(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
04-27-24 09:21 PM
0 users currently in ROM Hacking-Related Releases.
Acmlm's Board - I3 Archive - ROM Hacking-Related Releases - Sonic The Hedgehog Extended Edition (Demo) New poll | |
Pages: 1 2Add to favorites | Next newer thread | Next older thread
User Post
Hapi-San

Kabu








Since: 11-17-05
From: London, UK

Last post: 6291 days
Last view: 6277 days
Posted on 10-20-06 11:35 PM Link | Quote
Hay guys, I have a nice GHZ-only demo for all of you to grab and enjoy of my rom hack/reprogramming, called Sonic The Hedgehog Extended Edition (for obvious reasons).

So, what's new from Sonic 1? Well, here be a screenshot guide to the entire thing. :P

* You'll start off at the SEGA screen, as usual, but instead of the usual "SEGA" voice, there's a music in place of it to emulate it. This is due to the SEGA sound not sounding at all good through DAC. :x


* Next we have a new screen altogether, advertising a nice place. :D The tune is Space Harrier, as some may recognise, created manually using the small tune of it used in Rent-A-Hero as a guide.


* Title Screen. Crackers background, new copyright text. That's it. Oh, and don't try the level select or debug cheats, they're both disabled (and unneeded in this demo).


* And so the playable stuff starts. :D You start here, at the entrance, and get a choice of whether to go to the save slots, or the options. The options aren't really there yet, and is really just for testing out some stuff..


* .. see? Two boring buttons. They change the current music playing's drums though. :P


* Shown this before, but showing it again anyway. :3 Shows you the layout of the save slots and where to go for each.


* Maybe now everyone will understand what this button does now it's labelled. ;P


* This is a save slot, a signpost and a giant ring. Obviously, jump into the ring to enter it. You can see the score, continues, lives and emeralds of the level with the HUD change.


* To delete a save, you press the button so Sonic turns grey and jump into the ring of the save slot you wish to empty. It'll appear again in a second for you to re-jump into to start a new game.


* Green Hill map screen presents you with this upon entry.


* Save area, void of a save ring right now as you haven't gone past a save post in an act yet. :P


* Over the map are warp rings leading to each act. There is also a signpost to show completion. Robotnik's face means you have yet to complete the act, whereas Sonic's means you have.


* Green Hill Act 1, nothing much new. :P The timer has a centisecond counter added to it, ala Sonic CD, and also added are the Spindash from Sonic CD and the Super Peel-Out from Sonic CD, including the sound effects for them. Also added in the sound effects department is a new one for a 10-ring monitor.


* And here's the save post for act 1. Touch it..


* .. and it spins and sparkles, playing another new sound effect. Also now shown is a small "Save" icon by your lives, showing you that you have gotten the save post for the act. If you die, the save post stays gotten, so you could get it, die, and complete the level normally if you so wish and still save.


* If you complete the act with the save post gotten, you'll get an added Save Bonus of 25000 points at the end of level tally.


* So we return to the map, and it's now evening. :P


* Save area has a save ring there now, as we got the save post. So jump into it..


* .. and we've saved.


* A quick look around the map area, here's act 2's entrance..


* .. here's act 3's..


* .. yes, spikes on the map. It is possible to die out here. :P


* Before you can continue to the boss (as the bosses are no longer going to be on Act 3) you have to complete every act. There's a nice checkpost for you here too. :P


* Just a screenshot showing you what a completed act's sign looks like.. and it's night time now that act 2 is complete. :3


* All acts done, and it's early morning in Green Hill. ;P With all three complete the wall opens up and you can continue to..


* .. the boss act's entrance! :D


* Bosses are played on act 4, and whilst they will be proper mini-levels eventually, in this demo there's only a straight run, three rings and a save post, and then straight into the boss.


* Sonic beating Robotnik, nothing new here. :P


* With the boss complete, the map opens up further, leading to..


* .. another warp ring! XD This one will eventually take you to the next zone, but for now all it does is end the demo with another new screen..


