Romhacking.net

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

Title: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on May 14, 2018, 12:26:09 am
 If I asked you what is your favorite game of the Nes you would answer? Surely you would never think of this pirate rom, but you know what? This was a very special game for me, since it was the first Sonic I had contact with, well actually Somari ::) . But what does it matter? If that plumber was standing on the green hill :laugh: .

 And although some time later, I realized that something was wrong in those hills, that was what pushed me to the world of Romhacking. And although after the great version of Jabu I thought that this game could not be improved anymore, the work of FuriousHedgehog showed me that I was wrong.

 It was then that this project was born and you asked yourself: What's new?:
 
  ● Graphic editing, new graphics are created and the style of existing ones is unified.
  ● Repositioning objects and enemies.
  ● Graphics are optimized deleted unused elements.
  ● Some palettes are exchanged and modified.
  ● Graphic loading errors are corrected.
  ● The error of the coins that do not disappear is corrected.
  ● Fixed the failure that produces an instant death in the battle against the boss of level 3. (17/05)
  ● Most areas where the Scenario can be crossed are corrected.
 
 ■ Zone 1 78% [Completed]
Spoiler:
(https://orig00.deviantart.net/07aa/f/2018/133/2/4/z1_001_by_terwilf-dcbh4xj.gif) (https://orig00.deviantart.net/68b9/f/2018/133/0/1/z1_002_by_terwilf-dcbh4ym.gif) (https://orig00.deviantart.net/7cb3/f/2018/133/8/1/z1_003___boss_by_terwilf-dcbh540.gif)
 The animations were created from real captures

 ■ Zone 2 90% [Completed]
Spoiler:
(https://orig00.deviantart.net/1d59/f/2019/005/6/b/z2_001_by_terwilf-dcwanai.gif) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcbh534-ea492a06-8480-476f-bee2-af71d98627fc.png) (https://orig00.deviantart.net/b6cb/f/2018/133/4/2/z2_002_by_terwilf-dcbh53p.gif)
 The animations were created from real captures

 ■ Zone 3 97% [Completed]
Spoiler:
(https://orig00.deviantart.net/afe3/f/2018/133/6/9/z3_002_by_terwilf-dcbh52t.png) (https://orig00.deviantart.net/a8ce/f/2018/133/5/f/z3_001_by_terwilf-dcbh531.gif) (https://orig00.deviantart.net/c2ab/f/2018/133/5/f/z3_003_by_terwilf-dcbh52n.png)
 The animations were created from real captures

 ■ Zone 4 20% [Completed]
Spoiler:
(https://orig00.deviantart.net/c000/f/2018/133/9/0/z4_003_by_terwilf-dcbh51a.png) (https://orig00.deviantart.net/c8d6/f/2018/133/2/1/z4_002_by_terwilf-dcbh51j.gif) (https://orig00.deviantart.net/7eb1/f/2018/133/c/1/z4_001_by_terwilf-dcbh51t.png)
 The animations were created from real captures

 ■ Zone 5 07% [Completed]
Spoiler:
(https://orig00.deviantart.net/b78c/f/2018/133/0/2/z5_001_by_terwilf-dcbh512.png) (https://orig00.deviantart.net/7c0a/f/2018/133/1/9/z5_002_by_terwilf-dcbh50o.png) (https://orig00.deviantart.net/7897/f/2018/133/d/0/z6_003_by_terwilf-dcbh509.png)
 The animations were created from real captures

 ■ Zone 0 10% [Completed]
Spoiler:
(https://orig00.deviantart.net/dc27/f/2018/133/6/9/ze_001_by_terwilf-dcbh547.png) (https://orig00.deviantart.net/0270/f/2018/319/4/1/ze_002_by_terwilf-dcs26gq.gif) (https://orig00.deviantart.net/a470/f/2018/133/9/3/zf_001_by_terwilf-dcbh4zz.png)
 The animations were created from real captures

Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on May 14, 2018, 06:06:09 am
 :o fantastic work, it's great :beer:
Title: Re: SonicNes [Improvement Project]
Post by: andrewclunn on May 14, 2018, 06:49:49 am
A clear labor of love.  These are the best sorts of projects.
Title: Re: SonicNes [Improvement Project]
Post by: bL4sT on May 14, 2018, 10:24:23 am
Looks fantastic. Can't wait to play it. :)
Title: Re: SonicNes [Improvement Project]
Post by: vhr2121 on May 14, 2018, 11:54:49 am
I so WANT to give this game a shot when you get it done. Keep it up!
Title: Re: SonicNes [Improvement Project]
Post by: DavidtheIdeaMan on May 14, 2018, 12:26:04 pm
Dude,you are taking a good mod & making it even BETTER than before,keep it up friend & who knows,maybe you can improve a few things to it too. :)
Title: Re: SonicNes [Improvement Project]
Post by: Midna on May 14, 2018, 02:23:35 pm
Looks very nice. Are you considering adding Scrap Brain (level 6) to the game? There's still a few glitchy remnants of it buried in the code.
Title: Re: SonicNes [Improvement Project]
Post by: itemdrop on May 14, 2018, 02:59:28 pm
great stuff keep it up cant wait to see this project finished
Title: Re: SonicNes [Improvement Project]
Post by: sics on May 14, 2018, 04:24:33 pm
 cartridge_rom
 Thank you very much, you were finally right, there were many things to improve :beer:

 andrewclunn
 I blushed xD

 vhr2121 & itemdrop
 Thanks, I hope to make the wait worthwhile ;)

 DavidtheIdeaMan
 Yes, previously it was just a graphic improvement, but now that is my goal :)

 Midna
 The engine is flexible enough to make that a reality, but I would need someone with more solid knowledge to achieve it.

 Personally, I think that this Zone was left out more because of graphic limitations than technical ones. Nowadays I have recreated only the graphics needed for the final Zone and I still can not find the way to optimize the space and limitations of the chr, but that happened to me with Spring Yard and with time I could solve it.

(https://orig00.deviantart.net/1d4b/f/2018/134/9/e/chr000_by_terwilf-dcbj564.png)  (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcz0sal-087d5595-5593-4050-9295-e121af90d869.png)  (https://orig00.deviantart.net/1da5/f/2018/134/b/a/chr002_by_terwilf-dcbj55y.png)
Original                                                           Actual

 Anyway I think it's a matter of time, my knowledge is increased as I continue with the project and even if I do not get it I am documenting all the necessary information to pave the way for the next madman to try it :laugh:


Title: Re: SonicNes [Improvement Project]
Post by: firedropdl on May 14, 2018, 09:17:05 pm
Thanks for sharing your own personal history of this game with us.  I recently watched a youtube video of a famicom pirate multi-cart where the reviewer and a lot of people in the comments were crapping all over the various hacks (like Spiderman 2, which was a hack of one of the Ninja Gaiden games).  But I noticed a post in there where somebody was from Brazil and said that this was all they knew growing up and they thought it was a great game as a kid, bugs and all.  That game WAS their Ninja Gaiden.  :)


Really cool that you've decided to make it your own and improve upon the original.  It's amazing what you guys have managed to do to this rom so far, and I can't wait to see where you go with this Sics. 

You have my support!
Title: Re: SonicNes [Improvement Project]
Post by: NiO on May 14, 2018, 10:40:53 pm
I really like what I see, I just downloaded an older version and I really like it, so I guess I will like this one a lot more!!

Only complain (and possible feedback?) of the game is that Sonic hitbox is small or its hard to hit enemies, sometimes you are jumping but they hit you, if you can check or fix that, this would be awesome.

 :crazy:
Title: Re: SonicNes [Improvement Project]
Post by: sics on May 14, 2018, 11:29:06 pm
 firedropdl
 It's funny in the past I started to make a graphic improvement hack of that game, but when I discovered that they barely altered a level I was disappointed and I left it :P

 One of the things I rescue from this port is that you can see the effort, there are traces of sectors with 1, 2 or 3 reversals, and many other things, personally the more I edit it the more I am convinced that something forced them to publish it before finalizing its development turbid things of the pirate world :D

 NiO
 That's not the problem, what happens is that an instant before shooting the enemies create the projectile inside of themselves, I still have no control over that, but I can alter the position of the enemies putting them in a less Machiavellian way, but business complex I reserve that work for the end.

 I also take the opportunity to clarify that most of the work is done through the analysis of raw data as they are executed. That has made me very flexible although I recognize that it would be very useful to acquire real knowledge ::)

 On the other hand, I'm going to publish a list of all the bugs I discovered.

 PD: It was awesome the work they did with DeadPool congratulations!




 This is how the objects in the game work :thumbsup:

(https://orig00.deviantart.net/9f21/f/2018/135/1/2/graficos_by_terwilf-dcbnlut.png)

 Each piece of the object is stored at regular intervals, but there are certain combinations that can cause gliches at the beginning of levels 2 and 3 of each zone. This error can be identified simply by replacing the lines with zeros until the problem disappears when entering the level. After being identified, it is only a matter of moving the mosaic to another sector to avoid this corrupt combination.  ;)
Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on May 16, 2018, 09:17:33 am
 :thumbsup: great work great
Title: Re: SonicNes [Improvement Project]
Post by: ultimaweapon on May 16, 2018, 11:11:34 am
It definitely looks great. I just have one question. Will the ability to get Super Sonic be included?
Title: Re: SonicNes [Improvement Project]
Post by: Shade Aurion on May 16, 2018, 11:30:19 am
This looks great! Nicely done!
Title: Re: SonicNes [Improvement Project]
Post by: sics on May 16, 2018, 03:10:47 pm
 cartridge_rom & Shade Aurion
 Thank you!

 ultimaweapon
 If you look carefully it was planned to include the emeralds of chaos in the game, it is a matter of identifying if there is an object code programmed for it and see how this affects the game, but at the same time I must say that it was also present the box with the super speed shoes, but when using it in the game nothing happens :-\

(https://orig00.deviantart.net/ee27/f/2018/136/0/c/bonus_001_by_terwilf-dcbp8h2.png)
 Being realistic my present self can not deal with very advanced things, but in the same way I can say that my past self could not do even half of the fourth part of what I do now, I was recently told of a guide to understand Sonic physics, but for the moment I think the most sensible thing is to keep the project with objectives that I can handle, you can always get a new version :thumbsup:

 (https://orig00.deviantart.net/14f8/f/2019/036/a/7/djinnmapper_1_5_by_terwilf-dcbji9p.gif)

 I promise that the update will be worth it, but under my terms :beer:
Title: Re: SonicNes [Improvement Project]
Post by: Kurt91 on May 16, 2018, 11:43:00 pm
I've been curious, is there any way to see the level maps for this game? I've wanted to for quite a while, but as far as I know, there isn't a tool to do that. The mapper program you showed looks like it shows individual chunks though, so that got my hopes up that a map viewer is possible?
Title: Re: SonicNes [Improvement Project]
Post by: sics on May 17, 2018, 02:13:18 am
 Not currently, but of course it is possible, I have all the necessary information on how the levels, objects, etc. work. Today I discovered that the place where Sonic starts is not fixed, I imagine that this value is stored close to where the other coordinates of each Zone are, although I am not sure of that.

 On the other hand, the blocks you mentioned form a library of level sectors, which are called through a list to build each Act, these blocks can be reused more than once, and at the same time there is another list that stores the objects and enemies and to distribute them using coordinates.

 As I said in a previous comment, the engine of this game is very flexible, so it would be great to make a specific editor, currently I do not have time for that, also being frank I would like to leave it in the hands of someone more experienced, but in any case I do not see it impossible. :thumbsup:

 As a bonus I would recommend waiting to be released this patch to make any kind of hack, the original game in addition to being plagued with bugs also has many "human error" ranging from objects with poorly assigned physics to directly confusing the use of the same :P
Title: Re: SonicNes [Improvement Project]
Post by: ultimaweapon on May 17, 2018, 07:14:55 am
I'm excited to see the finished product
Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on May 17, 2018, 01:45:18 pm
it's great to reposition the enemies, they do not let the game flow, they attack on each platform you fall into before, this will greatly improve the game's fluidity and gameplay :D

I add a suggestion to the project

- change the end-of-level banner with the sonic face, change the sonic face to the same as the life icon to be more stylised like Sonic Mania.


great work Sics  :beer:
Title: Re: SonicNes [Improvement Project]
Post by: Midna on May 17, 2018, 02:33:31 pm
That one awful part in Marble Zone where you're dropped right on top of a spiked enemy with no opportunity to dodge and no room to get out of the way needs to go.
Title: Re: SonicNes [Improvement Project]
Post by: sics on May 17, 2018, 06:14:33 pm
ultimaweapon
I also, currently I am editing Labyrinth Zone but it is full of objects that I must identify correctly before making any changes :P

cartridge_rom
 While it is true what you mention, this problem is worsened by the mechanics of Sonic, he can only become a ball when reaching the highest point of his jump (on the springboard) and when he achieves this form does not last until he touches the ground , the problem is that most of the enemies are in places where this problem is evident, since at very short distances it is impossible to execute a "flying spindash", it would be great to fix that problem before deciding to touch some enemies (Any kind of help it's welcome xD).

 About your request I am not sure I have understood correctly, anyway I am very happy using the work I do FuriousHedgehog for the life counter and end of level posters are based on the original Sonic, I think it is the most correct to leave them like this: thumbsup:

 On the other hand thought to include optional patches so they can build their version in a more friendly, mainly out of respect for those who have improved the game and also because I drew several versions of some graphics and can not decide.

(https://orig00.deviantart.net/5621/f/2019/025/d/7/z1_004_by_terwilf-dcbh53x.gif)

Midna
 Of course, I think it would be enough to run it a little further back, I take the opportunity to clarify that I'm only going to modify the position of the enemies unfairly placed so as not to make the game extremely easy ;)

 Already in the second level it is possible to obtain the limit of lives (9) which makes the boxes with life and bonuses completely useless, I have to see what I do with that.

Title: Re: SonicNes [Improvement Project]
Post by: Midna on May 17, 2018, 07:23:31 pm
I think the alternative reads a little better. Reminds me of the 8-bit Sonic 1's spikes.
Title: Re: SonicNes [Improvement Project]
Post by: Sephirous on May 18, 2018, 12:28:55 am
I just want to see Scrap Brain get put in. But I can understand the difficulty that would endure.  :crazy:
Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on May 18, 2018, 07:25:51 am
alternative is better, bigger best sprites :thumbsup:

you're right Sics, better to put everything like original Sonic ;) (level posters are based on the original Sonic)

Zone 6 - Scrap Brain in some future patch, it would be great to remove it from the unused game code :D
Title: Re: SonicNes [Improvement Project]
Post by: sics on May 18, 2018, 05:30:38 pm
Midna & cartridge_rom
 Yes, I used that example chart because among my friends it was the one that caused the most divergence, both are based on the canon :laugh:

Sephirous & cartridge_rom
 Scrap Brain at the moment is not an official part of this project, but as I said I do not rule out the idea, it's just that I plan to release the patch this year and also deliver quality work.




 (http://www.romhacking.net/forum/Themes/boss/images/post/exclamation.gif) This is the process to edit the blocks of the levels | Tools needed:

  ● (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:

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

(https://orig00.deviantart.net/8252/f/2018/145/4/2/nivel_00_by_terwilf-dccjyma.png)
In this tile sector 00 represents the empty space and from the sector E0 the rings of the game.
Note 1: The capture is from DjinnMapper not YY-CHR.

  We open the game in the emulator and go to the level that we want to edit and look for the most unusual sequence of rings that we can, in this case we will work with the following capture:

(https://orig00.deviantart.net/ee27/f/2018/136/0/c/bonus_001_by_terwilf-dcbp8h2.png)

  With this in mind we load the rom in the DjinnMapper, and change the width in box marked in the following image by "16".

