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Author Topic: Sonic 5 - Improvement Vol.2 (Nes) [Inactive project]  (Read 181739 times)

SuperStarFox

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Re: Sonic 5 - Improvement Vol.2 (Nes)
« Reply #420 on: May 29, 2021, 02:21:41 pm »
Sorry about that...  :-\

CryinOnion

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Re: Sonic 5 - Improvement Vol.2 (Nes)
« Reply #421 on: May 29, 2021, 03:43:57 pm »
Hey bro! I don't think you have to apologize for leaving the project as is. Realistically, a project can always be improved, which means it may never be finished, and in its state it's really awesome. And you can always come back to it. Personally, I think your hack is the only way Sonic the Hedgehog for NES is worth playing, so whatever you decide, that's fine  ;)

gamingcat02261991

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Re: Sonic 5 - Improvement Vol.2 (Nes)
« Reply #422 on: May 29, 2021, 06:36:03 pm »
Hopefully, that horrible high-pitched instrument that Hummer Team is known for using in their bootlegs won't be used in this improvement.

Flaviogames

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Re: Sonic 5 - Improvement Vol.2 (Nes)
« Reply #423 on: May 29, 2021, 07:34:10 pm »
some things could make this game really good, I don’t know if it’s possible but I’ll talk here, sonic starts falling and not at the level of the scenario will I be able to correct? when we run and jump we are hit by these little balls that the insects will shoot, here in this game they are programmed to shoot as fast as possible, delaying 1 second would be very good, you start walking and then change direction before you can skid it quickly. to the other side, if he doesn't walk so fast it gets better, when sonic is in the shape of a spinning ball and hits an enemy he jumps and stops, he shouldn't jump and continue forward, that would make a big difference in the game if it is possible correct
« Last Edit: May 29, 2021, 07:43:55 pm by Flaviogames »

sics

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Re: Sonic 5 - Improvement Vol.2 (Nes) [Inactive project]
« Reply #424 on: June 02, 2021, 10:02:58 pm »
CryinOnion
My apology was just for forgetting to answer the old questions in this post, I take me very seriously the feedback, thanks for your support, I love your work, keep it up.
P.S. If you speak Spanish remember that CryinOnion has a really good Youtube channel!!!

SuperStarFox
Like I said I have no problem, I just don't want people coming into this thread to find out there is nothing interesting to see  :-\

Flaviogames
I took some time to reread all the pages of this project and I must tell you that I have already dealt with this topic 8 occasions

But as Spiderman would say; "Let's do this one last time!"


While I appreciate your insights, you must understand that having started this project in mid-2009, there are few aspects of this game that I am not aware of


That's why having clarified so many times what my expectations were and above all what my limitations are, I think it's time for people to accept that without the cooperation of third parties, there's not much more I can offer to this game, at least on a technical level  :-\

Having said that, I will move on to respond briefly to the points you have raised:
Sonic starts falling and not at the level of the scenario will I be able to correct?
There is a table that indicates Sonic's starting position for each level (at 0x32A24), but apparently if the character doesn't start at the exact center of the stage there are several unexpected effects on the game's camera operation.


When we run and jump we are hit by these little balls that the insects will shoot, here in this game they are programmed to shoot as fast as possible, delaying 1 second would be very good.
The list of problems that enemies suffer from is endless, and it's without a doubt the issue I've spent the most time trying to solve, but I just couldn't find a way to solve it:

Another problem with enemies is that they are automatically loaded when their level block is active, so considering that the game is loading four blocks simultaneously, it is logical that enemies have so much advantage when attacking you.

On the other hand, there are also enemies anchored to one level block, but moved by coordinates to another, which seems to make them react as if Sonic were in front of them.

For the moment until I can figure out what I am missing, the best I could do was try different positions for each enemy until reducing their lethality, but I came to the conclusion that until the technical aspects of them were changed, almost in any place are a pain a nuisance
(etc, etc...)

You start walking and then change direction before you can skid it quickly. to the other side, if he doesn't walk so fast it gets better.
About that, although I never commented it, some time ago by mistake, I lost a version of the project in which among other things I tried to solve that aspect, realigning all the animations and modifying some parameters of Sonic's physics.