* .. this one. ;P

Well, I hope you enjoy Sonic The Hedgehog Extended Edition. I suppose you peoples want a link. (Do note, this is a link to a ROM because of such extreme editing of the original code. An IPS patch for this would be insane. :x)
http://cinos.gunsha.com/s1built/s1built.zip

Comments, critique, bugs, etc, please do post. :3 Enjoy.



(edited by Hapi-San on 10-20-06 10:36 PM)
(edited by Hapi-San on 10-20-06 10:41 PM)
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6279 days
Last view: 6277 days
Posted on 10-21-06 12:07 AM Link | Quote
Very nice. I can tell this is going to be a very good hack just by looking at those screenshots. By the way, what are those save area graphics from? I know I've seen them before in a Sonic Game - but where? I think it's Tidal Tempest Good Future from Sonic CD, but I'm not sure.
Hapi-San

Kabu








Since: 11-17-05
From: London, UK

Last post: 6291 days
Last view: 6277 days
Posted on 10-21-06 12:27 AM Link | Quote
It is Tidal Tempest Good Future, you're correct.
Kyoufu Kawa
Intends to keep Rom Hacking in one piece until the end








Since: 11-18-05
From: Catgirl Central Station

Last post: 6277 days
Last view: 6277 days
Posted on 10-21-06 08:50 AM Link | Quote
Well now. I just had a quick test run in Fusion, and I must say, I'm damn impressed.
Neo

Cheep-cheep








Since: 11-19-05

Last post: 6278 days
Last view: 6277 days
Posted on 10-21-06 10:58 AM Link | Quote
That's a really cool Hack.
One Question: What have you planed for the Options Section?
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6300 days
Last view: 6296 days
Posted on 10-21-06 02:17 PM Link | Quote
Looks really nice, and I think the time of day changes are pretty cool.
Though, 2 Things that I don't care for are that whenever you spin or run fast, the screen moves to the right (yes it gives you more room to see what's in front of you, but it's kind of annoying as well), and I never liked how the spin dash works from sonic CD... it just takes too long to get spinning. It's easy to end up canceling the spin by accident because of not waiting just quite long enough, and then you have to redo it.

Looking forward to another release =).
Nintendude88

Tektite








Since: 05-09-06
From: Virginia

Last post: 6283 days
Last view: 6279 days
Posted on 10-21-06 08:55 PM Link | Quote
This is a pretty nice hack, I noticed that you disabled the level select code, also I noticed some other things. Part of the Sonic continue sprite when you get a continue from the special stage, its feet are missing. Also in GHZ act 3 when you go really fast up the tube pass the loop de loop with the 1up, part of the foreground gets messed up.


(edited by Nintendude88 on 10-21-06 07:55 PM)
(edited by Nintendude88 on 10-21-06 07:56 PM)
Hapi-San

Kabu








Since: 11-17-05
From: London, UK

Last post: 6291 days
Last view: 6277 days
Posted on 10-21-06 10:03 PM Link | Quote
Right, bugfix peoples. These are the ones I've fixed:

1) Spindash/Super Peel-Out bug, on getting hit on the charge.

2) Continues on the Special Stage results screen now display properly (and there's an updated palette too..

)

3) The yellow on Sonic's delete-sprites is now white again.

4) There should be no more numbers in the sign art. (Hopefully. :x)

As for the spindash.. no, it's staying as the Sonic CD spindash. ;P

Link to bugfix is the same as before. Just replaced the file. http://cinos.gunsha.com/s1built/s1built.zip
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6291 days
Last view: 6277 days
Posted on 10-21-06 10:07 PM Link | Quote
This looks great. I haven't tried it yet, but... Why are there 2 Chaos Emerald counters? The only case that 2 Chaos Emerald types were seen was when you put Sonic & Knuckles onto Sonic 3, where you could play through all the Zones in both games, and you could get both Chaos Emeralds and Super Emeralds. Are you using the Super Emeralds, are you making new Emeralds, or are you taking the idea from Sonic Rush? Hmmm....
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6278 days
Posted on 10-21-06 10:34 PM Link | Quote
How did you edit the levels?
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

Last post: 6284 days
Last view: 6277 days
Posted on 10-21-06 11:55 PM Link | Quote
Couple of minor gripes:
First, in the night-time palette for Green Hill, the top of the rocks look wrong. It's the brightest color on them in all of the other times of day, and it's black at night. Doesn't look right, at least to me... But I've always been picky about palettes.