  We look for a block that matches the one we chose for the example, we must bear in mind that there may be more than a similar sector in the rom. So if you want to clear up doubts you can make some easy modification to revert in that section to check if this change is reflected in the game when executed.

Note 2: You should not forget to reload the game in the emulator every time you make a change, and remember that no matter how you make changes in the rom you can continue using the saved states of previous versions, you just have to move a bit so that the image is updated.

(https://orig00.deviantart.net/45d0/f/2018/145/4/a/nivel_01_by_terwilf-dccjym6.png)
Note 3: To correctly visualize the level in DjinnMapper you must adjust the image in the "TileMap" window in the same way as the first capture.
Note 4: The simplest way to navigate in that window is using the keys: "End", "Page Up" and "Page Down".
Spoiler:
(https://orig00.deviantart.net/b6f7/f/2018/146/4/e/editar_tilemap_by_terwilf-dcckdhx.gif)

  We load the screen capture that we previously made in the emulator, using some image editor to reduce its dimensions to 50%, taking care not to use any scaling method that implies the modification of the original palette of the image.

(https://orig00.deviantart.net/eeb5/f/2018/145/7/0/nivel_04_by_terwilf-dccjylm.png)

Spoiler:

  Optionally we can make a capture of the application "DjinnMapper" by cutting the sector belonging to the block that we want to edit to use it as a reference.

 (https://orig00.deviantart.net/a2b3/f/2018/145/f/a/nivel_02_by_terwilf-dccjym1.png)(https://orig00.deviantart.net/20df/f/2018/146/1/2/limites_by_terwilf-dcckcra.png)
When selecting, keep in mind that the right sidebar eats the last pixel of the image, so you must compensate.

  We divide the size of our cut in half so that the measurements coincide with those of the image used in the 5º point.

 (https://orig00.deviantart.net/ac50/f/2018/145/e/9/nivel_03_by_terwilf-dccjylw.png)
Note 5: Using the Pain is the most practical way to resize it, there you can paste it and press the "-" key (Subtraction) to do it.


  We adjust the measures of the grid in 8x8 pixels:

(https://orig00.deviantart.net/dd60/f/2018/145/e/0/nivel_06_by_terwilf-dccjyl8.png)
Spoiler:
(https://orig00.deviantart.net/4571/f/2018/145/0/1/nivel_05_by_terwilf-dccjyld.png)

  We fit the grid correctly:

(https://orig00.deviantart.net/7a47/f/2018/145/8/a/nivel_07_by_terwilf-dccjhj7.gif)

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

(https://orig00.deviantart.net/7612/f/2018/145/4/1/nivel_08_by_terwilf-dccjhj1.gif)
Note 6: When an object uses more than one palette, it captures these pieces separately, optionally you can convert the image to gray scale, it is difficult for me to use it as reference in that way.

  We pass the cut to YY-CHR and edit your palette as we see fit.

(https://orig00.deviantart.net/433a/f/2018/145/4/3/nivel_09_by_terwilf-dccjyl6.png)
Note 7: Some images may require more editing or it may just be better to redesign them to make them easier to distinguish.

 10º We identify the sector where the object comes from in the DjinnMapper:

(https://orig00.deviantart.net/4076/f/2018/145/9/2/nivel_10_by_terwilf-dccjykz.png)
In this case the first tile is located in sector 64.

 11º From now on we will have to place all the objects in the YY-CHR using the previous criterion and periodically examine the DjinnMapper result to avoid errors, in this way we will also find new areas that will help you identify new objects.

(https://orig00.deviantart.net/4c75/f/2018/145/8/0/nivel_11_by_terwilf-dccjhh1.gif)
Use F7 on DjinnMapper and YY-CHR to update the changes, and remember that DjinnMapper also has a graphics editor.

(https://orig00.deviantart.net/4e52/f/2018/145/2/5/nivel_12_by_terwilf-dccjhgq.gif)
Note 8: Currently DjinnMapper has a palette of 4 colors so you should squeeze to the maximum.


(https://orig00.deviantart.net/e5ec/f/2018/145/d/9/nivel_13_by_terwilf-dccjykw.png)
 And this is the final result.

 * To follow this tutorial, you can use the normal YY-CHR, this modification does not really add anything signficativamente innovator. :thumbsup:.
Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on May 26, 2018, 04:07:39 pm
great work and great project :thumbsup:
Title: Re: SonicNes [Improvement Project]
Post by: sics on May 30, 2018, 08:45:10 am
cartridge_rom
 Did I ever tell you that you're great? :laugh:
Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on June 17, 2018, 06:51:54 am
:beer:
one doubt I just found this great menu of selection of zone, you will include it in the improvements of the hack
for example by pressing the select button on the input screen
(http://www.romhacking.net/hacks/nes/images/384screenshot2.jpg)

a greeting :woot!:
Title: Re: SonicNes [Improvement Project]
Post by: Amilgi on June 19, 2018, 09:08:41 pm
I know you're mostly doing layout/graphics (which look great btw) - but do you have any interest in audio improvements?

I'm actually the one who made the music in Ti's Hack - except I never knew anyone used it! I downloaded this hack a while back only to be surprised my music was in it. I just wrote a de-make the Sonic 1 OST for fun in FamiTracker a few years ago, and Ti must have found my forum post (http://forums.famitracker.com/viewtopic.php?f=9&t=1057).

That said, I've dabbled in NES hacking but not with audio. If someone knows how to modify it, I can improve/re-write the music and SFX. For example it'd probably make more sense to use the SMS special stage tune. The mixing and percussion could be improved in places. The signpost->stage clear transition is a bit off. Fortunately it seems the SFX don't cut off the music too much, since I put the backing instrumentation on channel 2.

Let me know your thoughts, I'd be happy to help.



Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on June 20, 2018, 12:30:54 pm
I know you're mostly doing layout/graphics (which look great btw) - but do you have any interest in audio improvements?

I'm actually the one who made the music in Ti's Hack - except I never knew anyone used it! I downloaded this hack a while back only to be surprised my music was in it. I just wrote a de-make the Sonic 1 OST for fun in FamiTracker a few years ago, and Ti must have found my forum post (http://forums.famitracker.com/viewtopic.php?f=9&t=1057).

That said, I've dabbled in NES hacking but not with audio. If someone knows how to modify it, I can improve/re-write the music and SFX. For example it'd probably make more sense to use the SMS special stage tune. The mixing and percussion could be improved in places. The signpost->stage clear transition is a bit off. Fortunately it seems the SFX don't cut off the music too much, since I put the backing instrumentation on channel 2.

Let me know your thoughts, I'd be happy to help.
the music of the Sonic Nes hack is yours :beer:

I hope the improvement of the music hack and SFX in Sonic Nes :thumbsup:

if you continue in the forum and in the scene you could write improves they need in the music and SFX these other
Unlicensed Games with FamiTracker

Super Mario World
https://www.youtube.com/watch?v=gZnl4eyu_Ao (https://www.youtube.com/watch?v=gZnl4eyu_Ao)
Super Fighter III
https://www.youtube.com/watch?v=DC-srP6ZKM8 (https://www.youtube.com/watch?v=DC-srP6ZKM8)
Title: Re: SonicNes [Improvement Project]
Post by: PasthorRothers on June 23, 2018, 09:53:41 am
Is there a specific reason one ring is never collected in the loops? Also changing the ring sound would be a really good idea, the original is too high pitched.
Title: Re: SonicNes [Improvement Project]
Post by: sics on June 25, 2018, 09:22:05 pm
 Sorry for the absence I was kind of busy working on a new title screen for the hack, I'm not currently able to apply it, but I'm already close to getting it :laugh:

(https://orig00.deviantart.net/9fe6/f/2018/176/e/c/mockupx_by_terwilf-dcffoz1.gif)
 Warning the final version may vary.

 My problem is that I have never done such a radical job, so I have to finish understanding how the original screen works, and of course verify if there is enough space to apply it.

 I explain myself better, so the game works with 64 metasprits and a simple but effective compression.
 
 (https://orig00.deviantart.net/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....

Spoiler:
  If anyone is interested in investigating the addres it is 30C4E and these are the CHR:
  (https://orig00.deviantart.net/a798/f/2018/176/1/2/chr000_by_terwilf-dcffvtd.png) (https://orig00.deviantart.net/3bf5/f/2018/176/e/0/chr001_by_terwilf-dcffvt5.png)
30C4E

 ...But reached an editing point the image becomes corrupted :P.

cartridge_rom
Jabu included a very easy trick to access that menu, simplifying it to a button would make things too easy. ;)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcvge72-dbf77e32-a9d3-44c9-8287-577748f33e6a.png)
This is what is currently seen in my hack

(http://www.bwass.org/bucket/L2.png) Amilgi (http://forums.famitracker.com/viewtopic.php?t=1057)
 Thank you very much!, I really enjoyed your compositions, about improving the soundtrack of the game. I must confess that I am currently in the same situation as you, but I would certainly love to hear what someone with that talent is capable of doing. On the other hand, when the project is more advanced, I plan to investigate a bit how music works.

PasthorRothers
 Currently I do not know the reason, but there is a user called "(http://www.bwass.org/bucket/L2.png) White Fox (https://www.youtube.com/watch?v=kvvU8sFV-N0&feature=youtu.be)" who has managed to solve this problem (and many others), unfortunately we both work with incompatible versions, although he is a very kind person and has accepted to help me if I needed it, Anyway i do not like to take advantage of people, that's why I do not think it bothers him ;).



(https://orig00.deviantart.net/ecc4/f/2018/176/e/b/z1_005__by_terwilf-dcfgavv.png)
 By the way I've updated Hud and edited a bit more Green Hill.

(https://orig00.deviantart.net/d424/f/2018/176/a/0/z5_004_by_terwilf-dcfgaw2.png)
 And I hope to achieve something close to this in Star Light. :thumbsup:

Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on June 26, 2018, 07:56:25 am
very impressive Sics, thank you very much for reporting and explaining all the progress of the project
the new entry screen I love, great graphic work :thumbsup: the detail of sega 1994 is great

regards :woot!:
Title: Re: SonicNes [Improvement Project]
Post by: DavidtheIdeaMan on June 26, 2018, 09:45:47 am
It's looking great so far,keep up the great work Sics! :thumbsup:
Title: Re: SonicNes [Improvement Project]
Post by: roney33 on June 27, 2018, 04:43:03 pm
i want to select with sonic, and somari
Title: Re: SonicNes [Improvement Project]
Post by: dACE on June 27, 2018, 07:06:49 pm
i want to select with sonic, and somari

The word you are looking for is between...
... or please...
... or thanks

I want - will not get you much in life.

/dACE
Title: Re: SonicNes [Improvement Project]
Post by: sics on June 27, 2018, 11:46:50 pm
cartridge_rom
 If you were the only one who downloaded my hack it would be worth the effort thanks for the enthusiasm! :beer:

DavidtheIdeaMan
 Thank you I assure you that I will give my 100%, well in truth something like 93% is also a good number ::)

dACE
 But I was going to answer that in my case I would like a girlfriend :'(

roney33
 I think that at the moment we will not get what we want :-\

 It would be great to manage the loading of the graphics in a more dynamic way, not only to allow the possibility of selecting different characters or even having a multiplayer, but also to have more varied and better graphics, personally I think that this aspect has not been optimized too much even thinking about it in the way it was conceived, but as I ignore almost everything related to the administration of memory, I rely only on speculation.

 Think for a moment at any level, if you look closely you will see that there are objects that never share the same location on the map or enemies that cross it only intermittently. In spite of that, except for some exceptions, each level uses practically half of a tile for the enemies, another half for Sonic and a complete one for the tileset of the zone.

 In addition, in general the configuration of how some objects are shown are assembled piece by piece unnecessarily and others that would require this system to do it through a predetermined pattern, wasting a very valuable space that could be reused with new enemies for example.

(https://orig00.deviantart.net/78c2/f/2018/178/a/0/ejemplo_by_terwilf-dcfmzwi.png)
 Example of a more efficient possible use.

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

Title: Re: SonicNes [Improvement Project]
Post by: UltraEpicLeader100 on July 02, 2018, 08:48:04 pm
I honestly have a question. Could you insert a Sega Logo and a "Sonic Team Presents" screen to the project or would that destroy the system if you play it on real hardware?

Also this has to be one of the prettiest improvements out there as it feels 16-Bit at times.
Title: Re: SonicNes [Improvement Project]
Post by: sics on July 03, 2018, 01:51:06 pm
 Honestly without the help of someone more experienced I do not think I can do it, even so I am investing part of my time reading and investigating some interesting things, on the other hand my goals always seem unattainable, so I would not know what to say in reality, I am one of those people who prefer to give their nose against the glass rather than avoid the effort :thumbsup:.
Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on July 03, 2018, 02:22:15 pm
I think it's better to wait for the release of full gold / hack :beer:

a doubt

you can correct the sonic position by starting the level that appears "floating" wrongly placed without touching the ground

the correct position is the left corner of the level appears on the floor of the correct level

regards :woot!:
Title: Re: SonicNes [Improvement Project]
Post by: sics on July 04, 2018, 02:57:10 pm
 Regards! I'll tell you that I'm going to follow your advice, so I deleted the previous question :thumbsup:

 On the other hand, if you look at the point of appearance of Sonic, is always the exact center of the screen, I suspect that this way is that the game configures the camera, so I have not bothered to go into that aspect, since previously, when modifying some values ​​in ram memory, I concluded that it is not a good idea to modify the default state of the camera :P

(https://orig00.deviantart.net/c389/f/2018/185/7/f/inicio_2_by_terwilf-dcg9v2s.gif)
Title: Re: SonicNes [Improvement Project]
Post by: UltraEpicLeader100 on July 11, 2018, 07:40:33 pm
You could change the level design to keep Sonic from falling if it's possible
Title: Re: SonicNes [Improvement Project]
Post by: sics on July 13, 2018, 05:40:13 pm
 Each level I have worked on has been widely tested to avoid or minimize the actions that could break the game, however, if it refers to an edition that alters the dynamics of the levels, it seems to me a very boring task, for another part I must add that with the contributions of (http://www.bwass.org/bucket/L2.png) lancuster (http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=182212), the data I have collected and the ROM in which I work, I believe that anyone could carry out this task :thumbsup:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dch4xpl-5a0fa9c3-a577-421a-8949-d8701abbe6cd.png)
 Adapted version of your codec for my hack.


Title: Re: SonicNes [Improvement Project]
Post by: PacManfan64 on July 17, 2018, 08:01:51 pm
I like how this looks so far! It looks like quite a lot of effort was put into making Hummer Team's concept more enjoyable. I even made some custom Sonic sprites in the style of this hack.

(http://i68.tinypic.com/v6ryhe.png)

Also, I have a couple of questions.

1) I see that the chunk of Spring Yard map on your CAD Editor screenshot looks a little different than what is in the version I have. I say that because I never see "CPU" in Spring Yard. Are you making the maps more faithful to the Genesis game?

2) Will slopes work properly in the new version? Whenever I run up a slope (but not a loop's slope) I mostly get stuck running halfway up one, even when going fast (which is noticeable in Spring Yard).
Title: Re: SonicNes [Improvement Project]
Post by: sics on July 19, 2018, 11:15:24 am
 ● Thank you very much, I was very excited when I saw your sprites ^_^
 
 ● About the project I essentially work to create a version with which other hackers can work comfortably, optimizing and arranging everything that is within my reach, I also try to be consistent with the Megadrive game, but fundamentally I intend to disguise the limitations of the NES :D
 
 ● Until this moment I had not thought about the behavior of the curved ramp as a problem, I had become accustomed to :P , I'm going to make myself a list to remember that kind of thing :thumbsup:

 Curiosities:
 
 ● Initially I was thinking of adapting Megadrive's Sonic to the game, although I discarded that idea quickly.

