thumbsup:
On the other hand, although I recognize that it would be great to playing SFII with a soundtrack composed by Amilgi, I can not stop thinking about how spectacular it would be to see him performing his own compositions for an independent project :o
DavidtheIdeaMan
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd2j6lg-4e01f6ea-4dca-49b6-890b-d149c521d737.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQyajZsZy00ZTAxZjZlYS00ZGNhLTQ5YjYtODkwYi1kMTQ5YzUyMWQ3MzcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.0C_WmC57O1kmnsnc_DKeaWR5ffo3xdB59Ix3QhYApZ0)
Gastronomicon
You have revealed the secret, now I will have to eliminate you! :laugh:
We Got to page 10! Thank you Very Much for supporting this project! :beer:
Continuing with the updates, I recently found several very interesting memory addresses, among them I would like to highlight two:
A) 0x84 It is related to that annoying line that is at the bottom of all levels, also seems to be responsible for controlling the deletion and refreshment of some objects.
B) 0x9a It is related to the physics of water and the counter to drowned.
A)
0x07e17b Here he sent me the debugger.
0x07e1d0 Writing EA the line disappears, but the rings and other objects are no longer eliminated.
0x07e1e5
0x07e22f
0x07e27d
0x07e1da Writing EA the line disappears, but the Sonic controls do not respond.
0x07e223 Writing EA the line disappears, but Sonic does not advance in any direction*
B) The physics of water do not alter the speed of Sonic, but exerts resistance on their movements, for that reason Sonic can not upload to some platforms of the Labyrinth.
0x07eadb Here he sent me the debugger.
0x03aa4e Here is the subject that is heard before drowning.
0x03bd90 In the FamiliKid version this block is different**
The drowning counter:
When this counter reaches 30 Sonic begins its cycle before drowning.
Enter 35 36 37 numerical counter is activated.
My objectives are to eliminate the lower line of the levels, modify the parameters of the counter that activates the drowning and make the water physics less tedious, but unfortunately my knowledge is still scarce :-\
So I will be grateful for any data, information or help that may contribute to advance in this sense, of course recognizing these contributions in the credits of the project :thumbsup:
Gastronomicon & Satoshi_Matrix
● Do you plan to fix the Labyrinth air dispensers?
At the moment I am not sure, I would really like to solve the problems of the Labyrinth, but I want to do it consistently, that is why it is necessary to understand what I am facing to know what this setback implies objectively.
♦ First of all, the bubble deposits are just graphics embedded in the stage blocks, which is really responsible for generating the air bubbles is an object that could be added in any sector of the scenario.
♦ Also the levels are composed in a similar way to the runners of the old cartoons, it means that they are only a sequence of images repeating over and over again, but in a more elaborate way.
♦ This causes that in some sections of the route, the scenario ends up being saturated with unnecessary air dispensers, if they all work, added to the fact that Sonic resists 60 seconds if breathing, the air administration mechanics would be damaged.
Even now without modifying the game, it is possible to overcome all levels of this area practically without using air dispensers:
(https://img.youtube.com/vi/ddDh5k9j-JU/mqdefault.jpg) (https://youtu.be/ddDh5k9j-JU)
Gastronomicon
● Failure report in Marble.
Actually I already knew it, but I hoped that no one would discover it (https://orig00.deviantart.net/1823/f/2019/091/5/9/ups_by_terwilf-dd3jmae.gif). That problem is just a design error and since it certainly does not affect the gaming experience, I decided to ignore it and use the free space that would have been needed to repair it for things that I consider to be more transcendental :thumbsup:
What happens is that you can walk around, because it is effectively programmed as a floor, since this block is reused in other sectors in this way:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd33pln-497f9633-6677-487c-9ba1-cd2992e42179.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzM3Bsbi00OTdmOTYzMy02Njc3LTQ4N2MtOWJhMS1jZDI5OTJlNDIxNzkucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.5dDjoKUQ46jWMzqExWBOShTFnzVNlAE15vKZbW6jZO4)
Sorry for the old capture, I was going to talk about this in the past, but I forgot (http://www.romhacking.net/smf/Smileys/newyabb/cheesy.gif).
SuperStarFox
● Additional introduction screens.