Also, the Save Bonus doesn't count down to 0 for me. It seems to always stop at 2600.

Otherwise, very nice. Makes me simultaneously somewhat want to get back into Sonic hacking and scared to do so because I know everyone is years ahead of me by now.
Neo

Cheep-cheep








Since: 11-19-05

Last post: 6278 days
Last view: 6277 days
Posted on 10-22-06 06:25 AM Link | Quote
Originally posted by Skreename
Couple of minor gripes:
Also, the Save Bonus doesn't count down to 0 for me. It seems to always stop at 2600.


Same to me.

Also, could it be possible to set up that you can only play the Special Stage one Time on every Act?
People could just play Act 1 for the Chaos Emeralds over and over till they get 7 Emeralds.


(edited by Neo on 10-22-06 05:25 AM)
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6281 days
Last view: 6277 days
Posted on 10-22-06 02:57 PM Link | Quote
Hapi-San, well done that is a really impressive, and well throughout hack! The way the delete feature works is nice, any plans to put dynamic pallet changing else where in game? I can’t wait to see what else you have planned for this hack.
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6377 days
Last view: 6313 days
Posted on 10-22-06 03:31 PM Link | Quote
Awesome work there, Hapi. I'm impressed, too. Keep it up.
Xkeeper
Took the board down in a blaze of glory, only to reveal how truly moronical ||bass is.


 





Since: 11-17-05
From: Henderson, Nevada

Last post: 6278 days
Last view: 6278 days
Skype
Posted on 10-22-06 05:29 PM Link | Quote
Originally posted by pikaguy900
This looks great. I haven't tried it yet, but... Why are there 2 Chaos Emerald counters? The only case that 2 Chaos Emerald types were seen was when you put Sonic & Knuckles onto Sonic 3, where you could play through all the Zones in both games, and you could get both Chaos Emeralds and Super Emeralds. Are you using the Super Emeralds, are you making new Emeralds, or are you taking the idea from Sonic Rush? Hmmm....

I'm guessing the bottom (darker) one is for continues, not lives.

Keep in mind that he said it shows score, emralds, lives, continues. Two of those are obvious, two aren't. Since you can't really have 0 lives, assume the Sonic icon is the lives, leaving nothing but "Continues" for the darker emrald.

Weird? Yes. Hard to figure out? Definitely. Process of elimination? Works like a charm.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6291 days
Last view: 6277 days
Posted on 10-22-06 05:47 PM Link | Quote
Originally posted by Xkeeper
Originally posted by pikaguy900
This looks great. I haven't tried it yet, but... Why are there 2 Chaos Emerald counters? The only case that 2 Chaos Emerald types were seen was when you put Sonic & Knuckles onto Sonic 3, where you could play through all the Zones in both games, and you could get both Chaos Emeralds and Super Emeralds. Are you using the Super Emeralds, are you making new Emeralds, or are you taking the idea from Sonic Rush? Hmmm....

I'm guessing the bottom (darker) one is for continues, not lives.

Keep in mind that he said it shows score, emralds, lives, continues. Two of those are obvious, two aren't. Since you can't really have 0 lives, assume the Sonic icon is the lives, leaving nothing but "Continues" for the darker emrald.

Weird? Yes. Hard to figure out? Definitely. Process of elimination? Works like a charm.

...But think about this: The Lives icon is always in the lower-left corner of the game. It's obvious. It has Sonic's head in a box, the number of lives you have left,c and the word "Sonic" above it. Also, Continues were always marked by a small Sonic sprite. But it may have been changed, so I won't worry about it much.

Edit: Also, that darker Emerald can't be the Continues- Look at the picture of after Sonic deleted that file. All the player has is 3 lives. You just said that you can't have 0 lives, so... Still, I may be wrong, but I thought I'd point that out.