(https://orig00.deviantart.net/c6d2/f/2018/178/b/9/somax_by_terwilf-dcfmo8d.png)

 ● The objects that characterize each Zone are formed in the following way "Obj + Behavior + assigned palette", so modifying them is almost like playing with Legos.
 
 ● For this project, I not only played this game hundreds of times, but I went through countless "O" from Google between articles that talk about the game and videos from Gameplays. I saw horrible things with Sonic that will never be erased from my mind :huh:

Title: Re: SonicNes [Improvement Project]
Post by: CowboyJoseph64 on July 23, 2018, 02:54:14 am
I honestly quite like those genesis styled sprites, they look pretty good.

I honestly hope you also make the controls at least playable. That's pretty much the single biggest issue with the game, but I can understand if you can't do that, though.

But regardless though, this is looking to be quite a good hack, for what it is! I'm quite looking forward to the release.
Title: Re: SonicNes [Improvement Project]
Post by: cartridge_rom on August 01, 2018, 06:26:46 pm
are improvements possible for the Sonic sprite ? more animations for example :thumbsup:

possible future alternatives for other hacks :D
Model type Original MegaDrive
Model type Cartoon Sonic "Jabu Model improved"
totally new sprite model Sonic

at the end Amilgi collaborates in the improvement of music and sound fx ?

Greetings Sics :woot!:
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on August 03, 2018, 08:04:58 pm
 Hello everyone, I was not working on the project at the moment, the last thing I did was purely theoretical, but on the other hand I discovered that some of the sprites that PacManfan64 overlooked some important restrictions, even so and without a doubt I still think it is an invaluable contribution :thumbsup:.

CowboyJoseph64
 Thank you very much, really do not have much merit, also these sprites never reached the stage where I adapt them to respect the restrictions of the NES, since I realized that the work that I carry out Jabu has many more merits than those they can be seen at a glance.

 I am just an enthusiastic rookie, but I think that at this point the corrections in the levels that I made compensate a little the bad control of Sonic.

cartridge_rom
I think that just redistributing the mosaics that were currently not used could contribute to a substantial improvement of the game, but even though I try to find where this data is stored, it has been so long since my last search that I have forgotten how to find the addresses with the FCEUX's debugger :P, anyway, the same thing always happens to me, I do not know why I do not write those things ::).

 Personally I see better eyes adapt the sprites of some of the henchmen of Sonic, but the truth is that in the future I hope to continue adapting the title screens of some of the games that Wave has translated.

 I do not like to pressure people, so I have not had more contact with (http://www.bwass.org/bucket/L2.png) Amilgi (http://forums.famitracker.com/viewtopic.php?t=1057) than the answer in this post, on the other hand I think it's a big step that has been made known, in this way the next one that touches this hack will know with certainty that that great OST was his work :laugh:.



 By the way by private message I was asked by the clouds that are seen in the explanatory capture that I uploaded previously, these belonged to the original concept of the title screen:

 (https://orig00.deviantart.net/073f/f/2018/215/5/4/s1_tscreen_02_by_terwilf-dcj4r1o.gif)

 The problem was that when storing the first and second frames of the Sonic animation on the same page there was no space to include the clouds, and because of the type of information compression that the screen implemented, it ran the risk of exceeding the space available for write it

 Equal my main objective is to deal with the MetaTiles and keep trying to decipher how it works that the allocation of palettes on the title screen, but my soul as a child is not resigned yet :D.

 
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: NiO on August 12, 2018, 07:26:12 am
Im really waiting for this, seems a lot of work has been made
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: peixemacaco on August 14, 2018, 06:04:38 pm
What a hack lesson!
Great job updating Sonic for Nes! Like a pro!

Wonderful intro!

Waiting to play...

See ya,
Nelson
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on August 24, 2018, 09:53:55 pm
NiO
 Maybe too much, in my imagination many people would join this project and then we would form an NGO that would dedicate itself to save the world :D

70656978656d616361636f
 Thank you very much Nelson, I hope to live up to that expectation, about intro remember that for the moment I focus on the version that I can perform :thumbsup:
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: peixemacaco on August 25, 2018, 10:24:07 am
Whoaaa! You`ve found my little hex secret, lol  :laugh:

If you can put that intro on finished game will be perfect.

Don`t know if you already used Tile Molester. I`m in trouble with palettes, it`s in the last updated post here http://www.romhacking.net/forum/index.php?topic=25071.0 (http://www.romhacking.net/forum/index.php?topic=25071.0)

But if you don`t know how, thank you anyway...

Nelson
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on August 25, 2018, 02:29:45 pm
 In my case, YY-CHR is more practical and accessible to me. I really do not have experience in those systems, but maybe this can help you in your search ;)

(https://orig00.deviantart.net/68fd/f/2018/237/0/a/gens_r57shell_mod_by_terwilf-dcl4aiu.png)



Title: Re: SonicNes ♦ Improvement Next ♦
Post by: peixemacaco on August 26, 2018, 02:03:23 pm
Thank you very much!
I have YY-CHR ,and use Gens as emulator, but not this version that export palettes...

Nelson
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: cartridge_rom on September 20, 2018, 06:30:47 pm
@Sics Here are the cover by kirbyandthelabrinth for your graphic hack project :D

(https://orig00.deviantart.net/be1d/f/2017/293/a/e/sonic_the_hedgehog___famicom_cassette__label__by_kirbyandthelabrinth-dbr5mhr.png)
https://www.deviantart.com/kirbyandthelabrinth/art/Sonic-the-Hedgehog-Famicom-Cassette-Label-710739999 (https://www.deviantart.com/kirbyandthelabrinth/art/Sonic-the-Hedgehog-Famicom-Cassette-Label-710739999)
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on September 21, 2018, 05:08:16 pm
 Are you the user (http://www.bwass.org/bucket/L2.png) kirbyandthelabrinth (https://www.deviantart.com/kirbyandthelabrinth)? If this is not the case, you should ask for permission to offer your work or minimally credit it as it should, the feelings of the creator of a work are very important :thumbsup:.
 
 About your ad as a graphic designer I always thought that the custom covers, screen backgrounds and icons are a great way to integrate emotionally into a project, so I do not like the idea of ​​imposing an official cover, it is more I would like to see more jobs like that :D.

Title: Re: SonicNes ♦ Improvement Next ♦
Post by: cartridge_rom on September 21, 2018, 06:39:51 pm
Are you the user (http://www.bwass.org/bucket/L2.png) kirbyandthelabrinth (https://www.deviantart.com/kirbyandthelabrinth)? If this is not the case, you should ask for permission to offer your work or minimally credit it as it should, the feelings of the creator of a work are very important :thumbsup:.


true, it's already corrected :thumbsup:
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on September 22, 2018, 11:23:20 am
 ;D
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: PacManfan64 on October 14, 2018, 07:50:19 pm
(late reply)
Thank you for the critique about the sprites. If I may ask, what did you mean by "important restrictions"? Was it pallete or size limitations? I tried keeping sprites small to fit the scale of most of Sonic's sprites, and I used only the colors used by the NES.

Also, I found some things and have more questions:

Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on October 18, 2018, 12:01:05 am
(I like watermelon)
Actually depends on the case, the main obstacle is the space available in each tab, but as you mentioned there are also minor flaws in some palettes and maybe being extremist the designs would gain a lot by integrating certain details present in the rest of the sprites. , for example the relief on Sonic's eye, but that is unnecessary, since in general these details are barely noticeable.

(https://orig00.deviantart.net/5c53/f/2018/290/5/8/ejsonic_by_terwilf-dcppqjs.png)
Example

On the other hand his designs were very successful and although less words are used to say it, as I said before its value is inestimable, and they are very useful as a reference, not to mention that the problem of the space limit is only a technical barrier that the insurance will be resolved over time; D

1. & 2. All the things that you mention and some more I have found them, but I could not do much with that ... Theorizing I can say that the place where Scrap Brain should be has been reused, besides I have only found 11 potential blocks to draw zones (of 16x16) in this level, for the Esmeralda del Caos planned to create an emerald-like ring and continue to investigate, also thought to include some additional tabs with graphics to facilitate any future project, but being honest the project now It is stuck because of work issues, since I have not managed to have time and energy together.
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: cartridge_rom on October 23, 2018, 06:13:37 pm

a possible future hack 2 characters to choose to play :D

link and credits of pixelmarioxp and Dariuscox357 :thumbsup:

https://www.deviantart.com/dariuscox357/art/Sonic-NES-Improvement-Tails-747286888 (https://www.deviantart.com/dariuscox357/art/Sonic-NES-Improvement-Tails-747286888)

(https://orig00.deviantart.net/7996/f/2018/150/f/0/sonic_nes_improvement___tails_by_dariuscox357-dccwy94.png)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on November 14, 2018, 09:00:02 pm
 cartridge_rom
 From the first time I saw that image I was wondering if with enough effort it would be possible to see these sprites running in the game for real, in the past I had seen a small project that tried to incorporate tails in the Somari, but I did not return to receive news of it.

 On the other hand I recommend visiting the 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.***

Spoiler:

* Some landscapes shorten abruptly or there are sectors that lead nowhere.

** Originally I planned to give it a style closer to that of megadrive, but I have many doubts about this, because in my opinion this level ruins the rest of the game, since there you can get too many lives, things that should not be like that.

*** Two things that must be taken into account I still do not know how much this problem can affect my objective, I also consider that the greatest defect of the enemies is their terrible programming although thinking it from the point of view of the Eggman are perfect.

 Errata: This article should be published when I prepare some catches, but my cat does not think the same xD. Damn that cat made me unveil... (https://orig00.deviantart.net/e4a0/f/2018/281/e/4/bongo_cat_test_by_paumol-dcoz0th.gif)

Title: Re: SonicNes ♦ Improvement Next ♦
Post by: YoungBoy on November 17, 2018, 09:17:18 pm
Looking Cool so far! Keep up the good work!  ;)
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: sics on November 25, 2018, 12:18:05 am
YoungBoy
Thanks that I have not combed :laugh:

 Small update:

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

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

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

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

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

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

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

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

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

 They are divided into 5 blocks:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Replace XX with the following for animations:

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

I hope this helps you with editing animations.

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

Example screenshots from Labyrinth Act 2 in spoiler:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Googie

(https://orig00.deviantart.net/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.

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

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

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

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

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

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

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcv4q10-a147c75e-21c7-4387-8099-d4534a1ee2f5.png)

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

 On the other hand they really canceled the project? (https://orig00.deviantart.net/9ce5/f/2019/086/c/3/what_by_terwilf-dd34pvz.gif) It breaks my soul, I was waiting for it with much desire (http://www.romhacking.net/smf/Smileys/newyabb/cry.gif)

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



 Merry Christmas!!! (https://orig00.deviantart.net/b937/f/2019/087/7/0/bounce_by_terwilf-dd38dpn.gif)
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: torridgristle on December 26, 2018, 10:04:42 pm
Occurred to me that you might want these Sonic fonts.

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

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

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

 (Where it says "Timer" should say "Time Bonus" but there was no space to write it, I've seen that in other versions of Sonic the word "Cool" is also used, but I do not think it's Cool (https://orig00.deviantart.net/972b/f/2019/087/3/e/nono_by_terwilf-dd38dxp.gif) (http://www.romhacking.net/smf/Smileys/newyabb/laugh.gif) )
Title: Re: SonicNes ♦ Improvement Next ♦
Post by: torridgristle on December 27, 2018, 04:43:08 pm
Could say BONUS instead of TIMER or add a clock icon to the font if you're replacing the word CONTINUE which gives you some extra space.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Sharp (#)
 I'm still intrigued as I should pronounce your nickname, should I think of you as "Sharp" or "Hashtag"? (https://orig00.deviantart.net/9ce5/f/2019/086/c/3/what_by_terwilf-dd34pvz.gif)(This question is not a joke) Anyway thanks for participating :beer:


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

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

I don't really like it with the 8x16 font I posted, but it's functional with a full alphabet at the very least.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on December 29, 2018, 05:05:44 pm
 I am not familiar with PRG Editor, currently for this kind of work I use:
  ● (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)

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

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

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

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

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

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

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



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

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

 And in other news * now the game gives you the possibility to continue after the GameOver, this thanks to the discovery of (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)

Spoiler:
*I always wanted to say that :D

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

(https://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.

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

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

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

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

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

January 23, 2019, 01:14:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The Progress on Sonic For The NES So Far Is Doing Great...  ;)

Hey sics, How's The Progress On Sonic's NES Improvement Coming Along?  :huh:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on February 10, 2019, 11:52:37 pm
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.

Spoiler:
   :woot!: Buu 2! I do not get tired of this!
   * Both in the regular battles and in the final fight.
  ** The emeralds were centered, the animation modified and their palettes adapted to these changes.
 *** I still have not decided if I'm really going to do it, but for the moment the idea is that yes.

(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)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: dACE on February 11, 2019, 07:18:26 am
Just a tiny suggestion - perhaps make Dr. Eggman/Robotnik's head a bit rounder and add a nose?

(http://oi65.tinypic.com/2uorp1h.jpg)

Also - all the animation above seems to be running just a tad to fast. Is it the same speed in-game?
Any chance of slowing it down?

/dACE
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on February 11, 2019, 08:31:07 am
 In some places they also say "Mostachone" :laugh:, about your suggestion, although I am not convinced with the EggMan design, I have not achieved better results than the current one.
 Later I would like to expose some of the graphics that I drew, to see if I can get advice from other artists, I would really love someone to help me with things like clouds or water ::)

 On the other hand a tip for the next edition the colors are separated by areas these can not be mixed :beer:

(https://orig00.deviantart.net/877e/f/2019/042/a/a/mostachone_by_terwilf-dczgwh7.gif) (https://orig00.deviantart.net/d68b/f/2019/042/4/9/mostachone_2_by_terwilf-dczgxa9.gif)

 The images are only Mockup for optimization purposes, however I often often take the times of each frame of real captures, but a problem with the gifs is that they do not always run at the same speed on all computers :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on February 11, 2019, 10:48:12 am
How do the emeralds work? Is there an actual counter for how many you collect or are they simply decorative for the end of the special stage?

Also, if you need help with clouds and water, I could try and help :laugh:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on February 11, 2019, 04:55:31 pm
Gastronomicon
 They are like my curtains, they are there but they are useless :laugh:, as I said before, at the moment they are just a modified currency :D
 No need to ask, any kind of help will be welcome :beer:


By the way, I draw this other version leaving aside the original scheme to take better advantage of the colors, what do you think of it?

(https://orig00.deviantart.net/8bf2/f/2019/042/6/a/z1_boss_v2_by_terwilf-dczg1ka.gif) (https://orig00.deviantart.net/92df/f/2019/042/e/e/z1_boss_v3_by_terwilf-dczgt5k.gif)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on February 11, 2019, 05:19:14 pm
In my opinion, it isn't as good. It looks cylindrical rather than round like it should be. I also prefer the dithering over the reflective lines. It is still a nice looking idea, but isn't best in that situation. So yeah, I'd  say stick with the original
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: cartridge_rom on February 11, 2019, 06:29:06 pm
amazing project update :beer:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on February 11, 2019, 07:20:09 pm
Gastronomicon
 I think it's a very wise criticism, I suppose I could include it as an optional extra :thumbsup:

Cartridge_rom
 Thank you very much, I'm happy to have you here again! :beer:

(https://orig00.deviantart.net/3d71/f/2018/232/4/c/tenor_by_terwilf-dckokuy.gif)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on February 17, 2019, 01:47:51 am
(https://www.deviantart.com/supastarfox/art/Sonic-Pocket-Adventure-Fonts-785649826)

I Love The Fonts That Your Using For This Game and I'm Glad That I Was Able To Make A Sheet That Contains Some Fonts From Sonic Pocket Adventure So You Can Use Them For The Next Update On Sonic The Hedgehog On The Nintendo Entertainment System!  :thumbsup:

Also... How's The Progress On Sonic For The NES?