The movement is shown walking, they told me once, also if something is important to you, you must devote as much time as necessary to make it concrete, otherwise you will never achieve your goals or you will end up discovering that what you wanted was not something really important :thumbsup:
In the same way I really liked the final result of its edition, both the Sonic Team screen and the SEGA logo, that's why, taking advantage of the fact that I got sick again (If my health is not very good, let's say :laugh: ) I decided to create several additional (https://orig00.deviantart.net/1614/f/2019/087/8/c/download_by_terwilf-dd39bcf.gif) mockups (https://mega.nz/#!SAYCjQAA!JxWMXYk-V2nR7iik7fVpwWKO89TO9xuPS9zJ14Akut0):
(https://orig00.deviantart.net/934b/f/2019/085/7/0/sega_screen_by_terwilf-dd33wj2.gif) (https://orig00.deviantart.net/6e1a/f/2019/085/a/8/sonic_team_by_terwilf-dd33wzp.gif) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd33yoc-cef05b43-ce90-41bf-8f2c-2e3c533acdaa.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzM3lvYy1jZWYwNWI0My1jZTkwLTQxYmYtOGYyYy0yZTNjNTMzYWNkYWEucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.gSZbZkspeNpn6vwfz96gL30KUEcky468Lc0TXIi-R9c)
On the other hand I was analyzing the code of the original screen of (http://www.bwass.org/bucket/L2.png)Somari Team (https://paste.ofcode.org/5GpFhvhsW5tcVM6A9Lpa3N) but I did not get very far with that, although I managed to understand quite how it works.
● Are you considering seeking help for this project?
♦ Before you can request the help of Amilgi it is necessary to find someone with the required to insert their compositions to the game, otherwise it makes no sense to disturb him.
♦ About White Fox, he doesn't seem to be interested in working with me, plus we both have a pretty different view of what this hack should be. Anyway, I think he's a great person, and I'm really curious about his work, I'd love to see more demonstration videos or at least be certain that he wants to continue with his project :cookie:
● Tell me your title screen is not a mirage (https://orig00.deviantart.net/840a/f/2019/086/5/0/mmm_by_terwilf-dd34pwg.gif)
Actually the blocks of data that I am analyzing, I study them in order to be able to use my title screen, among other things. Anyway if I do not achieve my goal I have several alternatives, such as making a new version of the title screen optimized to fully exploit the space with everything and its limitations.
FailSandwich
● Do you plan to implement new mechanics to the game?
I would love it, but I do not have the necessary knowledge of programming, so this type of changes is subject to the eventual support from other hackers to this project(https://orig00.deviantart.net/6cc7/f/2019/086/3/4/shades_by_terwilf-dd34pw9.gif)
Torridgristle
You have no idea how happy your intervention made me, thank you very much for your help (https://orig00.deviantart.net/b937/f/2019/087/7/0/bounce_by_terwilf-dd38dpn.gif)
● I will comment on my experiences applying the modifications you have proposed:
I started making the changes you mentioned, everything worked perfectly, then I expanded the rom to get the necessary pointers to make the changes in the version that Jabu & Ti modified.
From this process I obtain the following pointers:
2A2A4
3A292
3AA3F
7CBC6 < (Last pointer)
So far everything is fine, but when I go to the last pointer, none of the data matches, I look for that data and I find it in 7EAD8:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd37r83-a4048e02-af5a-4750-b668-ec05dcf8fb5e.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzN3I4My1hNDA0OGUwMi1hZjVhLTQ3NTAtYjY2OC1lYzA1ZGNmOGZiNWUucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.mYeQgmzpKV6ogADXzpvSd2u9ifQGk-EDliByd8twmOg)
But as in my tribe have not invented the fire yet, although at first glance it seems obvious that I am in the right location and everything works correctly, that little doubt forces me to ask Am I right?
