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 SuperStarFox
of the Sega logo in this new version of this screen.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.
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The last thing I discovered is that enemies are activated by proximity, but I have not achieved more progress than that.
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.
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.
It's not in my plans.
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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 BGVC
hack with a hexadecimal comparison program, in this way you can take note of the addresses where this hacker has made modifications, and then analyze these addresses with Fceux for example. The steps would be:
● Start a game of the Original Somari
and perform a SaveState
. Open the hexadecimal editor integrated to the emulator and check the option in the menu with the legend ROM
● Now you must go to the addresses you have written to start making changes in your data, so you can see in real time how the game reacts.
● According to what you decide you can replace the data by writing values randomly or re-entering the code of the version modified by BGVC
, occasionally the game may end up crashing, that's where the SaveState
that you have made before is fundamental,** in addition you can also find changes that only take effect when a level starts.
▬ Moving on to your next query, I do not currently know how to alter Sonic physics, and to avoid being redundant I can summarize that from the second point onwards practically all the answers are negative to a greater or lesser extent.***
In spite of that I am working to complete the graphics of the "Final Zone" tab, with the hope of leaving a solid basis for the next hacker who tries to make "Scrap Brain Zone" a reality.
About the designs I would like to think that they are a mixture of different styles, having as main base the official version of the game, but also rescuing some details of the work done by the artists that preceded me. Sephirous
Personally it is one of my favorite levels, I love that volcanic aesthetic about to erupt. Later I want to try to draw more defined clouds taking advantage of the extra space left in the tileset, but first I have to check if there is free space in the level to store new objects and if I have the talent to draw clouds. Gastronomicon
It is strange, but I was convinced that I had talked about this in the past, although apparently I never did any publication about it, unfortunately I must clarify that this idea is unfeasible, since the blocks that make up these two ramps are absolutely different, if you look in editors like CadEditor when superimposing them you will see that their surface does not coincide in the least.