1. Did You Manage To Finally Make Room For The "Time Bonus" Text?  :huh:

2. How Did You Manage To Add Choas Emeralds To The Game, Did You Actually Managed To Make The Choas Emeralds Collectable Thus Having Two Endings Depending On Which Sonic Did Or Did Not Collect All Of The Emeralds?  :huh:

3. I Still Think That This Game Would Still Make a Whole Lot Of Sense If This Game Instead Used The SMS/GG Special Stage Tune For The Special Stage Instead Of The Sega Genesis Special Stage Tune and Are You Planning On Changing The "Special Zone" Text Back To "Special Stage" When The End-Level Finishes On Showing The Player How Many Points They Get?  :huh:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on February 17, 2019, 08:31:55 am
 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)
 
Spoiler:
  * When you create a new tile I recommend you distribute the special characters in 8x8 intervals so that the one who wants to use it does not have to guess how it is used correctly.
 
 ** On the other hand, in order for your image to be displayed correctly, you must use the correct link, you are using the link of your DA publication, the link of the image is:

 https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/d9d15482-3751-4b54-b440-93e9202b1c0d/dczr7aa-3a20e909-a3e6-4cce-a150-867a76979fcd.png
 
 *** Finally I would like to clarify that the tone of the answers is "friendly", if you feel that it is not this way, it is only because of my inexperience when writing in English, thanks for understand! :beer:

Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on February 17, 2019, 10:51:36 am
I'm curious as to how close to completion this project is. What are you currently working on and is there much else on your endless list of jobs you need to get done?
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on February 17, 2019, 01:51:51 pm
 Some time ago I overcame the objectives that I had initially proposed to release this hack, but with the feedback of the people my goals were expanded, for that reason it is difficult to establish when I will terminate this project.

 Currently I divide my work into two blocks, the first one is "Possible goals" and the second is "Unlikely things", the problem is that even though with the second block I have great possibilities of failing are the tasks that most they attract to try to carry them out, because when I overcome them I feel a very great satisfaction, without mentioning that I am likely to discover relevant information in the process.

 Before releasing a preliminary version of the game I would like to repair the course of some levels and see how to balance the distribution of the objects too, the problem is that I am a little discouraged to know that if there were any tool it would be an infinitely easier job, that's why I'm waiting for the right opportunity to start that titanic task :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: DannyPlaysSomeGames on February 17, 2019, 04:14:50 pm
Honestly, this looks great. Good job. As goals should go, you should remember when to ask people for help when you know you're stumped. You should also only work from time to time in order to prevent burnout. But as far as you've gone, this looks great.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on February 17, 2019, 04:51:48 pm
 Thank you very much for everything, I will try to put into practice what you have suggested :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: retroverse on February 18, 2019, 07:32:40 pm
More great progress on this I see! :thumbsup: I really like the new end-of-level scoreboard.

I had a question about Eggman's first appearance.  The wrecking ball under the Eggmobile is only shown a quarter at a time, which I'm guessing may have been done in the original to keep the number of sprites-per-scanline (or some other similar technical limit) down to what can be shown on the NES?  If that's right, could the different quarters be made to rotate more quickly to create the illusion of a single, flickering ball?  (Apologies if this is a stupid question - I don't know much about the constraints!)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on February 19, 2019, 03:57:14 am
It does already do that :P
The ball in-game flickers at one quarter per frame which, while not ideal, works well enough. The reason the GIFs here show it as being slower is because sics makes them themself, so you can't expect them to be that accurate. Some of the other animations play at the wrong speed in the GIFs too.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on February 19, 2019, 11:45:44 am
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:

Spoiler:
  * In this capture try to reproduce the sequence with greater fidelity, but apparently this format does not support a higher speed than the current, I'm sorry :P

Gastronomicon
 Hi! :laugh:
 
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on February 19, 2019, 04:03:10 pm
Did You Manage To Add The New Title Screen For The Upcoming NES Improvement?
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on February 20, 2019, 04:50:50 am
Just wondering... Labyrinth Zone has lots of areas like this where the water levels don't line up properly

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/bdeab6a2-2ed7-4b9d-8763-e7541a035556/dd0e8a2-8d944154-a974-4f7d-9230-f268fe464d8f.png)

Would you be willing to change that if you have that chance? (IDK how you would, the only way I can think of is to find that level editor you're looking for)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on February 22, 2019, 04:11:03 pm
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.*
Spoiler:
  * The only reason why I have not started an article about it is because I am currently suffering from pneumonia, so I only dedicate myself to nonsense like updating this article or some graphic edition. (Only to distract me when I feel bad)

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
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Ray572 on February 22, 2019, 11:52:42 pm
I'm sure this hack will be great, I remember when I was young I was given a Chinese nes and a cartridge came with the "somari", and I always had the hope that someone modified it so that it would be "almost" the same as the sega master version.
Thanks Sics for moving forward. :beer:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on February 26, 2019, 06:24:04 pm
 I played "Somari" for the first time in a NOAC Famiclon similar to PSOne, when they lent the cartridge to my brother, although at that moment I thought it was great, after trying the Megadrive version I started to suspect that the game might not have as much quality as I thought :laugh:
 
 Being honest I think that the game will only feel complete when they fix the physics, the soundtrack is completed and everything necessary to apply the new title screen is solved.

 Speaking only as a fan I would love for Ti and Amilgi to meet, but for my part, the only thing I can promise is that I will make an effort to leave the game as best I can :thumbsup:



 Small update
 1. The EggmanMovil graphics were updated again.
 2. Eggman's escape animations were corrected.
 3. The initial position of Eggman's Wrecking Ball was corrected.
 4. The animation of the Wrecking Ball was corrected.
 5. The capsule of Labyrinth Zone is leveled.
 6. Order my notes :D
 
 1. Although the final highlight is similar to the previous version.
 2. Now the palette does not get corrupted when Eggman escapes.*
 3. Did you notice that the Wrecking Ball was emerging from your head? :laugh:
 4. Now the animation runs the same as the first mockup that it presents.
 5. To achieve this it was necessary to identify Eggman's programming in Labyrinth, but now I learned that this information is always below the data of the enemies of the last act of the Zone in question.

 * It would be very beneficial to get the EggmanMovil and the enemy of the Final Zone to use individual palette settings, in case you are a sexy hacker with the ability to help achieve that goal, I attach the (http://www.bwass.org/bucket/L2.png)code block (https://paste.ofcode.org/DC7RiwdJCyLXnY7ETKx5xT) that controls this information.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on February 26, 2019, 10:19:04 pm
I Love The New Update You Did Today...
While You Were Busy, I Also Worked On and Fully Tested The Pocket Adventure Fonts For The NES Game of Sonic The Hedgehog and It Works Perfectly... I Even Used The Fonts For My Update On Ms. Pac-Man - The Arcade Edition On NES And It Works Also!  :laugh:
By The Way, In Case Your Wondering... I Used https://www.romhacking.net/utilities/108/ (Tile Layer Pro) To Edit Sprites, Text, and Some Tiles!  :)

P.S: Keep Up The Good Work Sics, Your Kingtastic Amounts of Work Is Really Paying Off!  :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on February 27, 2019, 03:08:52 am
Aaaah this is going so well! But by "eggman's escape" do you mean in labyrinth zone, or have you managed to implement the animations of him escaping from final zone? Because if the latter, that's really cool!
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: sics on February 27, 2019, 05:45:15 pm
 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.

Spoiler:
Note 1: The changes in Eggman's wrecking ball are only noticeable in HD.
Note 2: The lack of audio in the videos is due to a problem with the OBS, please excuse the inconvenience (http://www.romhacking.net/smf/Smileys/newyabb/thumbsup.gif)

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)
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: SuperStarFox on February 27, 2019, 07:15:56 pm
Okay, But I'm Not Sure How To Upload Patches On Romhacking!
But I Think I'll Try To Make A Patch For The Game And Make This Improvement a Demo Just For Some People In Case They Want To Give It a Try Until Your Done With The Final Version!  :-\
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: sics on February 27, 2019, 07:44:41 pm
 Do not worry, this type of work is done for love and has no deadline, what happens is that the hack has really been so good that you taught me that I thought it was a complete product, sorry if I made you feel pressured :thumbsup:
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: SuperStarFox on February 27, 2019, 08:49:35 pm
It Was My Pleasure!

I Also Hope That Someone Will One Day Take The Opportunity To Re-Improve Super Mario World On NES Soon Cause That Game Has Been Improved Years Ago But Nobody Managed To Fix The Music Which is Kind Of a Shame!  :'(
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: HPJ on February 28, 2019, 10:17:55 am
I suggested that maybe sics should take on Super Mario World after finishing this, further improving either the Jabu's work or finishing LooneyDude's version, as they're doing such a brilliant job here. The chanes of it are slim, though :-\
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: sics on February 28, 2019, 08:07:09 pm
 This type of projects is done out of love, not commitment... :thumbsup:

 On the other hand the CadEditor has the codecs to edit the level blocks of Super Mario World (Nes) and the HummerTeam I understand that it uses the same engine for all its games.

 I recommend using the notes in this publication to understand how the levels work, and to take note of the pointers from the game codecs in CadEditor ;)

 And of course supporting this project would not hurt me either :beer:
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: SuperStarFox on March 01, 2019, 08:20:49 pm
Hey Sics...

I Got Some Questions To Ask?

Have You Managed To Find Someone Smart Enough To Add The Somari Team Presents Screen Thus Changing The Text TO "Sonic Team Presents"?

Did You Figure Out How To Install the New Title Screen To The Game's Improvement Yet?

Have You Thought On Letting Amilgi Help You Out On Some Audio Improvements, For Example... The Ring Sound Effect Is Way Too High Pitched!

I Hope Tails Will Be Playable Very Very Soon Cause All I Can Do Is Wait!

Also... In Case Your Wondering, I Was Working On Hummer Thus Giving Him a Brand New Look Ever Since Hummer Team Was Discontinued!
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: sics on March 02, 2019, 02:38:57 am
 For the time being I am still working to understand the operation of the game screens and evaluating possible solutions to apply my title screen, so it is not convenient to request help for that at the moment :-\
 
 Of course I would love to have the help of Amilgi, but just as I am not a composer, he is not a programmer, so this equation still needs numbers to get the result we all want, I think the most logical thing is be patient ;)
 
 And I would like the girl I like to fall in love with me :'( I have already said several times that the creation of other characters at the moment is not part of my project, I think it would be best to find out who did this work and see what your goals are:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dcyt7w2-d8d1276a-15c1-4a2c-be7b-e221261e0f9b.png/v1/fill/w_1192,h_670,q_70,strp/tails_fox_by_terwilf_dcyt7w2-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kY3l0N3cyLWQ4ZDEyNzZhLTE1YzEtNGEyYy1iZTdiLWUyMjEyNjFlMGY5Yi5wbmciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.z71p4_hVNpg9LCHJ8ssTYUlFFeD0CGrpDEWk2fwtsXk)

 Naturally, you know that I like your work :thumbsup:, on the other hand about design, I think it would look nicer with some tweaks:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd12a30-020a45a9-c057-4339-82eb-3c9161d494ab.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQxMmEzMC0wMjBhNDVhOS1jMDU3LTQzMzktODJlYi0zYzkxNjFkNDk0YWIucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.-QPKezqalYbEltTyAgraRhAayIqlMzVtkkb8NhPUNyM)

 On the other hand this is the new mockup of the "Final Zone", it is still not possible to use this color configuration with Eggman, but when I finish creating the new animations I will see to ask for help in the programming section :beer:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd12at0-26259563-e95c-4bdb-bfd5-09115f1003a0.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQxMmF0MC0yNjI1OTU2My1lOTVjLTRiZGItYmZkNS0wOTExNWYxMDAzYTAucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.ZDdcWV4NXvvaHpF1vyNO3fk4gyjBPTA_KKUWWBru8WM)
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: SuperStarFox on March 02, 2019, 07:57:01 pm
The Final Zone Mockup Looks Perfect...

Are There Any More Mockups You Like To Show Us Or Any Improvements On One Of The Other Zones?  :)
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: sics on March 03, 2019, 05:26:35 am
 Really yes, but I am one of the people who think that the content of a game is discovered playing.
 Honestly this informative thread arose after my last project was cataloged as just "a minor graphic hack", despite being much more than that :P
 I must also acknowledge that I do not regret the change, since along the way I found it comforting to have the opinion, collaboration and support of others :thumbsup:


 When I started to optimize Eggman animations I got the impression that I was suffering :laugh:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd189qr-321a6475-5d37-4b63-966b-4b341f27fe88.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQxODlxci0zMjFhNjQ3NS01ZDM3LTRiNjMtOTY2Yi00YjM0MWYyN2ZlODgucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.PwAuzl-zbNQSjf_kuqotJmkU__aEOjvp81v1T9NLenU)

 
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: SuperStarFox on March 04, 2019, 02:58:17 am
Sorry To See That,.. I Hope You'll Fix It Soon!  :angel:
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: sics on March 04, 2019, 10:23:45 pm
 Do not worry, there is nothing broken but quite the opposite, what you see in the previous capture is only a transient effect of the last update I am working on:

(https://img.youtube.com/vi/zECF8mUfpTw/mqdefault.jpg) (https://youtu.be/zECF8mUfpTw)

 About this update:
 ● It is working to update all the bosses.
 ● New graphics added.
 ● Eggman animations were optimized.
 ● A lot of things were remapped.
 ● Flames do not share their graphics anymore.
 ● The time bonus was reduced to 2000 pts.
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: cartridge_rom on March 05, 2019, 02:33:33 pm

great progress of the project :beer:
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: sics on March 06, 2019, 01:47:08 pm
 I think sometimes to make an idea big, you just need a person to believe in it, and you were the first to trust in this project, for that and much more thank you very much :thumbsup:
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: SuperStarFox on March 08, 2019, 03:08:16 am
After Seeing The New Title Screen Last Time... Why Did I Think Adding The Sega Logo Was a Good Idea You May Ask? It's Because I Wanted To Make The NES Improvement Have Some More New Things Added To The Game So It Would Be Closer To The Genesis Port! By The Way Sics... I Also Read One Of Your Old Posts About The Megadrive Sonic Sprites and To Be Honest, I Really Like Those NES Style Genesis Sprites, They Looked Really Good (Even Though You Discarded The Idea!) By The Way... How Is The Improvement Coming Along?
Title: Re: Sonic 5 - Improvement Vol2 (Nes)
Post by: HPJ on March 08, 2019, 10:19:34 am
Also Read One Of Your Old Posts About The Megadrive Sonic Sprites and To Be Honest, I Really Like Those NES Style Genesis Sprites, They Looked Really Good (Even Though You Discarded The Idea!)

I completely agree! Don't tell sics, but I actually prefer the Megadrive version to the current "modified Jabu" one
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on March 09, 2019, 06:41:39 am
SuperStarFox
 Originally I decided to hack this game because from the first time I played it I felt the potential I had, I must even be one of the few who loved the soundtrack created by Hummer, that's why I understand that feeling of wanting to see something grow :beer:

 On the other hand answering your question, I think that the Nintendo logo would have been ugly? :D

SuperStarFox & Gastronomicon
 Seriously speaking, I also liked the sprites that I drew, but I made the decision to continue on this path for more than one reason:

  Each artist has his vision of how things should be done, but few are the artists who dedicated their time, effort and love to work in this game, so if each one of us instead of doing new things we would have limited ourselves to remake the work of others, this project would never have advanced.