SuperStarFox
Thank you very much, it would really be great to find someone to expand the possibilities of the project, although I do not really have much experience on how to do that :P
About Star Light is undoubtedly the most problematic area of all, for that reason the changes I have made at the moment are fundamentally graphic, because to leave that area as I want, I will have to deliver soul, heart and life (https://orig00.deviantart.net/0b55/f/2019/086/d/7/heart_by_terwilf-dd34pwm.gif)
Personally I think it should be a crime that a level with such great music is so frustrating at times (https://orig00.deviantart.net/42fc/f/2019/086/9/a/dry_by_terwilf-dd34pwv.gif)
Satoshi_Matrix
I have tested the hyperlink on several different devices and it seems to work fine, anyway here is an (https://orig00.deviantart.net/1614/f/2019/087/8/c/download_by_terwilf-dd39bcf.gif) alternative link (in Deviantart) (https://www.deviantart.com/terwilf/art/Sonic-NES-Demakes-Pack-791433656) in a more popular compression format(https://orig00.deviantart.net/6cc7/f/2019/086/3/4/shades_by_terwilf-dd34pw9.gif)
The1-uptriforce
As I made those images without any expectation, it did not occur to me to list them so that people could give their opinion, apologize, later I promise to make a more adequate presentation :thumbsup:
Satoshi_Matrix, Gastronomicon & FailSandwich
Without a doubt the version that I liked the most was the one in the following image, since it looks great with filters or if they, in any case I consider that the ones you have chosen are among the best :thumbsup:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd3xuhi-c123a704-e3da-475a-b268-54f314b6fcd4.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzeHVoaS1jMTIzYTcwNC1lM2RhLTQ3NWEtYjI2OC01NGYzMTRiNmZjZDQucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.O_-XVxN2dJHJNoPYHXl3F1Q8bfn9SEIf541mpUtr6Vo)
FailSandwich
Although the observation you have made seems right to me, I think it is not an absolute truth, these coloring techniques can be observed in the NES, only they are generally reserved for title screens or with some luck in places where it is needed that the graphics stand out from the others (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd34pwr-3cc43cc0-8b5a-4e8e-8131-1f7fac3d9261.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzNHB3ci0zY2M0M2NjMC04YjVhLTRlOGUtODEzMS0xZjdmYWMzZDkyNjEuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.oZgOQlQeSpeXZC-mmQFRFSAic6qeVIbgXP-ptEgSCVo)
SuperStarFox
I have not worked in the hack this week, I have to fulfill other commitments (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd3k30d-0d9ac3bb-26ed-4ff8-a219-b4855c702a8b.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzazMwZC0wZDlhYzNiYi0yNmVkLTRmZjgtYTIxOS1iNDg1NWM3MDJhOGIuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.tAcXt7nHysuOGlcdl83DTQ4DSr7cHTmwBdJPsd6iITE)
On the problem of the rings, if I'm not wrong White Fox had mentioned* that this failure was related to an error in the coalitions of the object, but being honest I have no idea how to detect the collisions in the game(https://orig00.deviantart.net/6cc7/f/2019/086/3/4/shades_by_terwilf-dd34pw9.gif)
This not only limits me to solve this problem, but it has prevented me from making the necessary corrections in Sonic animations, correct collisions of fish and spheres with spike (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd3k2xb-1ed6b574-836c-4005-8057-4ceadc01cc04.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzazJ4Yi0xZWQ2YjU3NC04MzZjLTQwMDUtODA1Ny00Y2VhZGMwMWNjMDQuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.UiISjZfhP0D2jXvsYTS7SJPDShns6N52KHK5fmZYWTs)
I would like to thank all those who participated in the inconsequential survey of the week, I think it is incredible that Robocop (2014) has received more votes than Robocop 2 (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd3jni1-e939ae9e-f0d8-4d88-9843-ad0841b0cb73.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzam5pMS1lOTM5YWU5ZS1mMGQ4LTRkODgtOTg0My1hZDA4NDFiMGNiNzMuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.6Sb_myVg_1ZLZKpncvOfvpEoMmR2wrmzjtx2vG4WtBA)
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd3xz8z-1a28acd7-62c8-4e14-a86e-9b57b5e82689.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzeHo4ei0xYTI4YWNkNy02MmM4LTRlMTQtYTg2ZS05YjU3YjVlODI2ODkucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.rHtD1m9hoipZzBm3xTDZKKP54D_E2uItUPbb8Dxcn4E)
Note: The girl hacker Robocop 3 is not a resource Deus ex machina if you analyze it carefully has a lot of logic, is a girl and is a hacker... and... Well, it's just great and point :laugh:
(https://78.media.tumblr.com/5f47b1addc1f4c37eb6759aa1b559afb/tumblr_nqubbydUmn1t95vo6o1_r1_250.gif)
Hi.
I uploaded the source of a music hack, if someone needs it:
https://yadi.sk/d/CpU4zKeWvMRrSQ
Put "Sonic The Hedgehog (NES) Improvement V1.0 + Music Hack.nes" into folder, and run build.bat to create a new ROM "Sonic_The_Hedgehog_(NES)_Improvement_V1.0_+_Music_Hack_NEW.nes"
cpu: $8000-$9FFF is a driver/sfx/some common sequences, $A000-BFFF banks with music tracks (see for lines : .PAD $C000,$FF
.base $A000 - this split into other bank) - one track must not be in different banks.
As I remember only "initial bank" works, and others are ignored.
So, after export from famitracker, you split tracks between 8kb banks, and adjust initial bank # (first = $20).
The sound effects/engine:
My own, plays registers values with some sort of compression, uses only 6 bytes.
Some of sfx I took from other games.
Open drv.asm and find " sound0: " to edit. (line 3681)
sound0 hardcoded to triangle, and sound8 to noise, others uses pulse2 (see line 3475 to edit)
You can dump apu registers with this script for Fceux:
The ram adresses used by ftm driver are $700-$7FF, and several other ZP values described in the beginning of drv.asm file. Make sure that this variables are not used by other hacks.
