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Sonic 5 - Improvement Vol.2 (Nes)

Started by sics, May 14, 2018, 12:26:09 AM

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cartridge_rom

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!:

sics

#41
 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

Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

UltraEpicLeader100

You could change the level design to keep Sonic from falling if it's possible

sics

#43
 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 lancuster, the data I have collected and the ROM in which I work, I believe that anyone could carry out this task :thumbsup:


Adapted version of your codec for my hack.


Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

PacManfan64

#44
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.

EDIT: Image broke.

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).

sics

#45
 ● 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.



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:

Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

CowboyJoseph64

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.

cartridge_rom

#47
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!:

sics

#48
 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 Amilgi 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:



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.

Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

NiO

Im really waiting for this, seems a lot of work has been made

peixemacaco

What a hack lesson!
Great job updating Sonic for Nes! Like a pro!

Wonderful intro!

Waiting to play...

See ya,
Nelson
Super Monaco GP... It garnered an at-the-time unprecedented 10–10–9–9 rating from Electronic Gaming Monthly's Review and wasn`t a F Indy title.

sics

#51
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:
Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

peixemacaco

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

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

Nelson
Super Monaco GP... It garnered an at-the-time unprecedented 10–10–9–9 rating from Electronic Gaming Monthly's Review and wasn`t a F Indy title.

sics

#53
 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 ;)





Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

peixemacaco

Thank you very much!
I have YY-CHR ,and use Gens as emulator, but not this version that export palettes...

Nelson
Super Monaco GP... It garnered an at-the-time unprecedented 10–10–9–9 rating from Electronic Gaming Monthly's Review and wasn`t a F Indy title.

cartridge_rom

#55
@Sics Here are the cover by kirbyandthelabrinth for your graphic hack project :D


https://www.deviantart.com/kirbyandthelabrinth/art/Sonic-the-Hedgehog-Famicom-Cassette-Label-710739999

sics

 Are you the user 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.

Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

cartridge_rom

Quote from: sics on September 21, 2018, 05:08:16 PM
Are you the user 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:

sics

#58
 ;D
Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

PacManfan64

#59
(late reply)
Thank you for the critique about the sprites. If I may ask, what did you mean by "important restrictions"? Was it pallete or size limitations? I tried keeping sprites small to fit the scale of most of Sonic's sprites, and I used only the colors used by the NES.

Also, I found some things and have more questions:


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


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