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Sonic 5 - Improvement Vol.2 (Nes)

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

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drax01

Quote from: BootLeg_Lover_BR7 on March 28, 2023, 03:38:35 PMUmm,  Hi guys.
  Did we have some notice or something of the project?
 I think that the forum of the improvement is a little bit abandoned.
Bye Bye thats my text.

By BootlegLover at 28 - March at 4:38 PM

???

SuperStarFox

Quote from: BootLeg_Lover_BR7 on March 28, 2023, 03:38:35 PMUmm,  Hi guys.
  Did we have some notice or something of the project?
 I think that the forum of the improvement is a little bit abandoned.
Bye Bye thats my text.

By BootlegLover at 28 - March at 4:38 PM
I don't know what you're talking about dawg.

BootLeg_Lover_BR7

#622
Quote from: Cris1997XX on March 29, 2023, 11:53:39 AMWhat the hell are you talking about...?
If they updated, because this forum is a bit abandoned. :thumbsup:

BootLeg_Lover_BR7

Quote from: SuperStarFox on March 30, 2023, 02:49:56 AMI don't know what you're talking about dawg.
If we have some notice about the project.

BootLeg_Lover_BR7


diablo666

BootLeg_Lover_BR7 Please - don't spam here.
Because of your actions, the system collapses

As there will be updates - the author will write here.

BootLeg_Lover_BR7

Quote from: diablo666 on April 01, 2023, 07:53:21 AMBootLeg_Lover_BR7 Please - don't spam here.
Because of your actions, the system collapses

As there will be updates - the author will write here.

Sorry.

SeregaWin555

#627
I think, it would be nice if you add support for EPSM (YMF288) music with ability to toggle it on/off, since no known homebrew projects used this expansion chip ever. Also, with it the music would be more faithful to the MD. Too bad that it is supported only on Mesen-X emulator though

jpx72

I just need to drop in and leave a note for the creator of this hack:
You are making my dream come true! As one of the biggest Sonic and 8bit nintendo fans, I am totally blown off by this acomplishment! Currently testing the latest patch on real hardware and wow! The music, the gameplay, all the quirks and small addons that are taking this work so close to the 16bit counterpart and which I know so freaking well! That is so awesome! Looking forward for a fully playable Scrap brain zone!
Don't let people tell you otherwise, this is art! Thank you for your dedication!

BootLeg_Lover_BR7

#629
i Improve the sprite that sticky channel made,
BUT With Better Colors..

All Credits goes to sticky channel (please do not be angry i just make this because your sprite is pretty cool.)

Red Soul

Quote from: sics on March 10, 2023, 01:20:49 AMThe correct term is finalize, eventually that is something that is going to happen ;)

For example, in my case I joined Jabu's project almost when it started (in 2016), but I had been hacking this game since 2009, even if I don't dedicate every day of my life to do it, I think I have earned the right to think about new goals.



I have no idea what these were/are even for, but I love the work here sics!

StickyChannel92

Quote from: BootLeg_Lover_BR7 on May 16, 2023, 12:52:39 AM i Improve the sprite that sticky channel made,
BUT With Better Colors..

All Credits goes to sticky channel (please do not be angry i just make this because your sprite is pretty cool.)

You know what, I think that looks better than my attempt. I think these would be great additions if they were added in the project (with the appropriate palette of course)! :thumbsup:

Here is the link if anybody wonders why the image doesn't load: https://www.deviantart.com/bootleglover7/art/I-improve-sticky-channel-sprite-of-sonic-5-improve-962685812

BootLeg_Lover_BR7

#632
1: thanks Sticky! but you know, you're the one who should get the credit after all, you did the original work.  :thumbsup:

2: I may have redone the sprite but I feel uncomfortable getting credits from the sprite that wasn't even mine :-[ .

3: sics, if I'm going to earn the credits, I wouldn't want to earn the sprite credits, but the but the credit as spriter along with StickyChannel92.

4: thank you very much everyone! for making this come true! ;) , and you know the best?, when Terwilf is finished, I will continue with the project :laugh: , ps: if I find my computer charger that I lost 3 years ago.. (seriously I lost it in my trinkets) :-X  :banghead:

 5: you know I was going to say that maybe sics and their "romhacker gang" could improve nes smw but I know that sics
wants to make their own games  :(  and such but if that could happen, I would really like it,

and going back to the sprite text: I'll improve because I noticed a lot of palette errors.