(edited by pikaguy900 on 10-22-06 04:50 PM)
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6379 days
Last view: 6278 days
Posted on 10-23-06 11:18 AM Link | Quote
This is pretty cool. I'm a huge fan of Sonic CD, so all the little Sonic CD-isms in this hack are just awesome. Although the Super Peel-Out seems to take longer to charge up than it did in Sonic CD. (I suppose this is mostly a matter of style.) The time-of-day changes are pretty nice--I like how the night palette is realistically dark but doesn't interfere with the ability to play the levels. The Save Post system is neat, too--I think it adds some replay value to the game, actually (I still haven't found the Save Post in act 3... is there one?)

Originally posted by Skreename
Also, the Save Bonus doesn't count down to 0 for me. It seems to always stop at 2600.

I haven't had this problem, but I also haven't yet tried the newer bugfix version (I'm a little behind ).

EDIT: Never mind that, I just read your topic on the Sonic 2 Beta board.

Another thing I just thought of--are you planning on changing the redundant score display on the end-of-act score card into a "Total" display? I always thought the duplicated score indicator was kind of tacky.


(edited by SnifflySquirrel on 10-23-06 12:03 PM)
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6300 days
Last view: 6296 days
Posted on 10-23-06 01:11 PM Link | Quote
Originally posted by pikaguy900
Originally posted by Xkeeper
Originally posted by pikaguy900
This looks great. I haven't tried it yet, but... Why are there 2 Chaos Emerald counters? The only case that 2 Chaos Emerald types were seen was when you put Sonic & Knuckles onto Sonic 3, where you could play through all the Zones in both games, and you could get both Chaos Emeralds and Super Emeralds. Are you using the Super Emeralds, are you making new Emeralds, or are you taking the idea from Sonic Rush? Hmmm....

I'm guessing the bottom (darker) one is for continues, not lives.

Keep in mind that he said it shows score, emralds, lives, continues. Two of those are obvious, two aren't. Since you can't really have 0 lives, assume the Sonic icon is the lives, leaving nothing but "Continues" for the darker emrald.

Weird? Yes. Hard to figure out? Definitely. Process of elimination? Works like a charm.

...But think about this: The Lives icon is always in the lower-left corner of the game. It's obvious. It has Sonic's head in a box, the number of lives you have left,c and the word "Sonic" above it. Also, Continues were always marked by a small Sonic sprite. But it may have been changed, so I won't worry about it much.

Edit: Also, that darker Emerald can't be the Continues- Look at the picture of after Sonic deleted that file. All the player has is 3 lives. You just said that you can't have 0 lives, so... Still, I may be wrong, but I thought I'd point that out.
Ehh, what's the point of debating all of this. Anyway, it's obvious what's what, except for the dark emerald. Anyone who can't figure out what most of those icons are for must be retarded.
Xkeeper
Took the board down in a blaze of glory, only to reveal how truly moronical ||bass is.


 





Since: 11-17-05
From: Henderson, Nevada

Last post: 6278 days
Last view: 6278 days
Skype
Posted on 10-23-06 01:16 PM Link | Quote
Originally posted by pikaguy900
Edit: Also, that darker Emerald can't be the Continues- Look at the picture of after Sonic deleted that file. All the player has is 3 lives. You just said that you can't have 0 lives, so... Still, I may be wrong, but I thought I'd point that out.

Of course, but that's a deleted file. Of course it has no lives -- it has no data at all.

Atma: It's just friendly discussion -- there's nothing wrong with it
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6300 days
Last view: 6296 days
Posted on 10-23-06 01:35 PM Link | Quote
Well yea. I just found it kinda funny because it's mostly all too obvious, almost as if to debate whether or not the character you play is Sonic or Tails. Oh well.

Well, here's what I think. The lower left sonic icon is the lives, the sonic icon at the top of the screen is continues, the bright emerald is current emeralds (either for the entire game, or for the zone), and I don't really have an opinion on the dark emerald (unless the bright one is a counter for the emeralds collected in the zone, then maybe the dark one is used for your total collected emeralds throughout the game). The reason it's obvious to me what at least the sonic icons are for, is that they are used in all of those older sonic games.
Pages: 1 2Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - ROM Hacking-Related Releases - Sonic The Hedgehog Extended Edition (Demo) |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.067 seconds; used 457.66 kB (max 587.83 kB)