  It could occupy that time to make to Tails, the tab on which he worked was not only a graphic change but a complete reissue, so placing it would entail the same effort as placing a new character. (No way am I saying that I'm going to work in Tails)

  Unfortunately I work alone, so doing all the animations would greatly reduce the time I have for everything else, and we do not want this to be a hack that our grandchildren end up playing right? :laugh:

  I never said that I would not finish the file, I just said that I discarded that idea for this project, it is logical that if I want to achieve what I propose I will impose realistic goals.

  I began to draw these graphs at a very early stage of the project, calculating that I would eventually find people interested in participating in this proposal.

SuperStarFox
 On the other hand, although I am really happy that you are interested in the improvement, remember that at this moment I am sick and I do not dedicate every minute of my existence to this project, also I can not update this publication to comment on every inconsequential modification that I have made , since people would eventually lose interest in my work and I do not want that :thumbsup:

Gastronomicon
 Your secret will be safe with me :laugh:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Dreamwhale on March 09, 2019, 07:11:43 am
This whole project looks amazing!
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Satoshi_Matrix on March 10, 2019, 04:29:49 am
I assume it has something to do with the Somari mapper engine, but one of the things that has always bothered me is the horizontal bar on the very bottom of the screen covering up ground tiles.

Even with this extensive improvement, that still remains...

can that be fixed to make the game 'full screen'?
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on March 13, 2019, 03:29:26 am
Hey Sics...
How's The New Title Screen, Did You Figure Out How To Apply It Yet and How's The Rest Of The Game Improvement Coming Along?  :)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on March 13, 2019, 06:45:31 pm
 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 :-\

Spoiler:
* This is not an assumption, since I checked it replacing all the graphics of the game, and unfortunately this line did not suffer any change :(

 SuperStarFox
 For the title screen I have two options:
  One option is to see how to adapt my design back to the previously discovered limitations by creating a graphically lower version.
  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.

Spoiler:
* For example in "Labyrinth" there are no "surface blocks" under the water and you can not pass the spike of the floor among other things that I solved :laugh:

 Note: Really sometimes I get the feeling that I do not have a real interaction with you, the problem with that is that I do not think you are a bad person, but this type of communication is not healthy, it seems that you only consider what I say when I talk about you :'(

Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on March 14, 2019, 01:07:21 pm
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)

Wow, that waterfall is stunning!
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: cartridge_rom on March 14, 2019, 02:29:49 pm
amazing :o

Alternative graphics are great, it gives the project a lot of fresh quality and it improves the colors a lot

I love the waterfall, it's pure work quality :crazy:

(https://orig00.deviantart.net/0dbc/f/2019/072/c/2/z1_002_v2_by_terwilf-dd21neh.gif)

Good job Sics :beer: :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on March 14, 2019, 03:23:44 pm
 Thanks, I just thought to include them only as alternative graphics, but I suspect that you prefer to make them the default graphics for the patch :D

 On the other hand I was also testing the cascades of STH - Triple Trouble, but they need some editing to adapt to the general aesthetics of Green Hill.

 Note: At this level, if I'm not mistaken, the colors are supposed to be the same, I just changed the emulator, to avoid confusion later I'll start using the same palette in all the emulators I use :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Spooniest on March 15, 2019, 01:07:56 am
Would you look at that, an 8-bit Sonic game. Never was big on the MasterSystem/GameGear version, myself.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Satoshi_Matrix on March 15, 2019, 03:29:06 am
Would you look at that, an 8-bit Sonic game. Never was big on the MasterSystem/GameGear version, myself.
This isn't an 8-bit Sonic game, this is an extensive reworking of a bootleg Taiwanese unlicensed port of Sonic the Hedgehog 1 for MD to the Famicom with Mario instead of Sonic called Somari. Cool idea on paper, but Somari was plagued with bugs.

This hack works to fix the biggest issues and replace most (if not all?) of the original Somari sprites and ake the game MUCH more playable.

But that said,if the real Sonic games on Master System/GameGear don't appeal to you, this one probably won't either. 

A fast action platformer with four way scrolling is a tall order for 8-bit hardware. 16 bit platforms can handle it so much easier and at higher resolutions. This is really more of a passion project to sort of fully realize the concept of Somari into an actual good game.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on March 15, 2019, 04:08:05 am
Sics, The Waterfall Animation is So Beautiful, It Looks So Beautiful...

But Princess Beautiful DIED OF BALDNESS!!!

On The Other Hand, How's The Progress On The Rest Of Green Hill Zone Including All Of The Other Zones (Expect For Scrap Brain Zone)!  :)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: UltraEpicLeader100 on March 16, 2019, 10:38:16 am
Will there still be a chance to play as Somari if you corrupt the game in the right way?
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on March 16, 2019, 10:56:14 pm
to UltrEpicLeader100, I Don't Think So... This Hack Focuses More On Sonic Rather Than Somari, If You Still Want To Play as Somari, Then You Should Download Somari 3D Blast 5 Since That Game Lets You Play as Somari, Sonic, and Hummer!
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on March 17, 2019, 04:00:39 am
 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
 
Spoiler:

 Exactly one full afternoon (https://orig00.deviantart.net/e512/f/2017/091/0/0/migi_yeah_by_terwilf-db4biaq.gif) Thanks for the idea, I loved it! (https://orig00.deviantart.net/1614/f/2019/087/8/c/download_by_terwilf-dd39bcf.gif) Somari in STH Improvement (https://mega.nz/#!GEhUHARD!MUYKa9BvBeKURMY8Hbx1P1P2rlZk2n4pA0c_Ts5JhGY).

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd2bc33-e073af66-ce25-4920-87fb-7ba6cfd07e55.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQyYmMzMy1lMDczYWY2Ni1jZTI1LTQ5MjAtODdmYi03YmE2Y2ZkMDdlNTUucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.JloN130MFL-kL3TlO_tWbNVu9KejchJAzvq-AuzdVoU)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on March 17, 2019, 05:07:17 am
I Love The Unused Scrap Brain Zone Track Since It Sounds So Good and That It Was Never Played In Somari!
Also Sics, What Do You Mean By "Corrected The Data For The Title Screen", Are You Saying That You Might Have Found A Way To Add The New Title Screen To The Game, If Not... Then Take Your Time. I Also Love To See How Pretty Green Hill Zone Is Now Going To Look, I Mostly Hope That You Upload More Videos On The Improvements You've Been Working On For Sonic On NES Soon! Until Then... Great Work!  ;)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on March 17, 2019, 06:51:54 am
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

Well, theoretically, if the game was corrupted in exactly the right way, the graphics could be replaced exactly by the ones from somari, but the chances of that actually happening are so slim that it is probably safe to say there's no point trying
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on March 17, 2019, 07:08:50 am
SuperStarFox
 Putting things in context I referred to the changes belonging to Scrap Brain, so I was referring to the level title screen, originally this level was titled Final Zone :thumbsup:

(https://orig00.deviantart.net/6938/f/2019/076/5/7/scrap_brain_v1_by_terwilf-dd2csms.gif)

Gastronomicon
 If you check the spoiler link of my previous comment, the chances of that happening may increase by 5% :beer:

 PS: On the other hand corrupting information is only useful to understand what was the function of a specific sector, and even if you could achieve your goals by changing data randomly you would be opening the door to an endless number of unnecessary bugs ;)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: cartridge_rom on March 17, 2019, 04:31:15 pm
Sics in case of a future hack that incorporates Scrap Brain Zone :thumbsup:
what would be the musical theme chosen, the original of megadrive or the master system

https://www.youtube.com/watch?v=25QfKGuiims (https://www.youtube.com/watch?v=25QfKGuiims)

https://www.youtube.com/watch?v=4m4u6uWxQDg (https://www.youtube.com/watch?v=4m4u6uWxQDg)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on March 17, 2019, 04:34:58 pm
There Won't Be a Final Zone!?
Oh Well... But Anyways Sics, I Think I Can Change The "Somari Team Presents" Text From Somari Back To "Sonic Team Presents"! My Version Of It Will Be a Bit More Better Than The Design That Hummer Team Didn;t Use For Sonic 5 on NES and I Think It'll Look Good, Until Then, Wish Me Guys Good Luck!  :angel:

Sics, I Did It... I Managed To Change The "Somari Team Presents" To "Sonic Team Presents"! I Wish I Could Edit It a Bit, But I Decided To Keep It This Way and Decided Not To Edit Anything Else For The Somari Team Presents Screen Since I Got Really Tired Of Doing This! I Also Don't Know How To Add The Sonic Team Presents Screen To The Project Since I Only Did It On Somari Instead! In The Meantime, I'll Give You Time To Think About It and I'll Also Put It In or Out Of Your Mind, For Now!  ;)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on March 17, 2019, 08:29:40 pm
Cartridge_rom
 I would use the (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)soundtrack (https://youtu.be/yrp29rm0LnU) composed by Amilgi of course :thumbsup:

SuperStarFox
 Of course there will be Final Zone, is more I am currently working to give a better finish, with some extra graphics and also adapting the spacecraft that is used in the rest of the game to use it in this area for reasons of coherence.

 Therefore, to completely clear up the doubts, I clarify that correcting the data of Scrap Brain, only affects Scrap Brain, originally this zone loaded (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)erroneous data (https://youtu.be/x0N12K3HFfQ) on what cover should show and what music had to reproduce, now this does not happen :beer:

 Remember that if you want to create graphics that can be used in a real game you should always take into account the restrictions of the original material, in this case the graphics of the screen mentioned are composed of two layers one of background (Somari Presents) and another of sprites (Team)

(https://orig00.deviantart.net/9ba0/f/2019/076/2/5/somari_team_by_terwilf-dd2dn08.gif)

Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on March 17, 2019, 09:13:00 pm
You got It... Since I Finally Changed The "Somari Team Presents" To Sonic Team Presents!

How Did You Manage To Find Scrap Brain Zone and I Wonder What Scrap Brain Zone Is Going To Look Like Including The Final Zone!  :)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on March 18, 2019, 01:32:26 am
 Cool! Will you redraw all the letters or just the one necessary for your edition? :cookie:

 As I mentioned returning the game to Scrap Brain is not among my goals, but in this case I do not discard it because I dislike the idea, but because I do not have the technical level to achieve it yet, so please avoid reading between lines in the future, it hurts to have to explain this again and again ;)

To UltrEpicLeader100, I Don't Think So... This Hack Focuses More On Sonic Rather Than Somari, If You Still Want To Play as Somari, Then You Should Download Somari 3D Blast 5 Since That Game Lets You Play as Somari, Sonic, and Hummer!

 I do not agree, the idea of UltrEpicLeader100 seems to me just great, since for many Somari represents the first contact with the universe of Sonic, I also think that it is a mistake to think that this hack is only about creating a decent Sonic port, my desire is to create a game that despite the technical limitations can be enjoyed by all :beer:

 That's why for the one who missed it I leave this gift: (https://orig00.deviantart.net/1614/f/2019/087/8/c/download_by_terwilf-dd39bcf.gif) Somari in STH Improvement! (https://mega.nz/#!GEhUHARD!MUYKa9BvBeKURMY8Hbx1P1P2rlZk2n4pA0c_Ts5JhGY) :laugh:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: cartridge_rom on March 19, 2019, 01:49:28 pm

I did not know that Amilgi developed the Scrap Brain Zone theme without being available, as it is broken in the game code :huh:

great to use the original theme, then Amilgi developed all the Bso of the Sonic 1 of MegaDrive by Famitracker :thumbsup:

It's a pity that Amilgi or Ti does not develop more music projects for the Nes, there are not many experts in developing music with famitracker :'(
the pirate pots of HummerTeam is screaming for it

Super Mario World / Super Fighter III / Final Fight 3 among many others ....
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: DavidtheIdeaMan on March 19, 2019, 04:39:01 pm
Uhhh what does those three number means in the poll because Im confused?
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on March 19, 2019, 04:53:05 pm
Uhhh what does those three number means in the poll because Im confused?
It means three! It makes perfect sense!
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on March 19, 2019, 08:50:38 pm
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.

Quote from: Notes
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:

Spoiler:
* Even so their animations work normally.
** When I transcribe Familikid's data to the game, I'm not sure, but I feel that something changes, anyway when making a spindash the game is blocked.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on March 20, 2019, 12:30:22 pm
Since you've mentioned labyrinth zone, you've just reminded me of something. In the original game, and I'll also assume* this one too, not all of the... bubble dispensing... things... actually produce bubbles (like this one here).

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/bdeab6a2-2ed7-4b9d-8763-e7541a035556/dd2kypb-9fcbc805-a7ea-4943-b5d8-670bddf5cfb7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2JkZWFiNmEyLTJlZDctNGI5ZC04NzYzLWU3NTQxYTAzNTU1NlwvZGQya3lwYi05ZmNiYzgwNS1hN2VhLTQ5NDMtYjVkOC02NzBiZGRmNWNmYjcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.nNpInv0eab9dYT_zKbU_vNp0wWCI7JsIicKCKB7Fagc)

Now, I have no idea how this game handles objects so I'm just wondering if you intend to fix it at some point (by adding or modifying other objects). You could alternatively just remove the tiles for the "bubble dispensers" that don't work.

Spoiler:
*sics :thumbsup:

Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on March 21, 2019, 02:22:42 am
Hey Sics, About Last Time On The "Sonic Team Presents" Text Needed For This Game... When You Told Me If I Was Going To Redraw All The Letters Or Something Like That...? I Was Trying To Say Is I Don't Really Know, All I Did Was Use Tile Layer Pro And Stylized The Text With The Sonic Pocket Adventure Fonts, But Bigger Since Redesigning Them To Be Closer To The Sega Genesis Version Would Take An Extreme Amount Of Time, But Editing The Somari Team Presents Thus Changing It Back To Sonic Team Presents Was Totally Worth It!

By The Way... Any More Progress On This Game Lately...

(Old Man Jenkins): What Did I Miss?
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Satoshi_Matrix on March 21, 2019, 05:48:59 am
Oh, yikes. This seems like a big problem. I haven't played through the game in a few months, so I totally forgot about this.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on March 22, 2019, 04:10:14 pm
Aha! Now I actually have something to report that you probably don't know about...

https://youtu.be/Xt5hlJn07-w

This shows off a collision glitch in Marble Zone, that's pretty easy to come across if you know what to do.

Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: FailSandwich on March 25, 2019, 07:21:56 pm
I wonder if it would be possible to implement the Drop Dash in Somari? :huh:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on March 26, 2019, 01:36:14 am
Hey Sics, In One Of Your Latest Posts, You Said It's Horrible To Work Alone... Are You Planning On Getting Some Help For The Upcoming NES Improvement?

For Example: Amilgi Can Do Some Audio Improvements Such as The Ring Sound Effect, The Original Is Still Too High Pitched! White Fox's Improvement On Sonic For The NES Is So Amazing. I Think He Should Help You Out On The Bug Fixes Such as Sonic Popping Up Every Time He Uses His Spin Dash To Attack The Robot Badniks and The Loops That Causes Sonic To Not Be Able to Grab All Of The Rings But To Only Miss One Ring! What You Do Think About It... Also, I Hope You Secretly or Actually Found a Way To Add The New Title Screen To The Game Unless You Plan To Do Something Else With It! And One Last Thing, How Goes The Rest Of The Improvement?  :-\

March 26, 2019, 02:02:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Hey Amilgi, Are You Planning On Doing Some NES Music Improvements For Street Fighter II, Super Mario World, Kart Fighter, Mortal Kombat II, And Some Other Bootleg Games For The NES?  :o
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on March 27, 2019, 12:59:55 am
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)
 
Spoiler:
Note: I believe that the best solution would be to reduce the time Sonic can hold his breath, and create an object with the ability to eliminate or hide surplus air dispensers, but for the moment I do not have the technical knowledge to achieve these goals (http://www.romhacking.net/smf/Smileys/newyabb/thumbsup.gif)

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.