6: I just wanted to know if we have any improvements or news

7: Is there any discord link for this project?

8: Sorry for the spam. at the beginning of the page :'(

              also, sorry for the big text too

sics

BootLeg_Lover_BR7

Project news
I have not really abandoned the thread, just that, as I had commented, I would prioritize the project due to lack of time.

Unfortunately the situation in my country is very complicated, but whenever I can, I will keep you informed through my networks, anyway, I will comment on some of the news:

▪ Sonic controls have been refined.
▪ Sonic can now move the camera with his gaze (Similar to MD).
▪ HUD; It shows up to 99 lives and the Ring animation is smoother.


▪ The new special stages are a reality (Similar SMS/GG).
▪ The new integrated endings (Designs by PacManfan64).

(Small preview)

▪ Now Eggman's emeralds match the ones you didn't get (Bad Ending).
▪ Now the credits play cinematics within the levels (Similar to MD).

▪ Scrap Brain redesign started:
Quote
This is only a mock-up, to decide the final set of graphics, so it is subject to change.

Graphics proposal
I already said that it's not about the look of the graphics, to design resources for NES, one must adjust to the limitations of the system.

I will try to make my point clear, taking as reference an enemy and a stage object:

Ball Hog: It has 4 frames, it seems that no tile can be reused, a single sprite has 12 tiles, which significantly limits the number of objects on screen.

In the graphic aspect: It uses a type of shading, which is not present in the rest of the Badniks, which also makes it difficult to distinguish its details.

That being said, it seems more sensible to start from the SMS layout or at least mimic its style:



See-Saws:
It has the same problem of excess tiles as the previous case, but being an object designed to interact with the environment, these disadvantages are amplified.

Since, among other things, it would be difficult to introduce all the graphics of the object, to the CHR that contains the rest of the sprites in the area:


Seems like a better idea, embed it as a background object:

▪ I could be placed in a group.
▪ No limitations of proportions.
▪ Occupies fewer tiles (Max 36 - Min 24 for the entire animation, as required)
▪ Background palettes are more suitable for coloring the object.



Note: I appreciate your interest and your contributions. However, in the future avoid double posting; If you want to add something after commenting, you can edit your last post. Also, try to be more specific when expressing yourself, so we avoid repetition of information and communicate better.

SeregaWin555
Sorry, in general, our goal is to respect the characteristics that a commercial game of the time would have.

jpx72
Thank you very much, each one of us made a great effort to make this project possible, and although I don't always have the opportunity to say it, I feel deep admiration for all the people who have accompanied me unconditionally, a big hug!

Red Soul
I am very happy to know that you like the designs I made for my first projects, I am sorry to say that unless they are on a lost disk in my house, they are practically lost media.

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

Flaviogames

#634
I liked the improvements, I saw that sonic now picks up all the rings when running in the circle, it just needs to be fixed so that he spins on descents when holding the directional pad down, and that he does not start the race so fast for better gameplay

BootLeg_Lover_BR7

Quote from: sics on June 01, 2023, 06:27:23 PMBootLeg_Lover_BR7

Project news
I have not really abandoned the thread, just that, as I had commented, I would prioritize the project due to lack of time.

Unfortunately the situation in my country is very complicated, but whenever I can, I will keep you informed through my networks, anyway, I will comment on some of the news:

▪ Sonic controls have been refined.
▪ Sonic can now move the camera with his gaze (Similar to MD).
▪ HUD; It shows up to 99 lives and the Ring animation is smoother.


▪ The new special stages are a reality (Similar SMS/GG).
▪ The new integrated endings (Designs by PacManfan64).

(Small preview)

▪ Now Eggman's emeralds match the ones you didn't get (Bad Ending).
▪ Now the credits play cinematics within the levels (Similar to MD).

▪ Scrap Brain redesign started:This is only a mock-up, to decide the final set of graphics, so it is subject to change.

Graphics proposal
I already said that it's not about the look of the graphics, to design resources for NES, one must adjust to the limitations of the system.