Chief developer? Even I felt important, the project not only continues, but every time it is lacking less it to be able to publish it. (Relatively) :laugh:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddj9lfq-ead16cf8-adbd-4b3b-b16c-bf9f126f277b.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRqOWxmcS1lYWQxNmNmOC1hZGJkLTRiM2ItYjE2Yy1iZjlmMTI2ZjI3N2IuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.iJ8vBBriKZQU5IY17fy4mL3VGwU49_Tv0j2O4cpZLww)
I suppose that Cartridge_rom it refers to which at present I have not so much free time as earlier therefore the development of the hack is slower.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddj9mwh-997ba067-8cff-41ab-bc05-79ac16b6137d.png/v1/fill/w_1123,h_712,q_70,strp/block_editor___cadeditor_by_terwilf_ddj9mwh-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzkzIiwicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZGo5bXdoLTk5N2JhMDY3LThjZmYtNDFhYi1iYzA1LTc5YWMxNmI2MTM3ZC5wbmciLCJ3aWR0aCI6Ijw9MTI1MSJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.umkM16TTDt_tQCW1tIA0F_VvX08WgAa1ADB6KgddaCo)
On the other hand, I prefer to reserve the last updates for the final version. but he must know that I have been liberating some demos of the game in the past, although regrettably I have not preserved any (https://orig00.deviantart.net/1823/f/2019/091/5/9/ups_by_terwilf-dd3jmae.gif)
Moreover, this hack is based on the Improvement + Music version and any modifications developed for this hack can be integrated into this without much difficulty :thumbsup:
With regard to issue of Marble Zone, I chose gray tones to avoid eye strain caused by the lack of contrasting colors with the environment in general, besides that this palette is best complemented in the underground sector.
Anyway I can add an extra patch with this coloration :D
About the "disagreement", in fact it was interested in understanding better the SuperStarFox proposal, since I respect its vision like artist.
So you should always keep in mind that what I write comes from a machine translation service, so it is not surprising that ends up sounding like an old man who slept badly (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd34pwv-d97dcc9b-6efd-43dd-b1b3-98e8e2b011e1.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzNHB3di1kOTdkY2M5Yi02ZWZkLTQzZGQtYjFiMy05OGU4ZTJiMDExZTEuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.QpoRHrdkXw9EaFPlJQ92z6KlWQeKYl1SxkD2QOfqbpA)
Three interesting things to comment on the project;
■ I found the sector that is responsible for establishing the proportions of each level (among other things), what practically already he would enable to be able to personalize completely the levels. (I will not design levels ::) )
■ At the same time I verified Scrap Brain Zone it was discarded in a very early stage of development of the port, since instead of having a space defined for the level information, it re-uses the information of Special Stage. Also on having established the necessary conditions so that the final enemy executes in this level the game crashea.
■ On the other hand I discovered what is causing the problem of the ring of the looping, the hitbox of Sonic only covers half of the character, so it never gets to touches some rings. but unfortunately I lack knowledge to find these data to solve the problem.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddj9sl6-851cef7d-2210-412a-9392-e77f443ec9b1.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRqOXNsNi04NTFjZWY3ZC0yMjEwLTQxMmEtOTM5Mi1lNzdmNDQzZWM5YjEucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qJN_7SrGjImcbLajO_FNbYQIXsVxbSDSy2gYOKCJsIw) (https://i.imgur.com/NCznvB3.png)
If you understand the reference to this capture you get a copy of the version I'm developing. Solution: Based on the 2016 capture of Techokami (https://forums.sonicretro.org/index.php?threads/sonic-the-hedgehog-nes-improvement.36217/#post-877578), one who best summarized the problems of this game.
Hola Sics! He estado jugando la versión 1.0 hoy. Tenía una sugerencia
Los enemigos que disparan proyectiles a Sonic son demasiados, y los disparos tienden a venir desde fuera de la vista del jugador. Esto es algo común en plataformas mal hechas de los años 90.
Yo diría que cambie un poco la posición de los enemigos, para que Sonic no sea atacado por ellos, sin tener tiempo para reaccionar al ataque que se le presente.
Tal vez tú
no puedes cambiar la posición del enemigo, o ya arreglaste cosas como esta en la versión 2.0. Supongo que tendré que esperar y ver.
Aparte de esto, excelente trabajo! Esto es exactamente lo que debería ser un juego de Sonic en NES.