Spoiler:
Note: Is too early to decide that, so I repeat that it is best to be patient, I am too perfectionist with everything related to graphic design, so I plan to take as much time as I consider necessary to achieve the maximum of the objectives I pursue.

 PS: I do not know much about SpongeBob, so it took me a bit to understand the meaning (http://www.romhacking.net/smf/Smileys/newyabb/laugh.gif)

 (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd345n7-556a6c84-d763-47be-9a93-1693e67cacb8.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzNDVuNy01NTZhNmM4NC1kNzYzLTQ3YmUtOWE5My0xNjkzZTY3Y2FjYjgucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.lIDsvhyGMKaMaX2zoNq-8vTzvo6d3JS6SzMZ_dKDExk)


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)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: torridgristle on March 27, 2019, 12:29:14 pm
In the original Somari the air byte is $9A and this counts up.

Air Level Value Triggers:
#$30 changes the music to the low air warning music
#$36 flashes countdown at 5
#$37 flashes countdown at 4
#$38 flashes countdown at 3
#$39 flashes countdown at 2
#$3A flashes countdown at 1
#$3B has no visible countdown
#$3C is death
#$3D I'm not sure about

(PRG ROM addresses are without headers)
PRG ROM $2E5B8 increases AirLevel ($9A) by 1.
PRG ROM $3CBB5 compares the AirLevel ($9A) with #$3D and then jumps to $3CBBB if the carry flag is set.
PRG ROM $2A293 compares the AirLevel ($9A) with #$3C and then jumps to $2A2A0 if the carry flag is set.
PRG ROM $3A281 compares the AirLevel ($9A) with #$30 and then jumps to $#A28E if the carry flag is set.
PRG ROM $3AA2E loads #$3B into the accumulator, sets the carry flag, subtracts the AirLevel ($9A) from the accumulator, stores the accumulator in $28, and branches to $3AA41 if the zero flag is set or jumps to $3AA39 if the number isn't negative, then compares with #$06, then jumps to $3AA42 if carry flag is clear.

I've tested adjusting the air time by subtracting 10h from #$3D, #$3C, #$30, and #$3B and the music, countdown, and death all played when expected.

tl;dr The numbers you have to change are at the following offsets (with header)
3CBC6
2A2A4
3A292
3AA3F
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on March 27, 2019, 06:37:58 pm
The Sonic Team Presents and The SEGA Logo Mockups That You Made Looks Amazing and I Hope You'll Find Somebody Smart Enough To Add a Sega Logo Screen and a Sonic Team Presents Screen! Also, Did Anything New Happen To Star Light Zone?  :huh:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Satoshi_Matrix on March 28, 2019, 02:47:33 am
link to one of your mockups there is broken. Plz fix, I'd love to see it!
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: The1-uptriforce on March 28, 2019, 02:53:43 am
I really like the logo you have where Sonic is closer to the SEGA :)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on March 28, 2019, 11:30:07 am
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:

Spoiler:

 Note 1: I have assumed that the version of the game you are referring to is "Somari (SOMARI-W) (Unl) [!]" Since it is the only one that matches your description.
 Note 2: I can not believe it's true that there are people who eat pizza in Sandwich, I hope they're just kidding (http://www.romhacking.net/smf/Smileys/newyabb/laugh.gif)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: torridgristle on March 28, 2019, 01:52:25 pm
I didn't think to check if code was moved around between Somari and Jabu & Ti's version.

I searched for the surrounding code for each part and located them in the expanded ROM. The offsets for each value are:

#$3D is at $7EAD8 (Header)
#$3C is at $2A2A4 (Header)
#$30 is at $36292 (Header)
#$3B is at $36A3F (Header)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on March 28, 2019, 03:09:42 pm
 I'm confused, using the new pointers, the changes did not have the expected effects, but with the pointers that I had previously obtained everything seems to work well (https://orig00.deviantart.net/9ce5/f/2019/086/c/3/what_by_terwilf-dd34pvz.gif)

 Also, when comparing the old addresses with those provided to me, everything seems to indicate that except for a few bits it is a duplicate sector. Could it be that it is not used or will be used under any specific circumstance?

 If you are interested I can give you a copy of the hack by private, but in this sense there should be no substantial differences with the versions circulating on the internet :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: torridgristle on March 28, 2019, 04:32:59 pm
You can PM it to me if you want, but here's the bytes I'm searching for to find each so you can search your version:

Expecting to find C9 3D B0 02 E6 9A C6 9B 10 04 A9 00 85 9B C6 9C to edit #$3D
Expecting to find C9 3C 90 09 A5 1D C9 09 F0 03 4C FF 89 60 0A AA to edit #$3C
Expecting to find C9 30 90 09 A5 1E C9 09 F0 03 20 2C AA A5 9B F0 to edit #$30
Expecting to find A9 3B 38 E5 9A 85 28 F0 0A 10 00 C9 06 90 05 A9 to edit #$3B
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on March 28, 2019, 08:55:36 pm
 I will be happy to send you a copy of the game :thumbsup:, although I do not think it is necessary to inquire more about the Labyrinth countdown issue, since it is indeed a repeated block, I have verified it after analyzing the differences of both sectors in the same rom:

(https://orig00.deviantart.net/edec/f/2019/087/c/e/sht___bloque_repetido_by_terwilf-dd3932x.gif)

 For the time being I will test this new modification as much as possible, although in any event I plan to replace the values ​​of the sectors of the code that seem to be not being used, I think it is best until it is verified that this block of code has no effect on the game.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on March 31, 2019, 12:44:29 am
Hey Sics, Did You Perform Any Tests On One Of The Levels For Sonic The Hedgehog On NES? Are You Thinking Of Add The Unused Sprites For Dr. Eggman Where He's Falling and Running After Defeating Him In The Final Zone, I Found Something Like That In Somari and It Can Be Found In The Cutting Room Floor Website. Are You Also Going To Think Of Adding The Unused Drown Sprite Where If The Timer Reaches 0 While He's In The Water, He Drowns To Death!? Would It Be Really Impossible to Add a Checkpoint Monitor and It Make It Work Perfectly Like In The Game Gear/Master System Versions Of Sonic 1? I Honestly Love The Improvements You Did On Green Hill Zone Since It Was One Of My Most Favorite Levels In Sonic 1 and I Really Like Amilgi's Music Track Version of Green Hill Zone Since It Sounds Much Better Than Hummer Team's Version Of Green Hill Zone! I Hope The Improvement For The Rest Of The Game Gets Finished Soon... I Almost Forgot, Any Status Report On Scrap Brain Zone Yet?  :huh: :) ;) :o :angel: :laugh: :happy: :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on March 31, 2019, 08:18:00 am
 ● Did you do more tests?
 I was testing the Sonic 2 of Master System to rip some graphics and know their mechanics, and I really prefer the NES, I expected a more polished game coming from SEGA :P
 
 ● What changes will Eggman have?
 I am working to update the Eggman graphics, adding some new things, but none that need to make any drastic changes to the code  :D
 
 ● Restoring the zero in the countdown?
 No, this is not possible because all the space on the tile is already occupied.

 ● Is it possible to restore control points?
 I have no idea... (https://orig00.deviantart.net/9ce5/f/2019/086/c/3/what_by_terwilf-dd34pvz.gif)
 
 ● Green Hill!
 Do not forget that part of the graphic aspect of Green Hill and many other areas we owe also to FuriousTH, sincerely I would never have considered starting with this new stage of the project if it were not for their work :thumbsup:
 
 ● I wish the wait would over.
 Before I felt the same, but I decided to take things more calmly. ::)

 ● Information about Scrap brain?
 None, because as I said Scrap Brain is not part of the current objectives of this project(https://orig00.deviantart.net/6cc7/f/2019/086/3/4/shades_by_terwilf-dd34pw9.gif)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on March 31, 2019, 01:12:08 pm
Dude, I'm So Sorry About That!  :'(

It's Just, After All This Work You've Done To Give Sonic The Finish He Deserves... You Just Did So Amazing Into Making This Game Look Like A Homebrew Game Rather Then a Bootleg Game!  :)

I Just Hope You Finish The Improvement Very Soon... Cause I Can't Wait To Try The Final Improvement Of The Game Very Soon!  :)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on April 01, 2019, 10:30:44 am
 Thank you very much and do not be sad, remember that I do not speak English fluently, therefore I often can not express myself as I would like, so I understand that these misunderstandings arise(https://orig00.deviantart.net/6cc7/f/2019/086/3/4/shades_by_terwilf-dd34pw9.gif)

 In summary, I manage my time to meet as many objectives as possible, but I mainly focus on the goals that I feel I have possibilities to achieve, on the other hand if on the way I find something I can fix and it was not in my plans, I do not hesitate to do it :thumbsup:

 On the other hand you will have to excuse me, since I still have a lot of desire to fix several things, so you will have to wait some time until this project ends (https://orig00.deviantart.net/1823/f/2019/091/5/9/ups_by_terwilf-dd3jmae.gif)

 Ah, one last clarification, my biggest wish is that this project does not end here with me, I'm very excited about the idea that this game continues to grow (https://orig00.deviantart.net/b937/f/2019/087/7/0/bounce_by_terwilf-dd38dpn.gif)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Satoshi_Matrix on April 02, 2019, 09:19:25 pm

I went through all the mock up boot screens you posted, and this is the one I like the most of all of them:
(https://66.media.tumblr.com/ccbe2a8cfa958fc091f39e68f2a32e60/tumblr_ppd29jjij01rc7qlzo1_400.png)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on April 03, 2019, 11:43:15 am
I went through all the mock up boot screens you posted, and this is the one I like the most of all of them:
(https://66.media.tumblr.com/ccbe2a8cfa958fc091f39e68f2a32e60/tumblr_ppd29jjij01rc7qlzo1_400.png)

I think this one is probably my favourite too, although it's had to choose with so many :o
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on April 04, 2019, 01:14:47 am
Hey Sics, How The Progress Coming Along?

Did You Manage To Fix This Problem Where One Ring is Never Collected In The Loops Yet?  :) :huh:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: FailSandwich on April 04, 2019, 08:58:10 pm
(https://bin.smwcentral.net/u/34937/sega_screen_by_terwilf-dd33wj2.gif)
If I had to pick a favourite, it'd be this. It just looks more like something that'd be in an NES game, where all the others look like they're trying to look like they're on a Genesis or SNES. I'm not saying I don't like the others, but this one is my favourite.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on April 06, 2019, 12:02:04 pm
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)

Quote
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)

Spoiler:
* Although I'm sure I've talked about this, I can not find a conversation that confirms this assumption, maybe I hear it from another programmer or I'm confused :beer:

 I know it seems an unnecessary clarification, but I do not like to say things that are not true, unless it's to safeguard a fugitive who was unjustly accused of a crime he did not commit and wants to take a trip in search of justice. That was very specific? :-\

Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: macbee on April 07, 2019, 07:34:05 pm
If you're open minded to flickering tricks it's possible to achieve a more "16-bitish" Sega logo - like this one I did 7 years ago:

(https://pbs.twimg.com/media/D0xMxthXgAAciyx.png)

NES Rom link (in case you want to study it): https://t.co/icJnK8b1KR
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on April 07, 2019, 08:53:20 pm
That SEGA Logo You Made Macbee is So Impressive!!!   :)

Hey Sics, How Are Sonic's Animations Coming Along?
and Question... Are There Any Graphical Change, Any New Animations Added Lately, and How Did You Reduce The Time From 5,000 to 2,000?  :huh:

April 10, 2019, 01:34:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hey Sics, After Some Thinking... I Think The Clouds In Green Hill Zone Should Be Improved and About Eggman's Graphics From One Of Your Previous Posts... I'd Go With The One On The Right Since It Takes Better Advantage Of The Colors! Also Eggman Should Have a Nose and His Head Should Still Be Rounder Like In The Original Version... Hope You'll Plan On Investigating More Bugs So You Can Fix Them and Finally Release This Version!  :-\
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Googie on April 10, 2019, 03:19:17 pm
I'm really liking the progress, this is gonna be amazing when it's done. :beer:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on April 11, 2019, 02:39:25 pm
Macbee
 I think something I had heard :laugh:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd44rjg-05ef977c-43dc-4e9e-99df-4b5702912eea.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQ0NHJqZy0wNWVmOTc3Yy00M2RjLTRlOWUtOTlkZi00YjU3MDI5MTJlZWEucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Rkx9NW5hjuuLjMOxLshwIZMxevoOoLGix4hhNsFGKQ0)
 
 On the other hand, although I appreciate your interest, I do not have sufficient technical knowledge to insert new screens to the game, those models were made in response to (http://www.bwass.org/bucket/L2.png)SuperStarFox (https://www.deviantart.com/supastarfox/art/SEGA-CD-Sonic-s-Finger-Wag-8-BIT-790453214)' initiative, only to motivate him to give the best of himself.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d9d15482-3751-4b54-b440-93e9202b1c0d/dd2m5lq-4ebb1cc2-4d41-438e-ac41-7f2837442afa.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2Q5ZDE1NDgyLTM3NTEtNGI1NC1iNDQwLTkzZTkyMDJiMWMwZFwvZGQybTVscS00ZWJiMWNjMi00ZDQxLTQzOGUtYWM0MS03ZjI4Mzc0NDJhZmEuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.lc1AWdzZz3Ja-wRAS3IffC8Zlpuw57cO0n6CWAtTAR8)

 Finally, I am very curious about how he manages to make the necessary images to carry out this effect, is it a manual process or is it helped with a tool? (https://orig00.deviantart.net/9ce5/f/2019/086/c/3/what_by_terwilf-dd34pvz.gif)
 
SuperStarFox
 The Animations of Sonic.
 At the moment it is too early to reveal information about what I am trying to do. Thank you! :thumbsup:

 Time Bonus.
 To reduce the score of the time bonus I had to find its hexadecimal value and modify it, usually this data is found using the debugger, but in this case as I sensed that this value could be found near other data that I had previously identified, I simply used the hexadecimal editor search and wrote the full number of the bonus with the format that the game uses.
 
 The Clouds.
 In the current version I have redistributed all the clouds and corrected some mountains, although I am still not happy with the results. I've also tried some other things, but it's not worth talking about until I make a decision.
 
 Dr. Ivo Robotnik (or Eggman for friends)
 With the modification of the final Bosses I have also simplified the Eggman tab, so it is now easier to create alternative versions, on the other hand remember that the Eggman design is limited by the distribution of the pallets, so I have no way to achieve what you request.

(https://orig00.deviantart.net/877e/f/2019/042/a/a/mostachone_by_terwilf-dczgwh7.gif) (https://orig00.deviantart.net/d68b/f/2019/042/4/9/mostachone_2_by_terwilf-dczgxa9.gif)
 
Googie
 I hope you're right, I never imagined that people would be interested in such a modest project like this, thank you very much!
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on April 12, 2019, 03:23:26 am
Let Me Explain Clearly On Just One Thing... Back In Page 7, It Was This Previous Post. "They are like my curtains, they are there but they are useless :laugh:, as I said before, at the moment they are just a modified currency  :D
 No need to ask, any kind of help will be welcome  :beer:

By the way, I draw this other version leaving aside the original scheme to take better advantage of the colors, what do you think of it? :beer:"

It Was That Post I Was Trying To Explain About Earlier and I Liked The Other Version Of Eggman's Graphics That Takes Better Advantage Of The Colors Instead Of The Original Version That Was From Sonic The Hedgehog On Sega Genesis!