I will try to make my point clear, taking as reference an enemy and a stage object:

Ball Hog: It has 4 frames, it seems that no tile can be reused, a single sprite has 12 tiles, which significantly limits the number of objects on screen.

In the graphic aspect: It uses a type of shading, which is not present in the rest of the Badniks, which also makes it difficult to distinguish its details.

That being said, it seems more sensible to start from the SMS layout or at least mimic its style:



See-Saws:
It has the same problem of excess tiles as the previous case, but being an object designed to interact with the environment, these disadvantages are amplified.

Since, among other things, it would be difficult to introduce all the graphics of the object, to the CHR that contains the rest of the sprites in the area:


Seems like a better idea, embed it as a background object:

▪ I could be placed in a group.
▪ No limitations of proportions.
▪ Occupies fewer tiles (Max 36 - Min 24 for the entire animation, as required)
▪ Background palettes are more suitable for coloring the object.



Note: I appreciate your interest and your contributions. However, in the future avoid double posting; If you want to add something after commenting, you can edit your last post. Also, try to be more specific when expressing yourself, so we avoid repetition of information and communicate better.

SeregaWin555
Sorry, in general, our goal is to respect the characteristics that a commercial game of the time would have.


Sics
are you kidding me! Seriously, you're going to leave the idea of ��the music chip because you want to leave it the same as the old games, get out of this bro, it's already 2023 Add this chip, bro, stop being silly!

Also the updates are so awesome!

StickyChannel92

Quote from: sics on June 01, 2023, 06:27:23 PMBootLeg_Lover_BR7

Project news
I have not really abandoned the thread, just that, as I had commented, I would prioritize the project due to lack of time.

Unfortunately the situation in my country is very complicated, but whenever I can, I will keep you informed through my networks, anyway, I will comment on some of the news:

▪ Sonic controls have been refined.
▪ Sonic can now move the camera with his gaze (Similar to MD).
▪ HUD; It shows up to 99 lives and the Ring animation is smoother.


▪ The new special stages are a reality (Similar SMS/GG).
▪ The new integrated endings (Designs by PacManfan64).

(Small preview)

▪ Now Eggman's emeralds match the ones you didn't get (Bad Ending).
▪ Now the credits play cinematics within the levels (Similar to MD).

▪ Scrap Brain redesign started:This is only a mock-up, to decide the final set of graphics, so it is subject to change.

Graphics proposal
I already said that it's not about the look of the graphics, to design resources for NES, one must adjust to the limitations of the system.

I will try to make my point clear, taking as reference an enemy and a stage object:

Ball Hog: It has 4 frames, it seems that no tile can be reused, a single sprite has 12 tiles, which significantly limits the number of objects on screen.

In the graphic aspect: It uses a type of shading, which is not present in the rest of the Badniks, which also makes it difficult to distinguish its details.

That being said, it seems more sensible to start from the SMS layout or at least mimic its style:



See-Saws:
It has the same problem of excess tiles as the previous case, but being an object designed to interact with the environment, these disadvantages are amplified.

Since, among other things, it would be difficult to introduce all the graphics of the object, to the CHR that contains the rest of the sprites in the area:


Seems like a better idea, embed it as a background object:

▪ I could be placed in a group.
▪ No limitations of proportions.
▪ Occupies fewer tiles (Max 36 - Min 24 for the entire animation, as required)
▪ Background palettes are more suitable for coloring the object.



Note: I appreciate your interest and your contributions. However, in the future avoid double posting; If you want to add something after commenting, you can edit your last post. Also, try to be more specific when expressing yourself, so we avoid repetition of information and communicate better.

SeregaWin555
Sorry, in general, our goal is to respect the characteristics that a commercial game of the time would have.

jpx72
Thank you very much, each one of us made a great effort to make this project possible, and although I don't always have the opportunity to say it, I feel deep admiration for all the people who have accompanied me unconditionally, a big hug!

Red Soul
I am very happy to know that you like the designs I made for my first projects, I am sorry to say that unless they are on a lost disk in my house, they are practically lost media.



These are quite some great improvements! :thumbsup:
The only gripe I have with the loops in this hack (and the original bootleg) is that Sonic automatically goes around the loop when holding either direction on the d-pad. Also, I don't think it's possible to hack the loop code to make Sonic go really fast when pressing jump at a specific point on the loop, since Sonic does have a max set speed. :-\

Also, will the next version of this hack be called v1.6?

