(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
05-24-24 12:52 AM
Acmlm's Board - I3 Archive - - Posts by Hapi-San
Pages: 1 2 3
User Post
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 10-14-06 08:27 AM, in General Project Screenshot Thread Link

New Entrance level after the title screen.

Choose your save.

That button again..

It's the final home for it, so it might be more obvious what it's for now.




Added the 7th Chaos Emerald.

Act 4 results screen, with added "Save Bonus" for finding the save post in the act.

Day/Evening/Night/Morning cycle.
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 10-20-06 11:35 PM, in Sonic The Hedgehog Extended Edition (Demo) Link
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)
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 10-21-06 12:27 AM, in Sonic The Hedgehog Extended Edition (Demo) Link
It is Tidal Tempest Good Future, you're correct.
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 10-21-06 10:03 PM, in Sonic The Hedgehog Extended Edition (Demo) Link
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
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 10-23-06 02:33 PM, in Sonic The Hedgehog Extended Edition (Demo) Link
You guys would be right in assuming the default lives display is for a save's lives (infact, if you have a save with more or less lives than 3, it changes along with the extra HUD stuff to reflect this). The bigger Sonic icon is continues, the lighter emerald is chaos emeralds, and the darker emerald.. well, wait and see. ;P
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 11-20-06 12:19 PM, in General Project Screenshot Thread Link

Welcome to the Void. Run right.


...


.. !


(edited by Hapi-San on 11-20-06 11:19 AM)
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 12-24-06 07:28 AM, in Sonic The Hedgehog Extended Edition (Demo) Link
Seeing as videos are the latest thing, here's a (bad quality, unfortunately) video of this hack at its current progress. It is in major debug edit mode, so there are weird things happening. :P

http://www.youtube.com/watch?v=Rg2eFqGx09M


(edited by Hapi-San on 12-24-06 01:29 AM)
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 12-25-06 01:18 AM, in General Project Screenshot Thread Link

A little Christmas boredom. :x
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 12-29-06 06:19 PM, in General Project Screenshot Thread Link
Finally! A use for those switches!


Hm.. what do they do now..


Hello Tails! .. and hello Tails's tails.


Welcome to the new coloured titlecard. Tails is given his own palette seeing as Sonic 1 uses those two colours replaced in Sonic 2 for him.


Did I mention Tails could fly?


.. and get tired. :3


More of Tails's tails. Angles on rolling work.


Results, with a temporary signpost. Going to edit the hand a little more.
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 12-29-06 07:08 PM, in General Project Screenshot Thread Link
Originally posted by Kyoufu Kawa
...wait... -1 rings?

Hehe, Negative rings, yes.
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 12-29-06 08:29 PM, in General Project Screenshot Thread Link
Think of the negative rings as a seperate ring count that is linked to the original.

When you have +5 rings and get hit, you spew them out. When you have -5 rings, you spew out 5 negative rings. If you have +1 ring and get a negative ring, you will have 0 rings and able to die in 1 hit. Likewise, if you have -1 ring and get a positive ring, you will have 0 rings and be able to die in 1 hit.

The negative rings are going to be used in a secondary object layout, only available once you've already played through a level. When you get -50 rings at the end of a level, you have a new set of Special Stages to beat and a new set of emeralds to collect.
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 12-31-06 06:23 PM, in General Project Screenshot Thread Link
Originally posted by pikaguy900
Hapi-San, how are you going to work the Emeralds? Are you going to allow the player to keep getting Chaos Emeralds (And those "Nega Emeralds", too) from a single Act and Zone just by going through it over and over and over again, like in your last demo here? Or are you going to find a way to allow the player only ONE Emerald from both sets per Zone, like in Sonic games these days?