Also, You Corrected The Mountains and Redistributed The Clouds... Impressive!  :laugh:
If There Was One Level You Would Enjoy So Much More Than Any Other Level In Sonic On NES, What Would It Be?
For Me, It's Green Hill Zone!  ::)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on April 12, 2019, 09:54:37 am
 Dr. Eggman 2 - The revenge of Robotnik.
 But if you have read my previous publications you should know that the following comment I made after the one you mentioned was:

Gastronomicon (Hello Gastronomicon of the past, how are you? :laugh:)
 I think it's a very wise criticism, "I suppose I could include it as an optional extra" (Referring to Eggman) :thumbsup:

 So when I commented that: "it is now easier to create alternative versions" by context, I assumed that I would understand that I was referring both to that comment and to the fact that I can now modify Eggman's graphics more easily.

 Favorite Zone Act3.
 The levels that I have played the most are those of Green Hill, but without a doubt my favorite area is the Marble Zone, I am not sure if it is for all the effort involved in its remodeling, but I love the result that was obtained thanks to the joint effort of all those who participate in it :beer:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd4erh9-9721e8f1-6dbe-4c52-ad00-8f65605e192d.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQ0ZXJoOS05NzIxZThmMS02ZGJlLTRjNTItYWQwMC04ZjY1NjA1ZTE5MmQucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.wQJLnQ2uFWFrSEf6PsOqU4qM1ZKmlZutk-hAadNm5DU)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on April 12, 2019, 11:49:10 am
Nice, I Hope The Rest Of The Project Gets Fininshed Soon!  :angel:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on April 12, 2019, 12:16:29 pm
 I think I had already heard that somewhere ::)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: macbee on April 12, 2019, 03:27:24 pm
Thanks for your interest on the stuff I do.
Even without flickering tricks you could use just one of these 2 frames (I think it would look good enough).

It would require just a few background tiles and 2 palettes:
(https://i.imgur.com/ai8GJ63.png)

Without the flicker effect it would look like this on a NTSC screen:
(https://i.imgur.com/kmTDMgl.png)

Congratulations on your project!
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on April 12, 2019, 05:07:08 pm
If Someone Knows How To Add More Screens For Sonic on NES, So We Can Get a SEGA Logo and a Sonic Team Presents... PLZ GO FOR IT!!! CAUSE SONIC NEEDS THIS SERIOUSLY!!!
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Ti_ on April 13, 2019, 11:28:43 am
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:
Spoiler:
Code: [Select]
f = io.open ("regs.txt", "wb+");
i = 0;
io.output(f)

while (i<30) do

 a = memory.readbyte(0x4000+4);
 b = memory.readbyte(0x4001+4);
 c = memory.readbyte(0x4002+4);
 d = memory.readbyte(0x4003+4);

io.write (a);io.write (',');
io.write (b);io.write (',');
io.write (c);io.write (',');
io.write (d);io.write (',');
  FCEU.frameadvance();
  i=i+1;
  end;

io.close  (f);

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.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Satoshi_Matrix on April 14, 2019, 12:07:06 am
While I agree with crediting Sega by displaying their logo in a boot up splash screen, I also think a logo for Hummer Team should folow it.

Somari is a sloppy mess, no doubt about it. But all of Somari's code and engine had to developed from scratch at a time when NES development wasn't common for unlicensed devs.

I just think that Hummer Team should also feature if possible.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on April 14, 2019, 03:01:47 pm
A Sega Logo Screen, Will Make THE STAFF AT Sega and Sonic Team Relized That They Discovered An Amazing Homebrew Port For Sonic The Hedgehog On The Nintendo Entertainment System! Forget The Hummer Team Logo, a Sega Logo and a Sonic Team Presents Screen Will Make This Game Look Even More Better Than Before! Also... I Can't Wait To Hear Some Audio Improvements, Repositioned Enemies, The New Graphics For All Of The Zones, and Tons More Once This Game Is 100% Complete! WHAT??? This Game Is Evolving... This NES Game Has Evolved To a Homebrew Game!

Anyone Who Has Contact With Sega, Takashi Ezuka, The Leader Of Sonic Team, and/or Nintendo Must Look At This Game and See It For Themselves Cause This Game Will One Day Save Sonic's Franchise!  :angel:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on April 14, 2019, 05:13:38 pm
 If I am completely honest, far from being more motivated to continue I am terrified, I never thought that this project would attract Ti' attention :o

 For that reason, although I understand how all the possibilities that your contribution provides, being this my first project of this magnitude, I have many questions hanging around in my head at this moment, without forgetting the fact that I am still alone, distributing my time to perform all the tasks that I was considering necessary.

 That's why I ask for some patience so that I can organize my ideas, so any help, advice or idea about the future of the project is welcome, thank you very much! :thumbsup:

 Note: I apologize for not having responded to the messages in the usual way, I am completely blocked :D
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on April 16, 2019, 02:09:55 am
How's The Progress On This Game, Sics?  :)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Satoshi_Matrix on April 16, 2019, 05:29:22 pm
Anyone Who Has Contact With Sega, Takashi Ezuka, The Leader Of Sonic Team, and/or Nintendo Must Look At This Game and See It For Themselves Cause This Game Will One Day Save Sonic's Franchise!  :angel:

It's extremely unlikely Sega is aware of this graphical and gameplay improvement project for Somari, and contacting them about it is a very bad idea. ROM hacks are in a sort of legal gray area. Some companies are cool with it, some see it as missing with their property and may even try to mount a C&D. Nintendo is particularly awful about this.

It's best to leave big companies out of fan made content like this. As you saw, it makes the creators nervous when people bring something like that up.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on April 16, 2019, 05:54:34 pm
Point Taken... SORRY!
Never Mind About The Contacting Thing... Sorry About That! I'll Be More Careful! I Hope There's More Previews on Sonic's Upcoming NES Improvement Coming Soon!
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Satoshi_Matrix on April 17, 2019, 12:07:12 am
Yeah. We all want the best for the project. Some devs are cool about fan made content and it's awesome when they are. But some see it as unauthorized use of their properties, their code, their engines, etc. That's why it's always best to not seek approval or recognition. We're not profiting off any of this and as long as that remains the case, we're in the legal clear.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: NiO on April 18, 2019, 10:23:48 am
Waiting patiently for this hack  :)

Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: FailSandwich on April 18, 2019, 11:48:24 am
The only thing that SEGA owns in this game is the IP, the music, some of the sprites (like the rings because those I believe were ripped from the actual Sonic 1) and possibly portions of the source code. The rest was coded (or ported) by Hummer Team. Still isn't a good idea at all to tell SEGA, I just wanted to put this out there.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on April 18, 2019, 07:47:08 pm
 Do not worry, I'm just reloading HP (Not the printer :laugh:)

 I was suffocating to have to update this publication only to repeatedly answer the same, I always hated to ignore people, but some forget that the time I spend answering those questions in a language that I find hard to write, is time I lose to work in the hack.

 It hurts me a lot, that everything has coincided with the publication Ti_, I always admired his work and I really wanted to ask him some questions about his hack :-\

 That is why before continuing, people must understand that I am alone, that my time is limited and above all that I have responsibilities to fulfill before the hack, it is not logical to assume I will be able to do everything they want me to do just for propose it to me.

 And yes, I know that you may think that the problem is that I must look for more people to achieve the hack that everyone expects, but honestly I never looked for such a thing. My goals are simple, I just want others to see the same thing that I saw in this game when I was little, for that reason:

 ● He believes he can contribute something, he is invited to do so.
 ● Whoever wishes to work with me, is invited to do so.
 ● If you want to work in a parallel hack version, you only have to ask for a copy of the project.
 ● When I encounter a problem that I can not solve, I will always ask for help.

 I only ask that they give me space to grow, that they also listen to my opinion and, above all, that they accept my limitations.


 Quickly answers:
Macbee
 Thank you very much, for your contribution I love how you solved your design, I hope to use it in the future :beer:

Ti_
 I almost fell out of the seat when I saw that I had this message, thanks for stopping by, I know that sooner or later your contribution will change the course of this project (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd34pwx-08aa0265-aa7d-4e27-b815-979a774c54f7.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzNHB3eC0wOGFhMDI2NS1hYTdkLTRlMjctYjgxNS05NzlhNzc0YzU0ZjcuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.YZ14-YgmSJGg9xZjoTw0MRhj5EY1WbWORl7MEoJtidw)

Satoshi_Matrix & SuperStarFox
 At the moment it does not seem logical to work on the screens of introduction of the game, before that I want to solve other things that I consider more important, but if I decided to do it in the future, I guess I would choose to make both versions (Hummer Team and Sonic Team) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd34pw9-ea394d21-b744-4318-afdc-a34b90a0abfc.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzNHB3OS1lYTM5NGQyMS1iNzQ0LTQzMTgtYWZkYy1hMzRiOTBhMGFiZmMuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.-hJh6WuwK0JYoeFn8rGJ-07ROlDznM05S-xhLTy-LLY)

Satoshi_Matrix, SuperStarFox & FailSandwich
 I can not believe that someone with common sense could think that a project like this could infuriate Sega or interest Nintendo (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd3jmae-f84b4eae-0d89-45df-8a4f-27c2e858c81b.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzam1hZS1mODRiNGVhZS0wZDg5LTQ1ZGYtOGE0Zi0yN2MyZTg1OGM4MWIuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.lhayCAFvcav2IkkgYTmOlssfRyQnU3SXI-UD7bHuKPM)

 On the other hand, anyone is free to express their ideas however bad they may be, it is not as if I were going to blindly follow every advice they give me. That is why opinions on these opinions are also welcome. No one should be censured in that sense ;)

NiO
 I think the same, no, actually I'm impatiently waiting for his Deadpool Nes hack (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd38dpn-af8215a4-833b-421d-be10-0c0c34d6e025.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzOGRwbi1hZjgyMTVhNC04MzNiLTQyMWQtYmUxMC0wYzBjMzRkNmUwMjUuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.vUO2bSvAMqAEER4uzmUFbMX_8vdJlDCr-YNQR82Ou8s)

SuperStarFox
 As I mentioned I need a time to breathe, later I will continue with my work, but for the moment I will rest until further notice, you can feel free to write in this publication, but as much as possible I will respond when I finish this recess :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: torridgristle on April 20, 2019, 06:19:02 pm
(http://www.mojontwins.com/juegos/espitene/espi_cart2.gif)
Have you seen the homebrew Sonic NES game Espitene (http://forums.nesdev.com/viewtopic.php?f=34&t=18283)?

It seems to be a newer version of Sonic Mal included in a multicart (http://www.mojontwins.com/juegos_mojonos/mojon-twins-gran-sabiduria-31-in-1-real-game-nes/). Here's a screenshot (http://www.mojontwins.com/wp-content/uploads/2017/01/multicart-004.jpg). There's a rip of Sonic Mal (https://mega.nz/#!80lyGKbI!mOM3W4lsPcdwdOXCBlsHYGtO5MEGA471NA0IPg2jZKw) where it's just the singular game but the levels are different and it might have been modified for a Plug N' Play console.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on April 20, 2019, 06:23:44 pm
That homebrew seems quite interesting, but it isn't nearly as impressive or as complex as this romhack of somari. However, how it relates to this topic other than loosely resembling sonic on nes eludes me
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: UltraEpicLeader100 on May 01, 2019, 08:47:32 am
Any new update to this project?
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on May 01, 2019, 04:43:23 pm
The Progress Is Doing Great...
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: gustavocomvoce on May 02, 2019, 10:35:13 am
Amazing project!!!!!!!    :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy:

I hope you can finish.  :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on May 03, 2019, 11:45:05 pm
Hey Sics, I Know Your Still Relaxing or Thinking Of Something To Make Sonic On The Nintendo Entertainment System Look Even More Better Than Before... But I Was Wondering If You Have Any Previews Or Any Mockups That You Made For Either Green Hill Zone, Marble Zone, Spring Yard Zone, Labyrinth Zone, Star Light Zone, (Expect For Scrap Brain Zone Since It's Still Not Part Of The Project) Final Zone, Special Stage, Or For The Entire Game... Sorry If I Got Carried Away But I'm Just Curious...

Also, I Heard That You Were Curious About How I Created The 8-Bit SEGA CD Startup Which Also Features Sonic's Finger Wag... If You Really Want To Know, Then I Guess It's Time For... The Making Of SEGA CD - Sonic's Finger Wag (8-BIT)! I'm Not Able To Show You Images But I Can Tell You How This Was Possible!

1. I First Use Paint 3D To Resize The Screen To The 256 x 240, Then I Color The Background To Black and Used The Sonic Pocket Adventure Fonts.

2. Next, I Add In Sonic's Finger Wag and The Sega Logo.

3. Then I Use An Online Sprite Editor Called "Piksel" And I Design The Sprites, Animations, and Other Stuff!

And That's How I Created The SEGA CD - Sonic's Finger Wag (8-BIT)!  ;)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: cartridge_rom on May 15, 2019, 10:22:19 am
how is the Sonic 5 project going

Greetings Sics :beer:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Midna on May 27, 2019, 10:21:16 am
1. Don't double-post.

2.
That's why I ask for some patience so that I can organize my ideas,

3. Please For The Love Of Christ Stop Typing Like This. Nobody, and I mean literally nobody likes to read posts that are written like this. Our brain turns off and we skip down to the next post. Use mixed case like a civilized human being, for everybody's sake.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on May 27, 2019, 12:25:44 pm
1. Don't double-post.

2.
3. Please For The Love Of Christ Stop Typing Like This. Nobody, and I mean literally nobody likes to read posts that are written like this. Our brain turns off and we skip down to the next post. Use mixed case like a civilized human being, for everybody's sake.

^This.

I haven't said anything for politeness' sake but everything said here has been bothering me a concerning amount. At least wait until sics comes back and stop bumping the thread for the love of god
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Midna on May 27, 2019, 05:52:58 pm
I hate to break it to you, but getting angry at people who are calling you out for misbehaving isn't a good look.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Midna on May 27, 2019, 07:25:53 pm
Projects die all the time, even ones that get officially announced and are a decent way through development. If sics comes back and finishes this, cool. If not, oh well.

And always remember that you can learn hacking yourself, and eventually put out something just as good as this, if not better!
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: MathOnNapkins on May 28, 2019, 04:29:36 pm
Note: Posts were deleted from this thread because one or more users were asking for updates, which is against the Rules of Thumb of this forum.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on May 29, 2019, 04:00:53 am
Quote
The truth I do not know if the project is dead or not, what I do know is that persistent attitudes like that are what were wearing down my desire to continue.
 
 I confess that I took a break because I tried not to be hard, since I always put the good things of people above everything else, but really this situation is suffocating me.
 
 It is boring to have to repeat the same thing always, to feel obliged to comment on even the most inconsequential updates, wasting an important part of my time, and above all, feeling that my opinion is the least important in some cases.
 
 I clarify that I am not angry in any way with you and you will always have a space here to share your ideas, but I think it is necessary for you to understand that the people who carry out this type of project are normal humans, with obligations, responsibilities etc, etc, etc...

 Quick Answers 2 (The return of my inoperability)

 Torridgristle
 Of course, it's great, I even considered making a graphic hack of the first version of that homebrew :beer:
 Note: The independent version of the game only works in (https://orig00.deviantart.net/1614/f/2019/087/8/c/download_by_terwilf-dd39bcf.gif) Jnes (http://www.emucr.com/2017/01/jnes-v121.html), I recommend to try it.
 