BootLeg_Lover_BR7

#637
Quote from: StickyChannel92 on June 05, 2023, 10:54:17 PMThese are quite some great improvements! :thumbsup:
The only gripe I have with the loops in this hack (and the original bootleg) is that Sonic automatically goes around the loop when holding either direction on the d-pad. Also, I don't think it's possible to hack the loop code to make Sonic go really fast when pressing jump at a specific point on the loop, since Sonic does have a max set speed. :-\

Also, will the next version of this hack be called v1.6?

1: yes for sure will be 1.6
2: Also, I don't think it's possible to hack the loop code to make Sonic go really fast As you say.and Hacking The sonic's speed maybe not possible but lets see what Sics Will say..

Sics its possible to make sonic palette go green if under water?
oh and if you can give me the tiles of each zone so I can work on them and along with animations etc.

TheBoxGamePL

can't wait for sonic vol 1.6 to be available :)  :)

ChromiusMixin

Quote from: sics on June 01, 2023, 06:27:23 PMBootLeg_Lover_BR7

Project news
I have not really abandoned the thread, just that, as I had commented, I would prioritize the project due to lack of time.

Unfortunately the situation in my country is very complicated, but whenever I can, I will keep you informed through my networks, anyway, I will comment on some of the news:

▪ Sonic controls have been refined.
▪ Sonic can now move the camera with his gaze (Similar to MD).
▪ HUD; It shows up to 99 lives and the Ring animation is smoother.


▪ The new special stages are a reality (Similar SMS/GG).
▪ The new integrated endings (Designs by PacManfan64).

(Small preview)

▪ Now Eggman's emeralds match the ones you didn't get (Bad Ending).
▪ Now the credits play cinematics within the levels (Similar to MD).

▪ Scrap Brain redesign started:This is only a mock-up, to decide the final set of graphics, so it is subject to change.

Graphics proposal
I already said that it's not about the look of the graphics, to design resources for NES, one must adjust to the limitations of the system.

I will try to make my point clear, taking as reference an enemy and a stage object:

Ball Hog: It has 4 frames, it seems that no tile can be reused, a single sprite has 12 tiles, which significantly limits the number of objects on screen.

In the graphic aspect: It uses a type of shading, which is not present in the rest of the Badniks, which also makes it difficult to distinguish its details.

That being said, it seems more sensible to start from the SMS layout or at least mimic its style:



See-Saws:
It has the same problem of excess tiles as the previous case, but being an object designed to interact with the environment, these disadvantages are amplified.

Since, among other things, it would be difficult to introduce all the graphics of the object, to the CHR that contains the rest of the sprites in the area:


Seems like a better idea, embed it as a background object:

▪ I could be placed in a group.
▪ No limitations of proportions.
▪ Occupies fewer tiles (Max 36 - Min 24 for the entire animation, as required)
▪ Background palettes are more suitable for coloring the object.



Note: I appreciate your interest and your contributions. However, in the future avoid double posting; If you want to add something after commenting, you can edit your last post. Also, try to be more specific when expressing yourself, so we avoid repetition of information and communicate better.

SeregaWin555
Sorry, in general, our goal is to respect the characteristics that a commercial game of the time would have.

jpx72
Thank you very much, each one of us made a great effort to make this project possible, and although I don't always have the opportunity to say it, I feel deep admiration for all the people who have accompanied me unconditionally, a big hug!

Red Soul
I am very happy to know that you like the designs I made for my first projects, I am sorry to say that unless they are on a lost disk in my house, they are practically lost media.



Wowie-! The improvements just keep coming huh? Every time I check back here, some drastic improvements are being made, and now Scrap Brain is much further along! I've got fingers crossed now that Super Sonic will at least have sprites for basic actions inserted. Again, think of Sonic 2 and 3's limited Super Sonic animations where only his common animations get unique sprites.

Only other thing on my wishlist right now is his ledge balancing sprites but that's about it. I really, really love this hack if I'm being honest.

Here, have a fanart. One adventurous Hedgehog for this forum!



**Traced from Sonic Adventure boxart. Palettes from Sonic NES Vol.2. I am not a professional artist!**