I don't want to delve too much into this topic, but even though I had managed to make a considerable improvement, at that moment I came to the conclusion that without the collaboration of some hacker to help me understand or edit Sonic's hitbox I would never manage to solve this problem completely.

Spoiler:
As an aside, those who follow this project will be able to guess approximately when this happened, since it happened on that occasion where a few days after I announced that I would publish the 1.0 version of the hack, I completely disappeared :P

What happened was that in an effort to not show all the content in the demos I was sharing, I developed several things separately with the intention of integrating them later, but when I was preparing the patch I discovered to my horror that my past self had removed material I shouldn't have ::)

When sonic is in the shape of a spinning ball and hits an enemy he jumps and stops, he shouldn't jump and continue forward, that would make a big difference in the game if it is possible correct.
I don't understand what you mean, in the original game when Sonic starts to fall from a very high place, he can finish the fall by switching his animation to the rest state, leaving the character virtually "standing on the air", but this doesn't happen in this version.

On the other hand, when Sonic hits any enemy he will always be propelled in some direction, if there is an exceptional case where this doesn't happen you should provide a screenshot to document this.


Conversely, if what you are trying to describe is something different, you should express your ideas better ;)

gamingcat02261991
You will be pleased to know that both the sound controller, as well as the soundtrack have been replaced since 2017, thanks to the work of Ti_ (Programmer/Hacker) and Amilgi (Composer).

Also the sound driver code was updated on 02/26/2020 mainly improving its performance and reducing its memory consumption :thumbsup:
twitter | deviantart | Better a small finished project than a thousand giant ideas stuck in your system.

Flaviogames

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Re: Sonic 5 - Improvement Vol.2 (Nes) [Inactive project]
« Reply #425 on: June 03, 2021, 08:16:01 am »
sics: first parabenz by the graphic that for me is perfect, what I meant when I mentioned about sonic spinning and hits an enemy it makes a little jump and stops when it hits an enemy, is when you hold the d-pad down and press the jump button , it is in the shape of a spinning ball, when we release the buttons it quickly spins out, when it hits an enemy it jumps and stops, the original game it keeps going forward spinning, it would be interesting to correct this and everything I've sited before but how you said would need a hack that understands how to fix it, it would be good for you to create a new topic with the proposal only you need to fix and that needs help from third parties

sics

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Re: Sonic 5 - Improvement Vol.2 (Nes) [Inactive project]
« Reply #426 on: June 07, 2021, 05:23:40 pm »
Maybe it's true, but I think I've already opened enough threads looking for help, both here and by other means, so I think it's time to change pages.

Also, I have no doubt that sooner or later this work will continue to move forward, with or without me, but for the moment, I say goodbye to Somari's project, but not before thanking everyone who was part, directly or indirectly, of the development of this hack.

I'm bad at saying these things, but about the previous section I would like to make a special mention to RisteingTV, who some time ago was a victim of Covid unfortunately, and collaborated here contributing ideas and testing the game on real hardware...
twitter | deviantart | Better a small finished project than a thousand giant ideas stuck in your system.

Flaviogames

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Re: Sonic 5 - Improvement Vol.2 (Nes) [Inactive project]
« Reply #427 on: June 07, 2021, 07:14:58 pm »
I didn't understand right that RisteingTV died of covid and recovered?

sics

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Re: Sonic 5 - Improvement Vol.2 (Nes) [Inactive project]
« Reply #428 on: June 07, 2021, 08:06:49 pm »
Sadly he passed away in April of this year...
twitter | deviantart | Better a small finished project than a thousand giant ideas stuck in your system.

Flaviogames

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Re: Sonic 5 - Improvement Vol.2 (Nes) [Inactive project]
« Reply #429 on: June 08, 2021, 07:39:37 am »
a feather :( :'(

Satoshi_Matrix

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Re: Sonic 5 - Improvement Vol.2 (Nes) [Inactive project]
« Reply #430 on: June 08, 2021, 08:09:59 pm »
That's very sad news. We should all remember how tough this past year has been. I just want to express my deepest gratitude for everyone who works in the romhacking community. You guys bring new excitement to old games, fix problems, allow games to be enjoyed in other languages than the one the original developer chose, and so much more. Thanks for all your hard work. It doesn't go unnoticed.