 Gastronomicon
 Actually although at first glance it may seem like a simple game, on a technical level it is quite interesting, since it not only adapts many of the characteristics of the original game, but it also uses a surprising amount of graphic tricks (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)

 UltraEpicLeader100 | SuperStarfox
 Nothing new around here (I do not want to continue answering questions of that type, thank you very much)

 SuperStarfox
 Actually I could not relax and less continue :P
 
 Note: Although Piksel can work for small projects, I recommend using programs such as Photoshop for coloring the graphics and Firework for animation, since it is much more practical to work with offline programs :thumbsup:
 
 Cartridge_rom (We already talked privately) |  Gustavocomvoce: Thank you!(https://orig00.deviantart.net/6cc7/f/2019/086/3/4/shades_by_terwilf-dd34pw9.gif)
 
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on May 29, 2019, 09:00:55 pm
hey sics...
I'm real sorry that i kept on acting impatient, it's because i thought that the project was cancelled, but it isn't and i'm glad you're back... Besides, After All That Work You've Done For Sonic, I Even Thought That Things Weren't Gonna Be The Same Without You, and You're By Far The Best Romhacker I've Seen All Day and I Hope That The Project Is Finished Very Soon.  :angel:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on May 31, 2019, 10:55:40 am
 The truth is that currently I have no plans to continue with the project and is that the truth I'm almost sure that you have not understood what I wanted to say.

 First of all, the only reason why I decided to post again in this forum was because I wanted to avoid people ending up making you feel bad, for things that I should have talked to you from the beginning.

 That is why he must understand that just as you manage to motivate others and provide interesting proposals, you tend to have a very invasive and sometimes even intolerant attitude towards the ideas of others and that in the long term ends up being exhausting.

 And no, this attitude is not something new, it is only necessary to examine your previous publications and you will be able to realize that 34 of the 44 comments that you made in this forum are directed to this project, and this without taking into account the messages that you have sent to through other means.
 
 Of course, being fair, I must clarify that you are not the only "insistent" person I have had to deal with at the present time, but this type of thing turns out to be what turns a hobby that has everything to be fun in a stressful job more and nobody with common sense wants to work in those terms.
 
 Conclusion: You are a nice person, I value your participation in the project, and I also think that you have a great talent, but I do not want to feel pressured by anyone, nor do I think it is normal that I have to inform you so frequently about "current status of this project "And above all I would need you to understand the negative responses as such and not as something that if you push hard enough you will end up getting it.
 
 I am not angry with you, I do not blame you for anything, much less demand that you offer me an apology, I understand that we all carry our own shortcomings and of course I am not the exception to this rule, for that reason I felt that the most sensible thing was to take distance before speaking, so as not to be influenced by the situation I was living in, I regret that this was not possible, so I apologize if my words are too hard, a hug and I hope that something positive can emerge from all this.

Sincerely He-man

(https://img.youtube.com/vi/XbqCPuLgVqk/mqdefault.jpg)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: cartridge_rom on June 01, 2019, 11:53:39 am
@Sics

thank you for all the effort, enthusiasm and work done in one of the best projects for Famicom / Nes to date, especially to the followers of Sonic the hedgehog :thumbsup:
It's sad, but it's a good choice, this is a hobby to have fun creating, improving games and you have to always enjoy it

Greetings Sics :woot!:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Ray572 on June 28, 2019, 12:14:38 am
  :(
I still hope that this will end, but it is better that you take your time or do it in secret.
I hope you can come back.
Have a good time :beer:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: torridgristle on July 01, 2019, 11:31:20 am
I emailed Sic about releasing what he's already made but he hasn't replied. I do have a version of this ROM hack from when he was working on changing the underwater air supply timer but I'd like some feedback on if I should release it. On one hand it's good and lots of people were interested in it and people might work to finish it, but on the other Sic probably would have released it himself if he wanted it out there. I don't want to be scummy about it.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: HPJ on July 01, 2019, 01:48:19 pm
I've got a very late version myself, though I'm not sure if it's newer than yours.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on July 01, 2019, 08:11:59 pm
 My username is "sics" not "Sic", I think you sent the message to someone else, sorry :-\

 About what you mention, I have the desire to continue, but currently I do not have enough time to do it, so I am willing to share my work with anyone who wants to continue it, but I would prefer to give it to that person only, even if it sounds silly I would like to respect the vote that there was regarding that.

 On the other hand, in reality there is nothing left to do, just missing:

 ■ Re-map the Star Light and Final Zone graphics (adding the missing objects).

 ■ Repair the tour of Labyrinth and Star Light.

 ■ Reposition some enemies.

 And in addition I thought to reorganize the animations of Sonic, and to align them again, but although I found everything necessary, I did not know how to find the hitbox of the character.

 - Thanks to others who commented :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: DavidtheIdeaMan on July 01, 2019, 08:23:28 pm
I understand that you have little time to work on this awesome hack,I DO hope that someone picks it up and finishes it? :)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Greenknight9000 on July 07, 2019, 03:58:15 pm
My username is "sics" not "Sic", I think you sent the message to someone else, sorry :-\

 About what you mention, I have the desire to continue, but currently I do not have enough time to do it, so I am willing to share my work with anyone who wants to continue it, but I would prefer to give it to that person only, even if it sounds silly I would like to respect the vote that there was regarding that.

 On the other hand, in reality there is nothing left to do, just missing:

 ■ Re-map the Star Light and Final Zone graphics (adding the missing objects).

 ■ Repair the tour of Labyrinth and Star Light.

 ■ Reposition some enemies.

 And in addition I thought to reorganize the animations of Sonic, and to align them again, but although I found everything necessary, I did not know how to find the hitbox of the character.

 - Thanks to others who commented :thumbsup:

Honestly, I'd love to test this!
I actually own a softmodded Wii, so I can see if there's any issues with the game when played on FCEUX GX for Wii.
I also have a TON of time on my hands, seeing as I have 6 weeks of free time to kill, I can see if I can attempt to see where enemy placement is located. I think it's healthy to take a break and let other people take the reins for a bit.
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on July 08, 2019, 08:20:32 am
 Both this hack, and the original game, do not work correctly in FCEUX, since this ROM requires precision emulators to run properly, anyway the problems presented by this game in this emulator are almost imperceptible and quite difficult to reproduce.

 About the position of the enemies is very easy to find, they are always located at the end of the level data, they are read with the following format.

Code: [Select]
01 Level objects
60 Obj-Axis X
0E X axis block coordinate
70 Obj-Axis y
01 Y axis block coordinate (It is counted from above to below)

Green Hill                       []                                                                         
10 00 01 01 01 01 01 01 10 04 04 01 01 01 04 01 03 03 04 03 03 10 04 01 03 03 08 06 04 01 10 06 06 06 04 01 01 01 01 01 01 01 01 01 2E 01 01 01 01 01 0000000000000000000000000000
D6 00 10 10 E0 30 20 A0 A0 F0 C0 60 C0 E0 80 40 60 90 B0 60 90 60 C8 40 60 90 B0 D0 C0 C0 10 60 80 40 20 90 A0 D0 C0 C0 90 60 80 40 70 A0 50 D0 50 D0 0000000000000000000000000000
0F 00 0A 0D 10 03 04 07 0A 0B 0C 0E 10 13 01 02 04 04 05 06 06 09 09 0A 0D 0D 0B 0B 0E 0F 10 11 12 12 15 15 16 17 18 19 00 00 00 00 1B 05 11 11 0D 13 0000000000000000000000000000
68 00 E0 E0 80 E0 F0 E0 48 28 58 70 00 20 B8 40 D0 D0 48 E0 E0 B8 B8 40 D0 D0 A0 10 48 E0 78 98 60 40 88 20 20 10 08 10 80 80 80 40 A0 C0 80 80 00 00 0000000000000000000000000000
01 00 01 01 01 01 01 01 01 01 01 01 01 01 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 03 03 03 03 03 03 03 03 02 02 03 01 01 01 01 01 0000000000000000000000000000

 Address list
Code: [Select]
            []
       |  Blocks |   Mini   |   chr    | Pal-1 | Pal-2 | Pal-3 |  Fis  |   2000
Zona 1 |  1a010  | 000ab010 | 00084010 | 7f423 | 00000 | 00000 | 00000 |  Green Hill Zone
Zona 2 |  1c010  | 000aa010 | 00086010 | 7f443 | 00000 | 00000 | 1c500 |  Marble Zone
Zona 3 |  1e010  | 000a9010 | 00088010 | 7f463 | 1f958 | 00000 | 00000 |  Spring Yard Zone
Zona 4 |  20010  | 000a8010 | 0008a010 | 7f483 | 21845 | 00000 | 00000 |  Labyrinth Zone 
Zona 5 |  18010  | 000a6010 | 0008c010 | 7f4a3 | 19a04 | 00000 | 00000 |  Star Light Zone
Zona 6 |  14010  | 000a5010 | 0008e010 | 7f4c3 | 00000 | 00000 | 00000 |  Special Stage
Zona 7 |  16010  | 00000000 | 00000000 | 7f4e3 | 00000 | 00000 | 00000 |  Final Zone
                                         3157d   00000   00000

 List of Level objects.
Code: [Select]
Enemigos | Act 1 | Act 2 | Act 3 |
Zona 1   | 1b010 | 1b210 | 1b410 |
Zona 2   | 1cc10 | 1D210 | 1d410 |
Zona 3   | 00000 | 00000 | 00000 |
Zona 4   | 21010 | 21210 | 21410 |
Zona 5   | 00000 | 00000 | 00000 |
Zona 6   | 00000 | 00000 | 00000 |
Zona 7   | 00000 | 00000 | 00000 |

(The patch sent it to you by private message :thumbsup:)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on July 11, 2019, 01:19:55 am
Are You Planning To Upload More Videos On The Progress You've Done For Sonic The Hedgehog On The NES?

P.S. You're Doing A Great Job On The Project...
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on July 11, 2019, 04:02:49 pm
 Hello SuperStarFox, I have no new material to present, I'm currently busy, but it's good to read you back(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd3k2jx-034cb7db-edac-47ca-9c4e-ccd5329f648b.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzazJqeC0wMzRjYjdkYi1lZGFjLTQ3Y2EtOWM0ZS1jY2Q1MzI5ZjY0OGIuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.fcISHL-YbxhxILOpZzuGjaH8lm7HmIsTFoTAsJeV11M)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on August 05, 2019, 05:29:30 pm
Any Alternative Graphics Added To This Project Yet?

The Grass Tileset In Marble Zone Could Use Some Improvements, Not The Background, The Floor Tileset.
In One Of Sonic's Sprites, Sonic's Mouth Shouldn't Be Shown When He's Running, Standing, Looking Up, Looking Down, Or When He's Jumps On A Spring.
How Goes Those Graphics For Star Light Zone And Final Zone?
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: cartridge_rom on August 07, 2019, 05:10:42 pm
The Sonic 5 project is in standby or on hold until further notice from its developer Sics

It is a hard and heavy development to improve both content only a person without help or support

(https://thumbor.forbes.com/thumbor/711x399/https://blogs-images.forbes.com/olliebarder/files/2018/07/sonic_mania_adventures_5-1200x675.jpg?width=960)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on August 09, 2019, 12:37:03 am
Tails Choked On His Chili Dog!  :huh:

Anyway... The Project Is Doing Good And I'm Glad Sics Is Working On This Project, In "secret" Just For Now... And That's All I Wanna Say.  :)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on August 16, 2019, 09:03:04 pm
https://www.deviantart.com/supastarfox/art/Sonic-NES-Improvement-809945393

Hope You Like It sics... any new alternative graphics yet?  :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: Xander max on August 17, 2019, 08:37:35 am
I look forward to this project!  This Sonic is on the list of my favorite hacks, along with Legend of Link, Mario Adventure, Metroid Rogue Dawn, Ghostbusters Remastered and Megaman CX.  Congratulations, keep up the great work! :thumbsup:
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: sics on August 25, 2019, 11:57:19 am
SuperStarFox
 Currently I have only continued working on the graphics, since the volume of the project does not allow me to easily resume it, there is a lot of data that I must reinterpret and I honestly do not find the occasion to do so (https://orig00.deviantart.net/972b/f/2019/087/3/e/nono_by_terwilf-dd38dxp.gif).

 Regarding the grass of Marble Zone, I did hundreds of tests looking for alternative graphics that adapted correctly to that area, but in general these graphics were reducing visibility in certain sectors of the level.
 
 Speaking of graphics, I don't understand the decision to restore the design of the temple roof, not only does the current version have more sprites, but it is practically a copy of the Megadrive version (https://orig00.deviantart.net/9ce5/f/2019/086/c/3/what_by_terwilf-dd34pvz.gif).

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d9d15482-3751-4b54-b440-93e9202b1c0d/dde7xv5-e9825de3-3014-40b3-8683-1d210286f432.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2Q5ZDE1NDgyLTM3NTEtNGI1NC1iNDQwLTkzZTkyMDJiMWMwZFwvZGRlN3h2NS1lOTgyNWRlMy0zMDE0LTQwYjMtODY4My0xZDIxMDI4NmY0MzIucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.fmAJb7QAZ9dDpjmgKdE3GQESUFSBsAFWKtkpPOsdWQ0)
 SuperStarFox

 Sonic's mouth again ?  When the continuity of the project is so compromised, I think there are more interesting topics to talk about (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dd34pwv-d97dcc9b-6efd-43dd-b1b3-98e8e2b011e1.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGQzNHB3di1kOTdkY2M5Yi02ZWZkLTQzZGQtYjFiMy05OGU4ZTJiMDExZTEuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.QpoRHrdkXw9EaFPlJQ92z6KlWQeKYl1SxkD2QOfqbpA).
 
 ■ In Star Light Zone I have moved some things, retouched several graphics and worked to improve the background, but I am not happy with some things (https://orig00.deviantart.net/1823/f/2019/091/5/9/ups_by_terwilf-dd3jmae.gif).

 ■ In Final Zone I only arranged the Eggman design (https://orig00.deviantart.net/b937/f/2019/087/7/0/bounce_by_terwilf-dd38dpn.gif).
 
 On the other hand the project is not working well, I just try to continue because of my obstinacy of seeing it finished, but the conditions in which I work are terrible, anyway thanks for supporting me  :thumbsup: .
 
 Note: I think it would be best to pretend that the project has been canceled, in this way you can avoid uncertainty and at the same time enjoy if there is an update.

Cartridge_rom
 If I had money I would hire you as my representative!(https://orig00.deviantart.net/6cc7/f/2019/086/3/4/shades_by_terwilf-dd34pw9.gif)

Xander max
 In that group of hacks, mine would be the one that serves coffee to the others, thank you very much for the support! (https://orig00.deviantart.net/e512/f/2017/091/0/0/migi_yeah_by_terwilf-db4biaq.gif)
Title: Re: Sonic 5 - Improvement Vol.2 (Nes)
Post by: SuperStarFox on September 11, 2019, 10:52:59 pm
Hey Sics, While You Continue Working On This Rom-Hack, Tell Me Just Say That The Final Level Screen Reminds Me Of The Sega Master System And The Sega Game Gear Version Of Sonic The Hedgehog.  :thumbsup:

Also, You Seem To Have Some Trouble With The Name Of The Enemies... Let Me Explain Them All To You Right Away!

The Crab From Green Hill Zone's Name Is Crabmeat.

The Fish From Green Hill Zone's Name Is Chopper.

The Caterpillar From Marble Zone'sName Is Caterkiller.

The Flying Robot Bee From Green Hill Zone's Name Is Buzz Bomber.

The Robot From Labyrinth Zone's Name Is Burrobot.

The Little Bomb From Star Light Zone's Name Is Bomb.

The Bat From Marble Zone's Name Is Batbrain.

The Pig From Scrap Brain Zone's Name Is Ball Hog.

The Ladybug From Green Hill Zone's Name Is Moto Bug.

The Chameleon From Green Hill Zone's Name Is Newtron.

The Armadillo From Spring Yard Zone's Name Is Roller.

The Shark Fish From Labyrinth Zone's Name Is Jaws.

The Hermit Crab From Spring Yard Zone's Name Is Spikes.

The Sea Urchin Robot From Labyrinth Zone And Star Light Zone's Name Is Orbitnaut.

And The Bouncing Bunny From Star Light Zone's Name Is Splats.