English version:
Accidentally found bugs. I don't know if it's the original or the hack. The first is not known for sure, but the second is clearly
Ti_
Great, about the error on the screen of continue the people with which I dealt with that point, they felt that it was something caused by the lack of precision in some emulators.
Although I should also mention that in Hummer (the last version of Somari), this seems to be fixed, since it works well with any emulator, in addition said code has been moved to another sector and seems to have some differences with the rest of the versions.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddt0u0g-f9152580-1b65-4f9a-b724-46fcc8e0db7d.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGR0MHUwZy1mOTE1MjU4MC0xYjY1LTRmOWEtYjcyNC00NmZjYzhlMGRiN2QucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.VdPMJkzcPsPmKsnjetaN3C-w5ppMB-aJ59iSjOdirNw)
On the other hand, I discovered that by changing the value located at 0x07ed5f to zeros, it seems to fix the bug in the rest of versions of "Somari", but being a value that still remains present in the code of Hummer, seems not to be really related, that is more this was what they told me about that:
The FCEUX handling of the special mapper used by this game doesn't seem entirely correct, specifically the IRQ states, which triggers this bug.
The ROM hack is just breaking code, the F0 is not directly related to the one in memory address 034d. If you really want a hack fix instead of waiting for FCEUX to catch up than I'd suggest adding a write of 00 to 034d (the offset of the bottom of CONTINUE) somewhere in the code that initializes the continue screen.
One more thing I'd like to mention is that in the name tables the title screen looks correct.
NiO
Yes, it would be great to get a copy of this job to use as a basis to create a more decent manual, and why not, include it in the project so that anyone who wants to enjoy the hack in some fronted, does it in the best way :thumbsup:
[...]
For anyone who wants to touch the hack here I leave my (https://orig00.deviantart.net/1614/f/2019/087/8/c/download_by_terwilf-dd39bcf.gif) Notes & Files (https://mega.nz/#!iYg13SIC!WBloc9FpnCMBDnrsbtvsknTvCwWcQvrpDGzh7ZNkbGU) (They're a little messy yet)
Note: Search near the CPU!
April 02, 2020, 03:43:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Maybe Mesen draws more than 224 pixels tall screen.
Is there a way to hide surplus charts? (https://orig00.deviantart.net/9ce5/f/2019/086/c/3/what_by_terwilf-dd34pvz.gif)
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddtv6h9-57f83fe2-84f6-4172-9d4d-825b31ad8e60.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGR0djZoOS01N2Y4M2ZlMi04NGY2LTQxNzItOWQ0ZC04MjViMzFhZDhlNjAucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.u1VpqAQiXCXJasMIQi0LtxiHFWk7t4mvxCfMVYHEJa0)
Ti_
I have detected a new bug, the mask that covers the capsule when it explodes is generated on the wrong screen, causing it not to be displayed in the game:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddun2ml-ec23a5e3-afc5-4a48-9383-dbb0c6dfaa42.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGR1bjJtbC1lYzIzYTVlMy1hZmM1LTRhNDgtOTM4My1kYmIwYzZkZmFhNDIucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.k1Y6MR263lp7EK7kgaQrih-7T_L9m7hBld4mexJep9Q)
Comparison of version 1.0 & 1.2
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddun2mj-752f97af-ebce-446f-b01b-5acd03b63b42.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGR1bjJtai03NTJmOTdhZi1lYmNlLTQ0NmYtYjAxYi01YWNkMDNiNjNiNDIucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Hxj-osCPNKMLwHMuUMZJz1A4_RtfnobHf6gHsG_epvo)
Click on the image to enlarge
edwinmusic
Unfortunately although I am aware of all the problems that enemies have, as I have mentioned several times along this thread, I currently do not possess the necessary knowledge to reprogram them :-\
In addition. I take this opportunity to remember that any kind of collaboration is welcome, even if it is sporadic with the aim of solving some specific issue, or presenting a counterpoint on some detail that they believe can be improved
Finally, I don't mind answering a question more than once, but with this point they've been somewhat insistent lately, so I'd like to ask for two things:
The first is that they don't use private messages for hack-related issues, unless they really are things they feel they can't speak in public and as far as possible they occupy the advanced search tool before making a query they may suspect has been treated in the past, thank you very much for your understanding :thumbsup:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddun2me-db3dad41-cbd8-4d1f-95f7-4f090710b3ee.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGR1bjJtZS1kYjNkYWQ0MS1jYmQ4LTRkMWYtOTVmNy00ZjA5MDcxMGIzZWUucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.0fyAXPR4S21CcnCnpAZ9YNY95fItSJg5FilhYzkXBJY)
Solution: Secret shield in Spring Yard zone, Act 1