Sort've closer to the second one, ish. The first time you play an act there are only positive rings in the level, so you can only go to the Chaos Emerald special stage anyway. If you return to that level, there are negative rings in it so you can access both. If you enter a special stage ring on this second run-through and fail, you won't be able to get another one of the same type in that act anymore. I think it's easier to explain with an example. XD;

Sonic enters GHZ1 for the first time and gets 50 rings and enters the special stage. No problem.
Sonic enters GHZ1 for the second time and gets 50 rings, the Chaos Emerald special stage ring is still there.
Sonic enters GHZ1 for the third time and gets 50 rings, but the Chaos Emerald special stage ring is now gone, no matter if the player got the chaos emerald or failed.
Sonic enters GHZ1 for the fourth time and gets 50 negative rings, the Nega Emerald special stage ring appears perfectly fine.
Sonic enters GHZ1 for the fifth time and gets 50 negative rings, now the Nega Emerald special stage ring is gone as well.

I hope that makes more sense. o.O; Only once you have completed Green Hill Zone through to the final boss will the special stages be "unlocked" again in every act all the time.

Originally posted by pikaguy900
(And will ya show us what happens when you get all 7 Emeralds from BOTH sets? Will you have a NEW Sonic form? Will you have an Extra Zone? WILL YOU DO BOTH?! XD)

There will be final ultimate Sonic form, yes, but as for anything else you'll have to wait and see. ;P
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 01-01-07 07:14 AM, in General Project Screenshot Thread Link
Originally posted by pikaguy900

So, once you beat a Zone boss, you can go back to the previous Acts and get ALL 7 Emeralds in each set WHILE STILL IN THE SAME ZONE? THAT is what I want to know- If you're going to keep it possible to gain all 7 Emeralds (of both sets) in one single Zone. I don't like that. It ruins the difficulty. I like it better when there's one Emerald PER ZONE. That makes it to where if you get a Zone's Emerald, and enter the Zone's Special Stage AGAIN, you can't get the Emeralds for the NEXT Zone.


Nono, by "final boss" I mean final game boss. If you use a zone's special stage rings that's it until you complete the game.
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 01-03-07 12:59 AM, in General Project Screenshot Thread Link



He can now swim in Sonic 2 style too.


(edited by Hapi-San on 01-02-07 06:59 PM)
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 01-03-07 01:18 AM, in General Project Screenshot Thread Link
Originally posted by fabio
I'm pretty sure Tails didn't start swimming until Sonic 3.

He didn't, hence the "He can now swim in Sonic 2 style too." :3

As for more characters.. ehh, I dunno if I'm going to add any others yet.
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 01-22-07 07:54 PM, in General Project Screenshot Thread Link


Just a small sprite update to the alternate emeralds collectable.
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 01-27-07 01:23 AM, in General Project Screenshot Thread Link

A new animation added for Sonic for use in the Special Stages, with the unused (W) blocks. (Click on the image to see an animation of it in action, I would've posted it in the thread but it's 1.5mb big.)
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 01-27-07 05:28 AM, in General Project Screenshot Thread Link
Originally posted by Dr. Mario
That's looking great Hapi-San. Question though, does the Warp Tile warp you to a specific location, somewhere entirely random, or just the beginning of the bonus level? I'm thinking that if you can make it take you to a specific location, you can do some cooler bonus areas that involve like warp mazes and seperate areas.

There are two versions of that Warp tile; the first takes you to another special stage level entirely, and the second to another part of the current one. The latter I'm having a few troubles with the fade-in sequence in terms of getting it to look smooth, but I'll iron them out by the end of the day.
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 02-04-07 10:55 PM, in General Project Screenshot Thread Link

Thought the level select could do with a few more options
Hapi-San

Kabu








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

Last post: 6318 days
Last view: 6304 days
Posted on 02-04-07 11:06 PM, in General Project Screenshot Thread Link
Originally posted by xXxSxNxTxXx
Cool, whats the TIME and OFF though? I'm guessing that OFF is Offset? Perhaps for the sound so it sounds different?

TIME is timezone, for the day/night palette cycle.
OFF is music pitch offset.

Originally posted by xXxSxNxTxXx
Makes me wonder, would that hack work on a console Hapi-San?

Unfortunately, right now no. I need to do some modifications to my use of SRAM before it'll work on a console.


(edited by Hapi-San on 02-04-07 05:07 PM)
Pages: 1 2 3
Acmlm's Board - I3 Archive - - Posts by Hapi-San


ABII

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

Page rendered in 0.063 seconds; used 447.20 kB (max 574.38 kB)