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RPG's S1 Modding and Thorn's S2 Modding Updates


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Offline Tweaker

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #30 on: January 13, 2007, 03:00:39 pm »
^All known problems.  You hit the source of the problem right on the money whether you realized it or not.  It's Sonic 2 Beta's sound driver.  Hence just like in Sonic 2 Beta, there's a nice, screechy spindash sound.  Matter of fact, the music for Final Factory is ripped right from Sonic 2 Beta with no changes whatsoever.  I don't like how loud some of the instruments are, I noticed this the instant I ripped it from S2Beta, but there's some that don't seem to want to change without farking up the rest of the music.  I'll be tweaking things as I go along.  Problems seem to lie with any music that has an extreme value anywhere (e.g. SonicQX measures things from -128 to 127, and any track with any pitch with absolute value of 110 or greater refuses to budge). For now, if it hurts your ears, don't wear headphones, and trigger finger on the volume control...

Also the plan with the water is to get rid of it entirely.
ProsCons
Well-known S2 speedcap bug goneA minority of people may want the water
No more wondering why you can't swim or hold your breath for a human amount of time
Who the fuck likes water levels anyway?
Want me to throw you the Sonic 2 final sound effects ported to the S2B driver? I wouldn't mind. :P
Emeralds:


Offline Thorn

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #31 on: January 13, 2007, 03:28:01 pm »
^That would be great, thanks.  I can replace the voices that I altered no problem.  I was thinking of asking at SSRG, but I wised up and realized that with my ROM's name I'd be skinned alive.

Also, to everyone else, first post has v0.4.  It's not much that's new gameplay-wise, per se, but new palettes abound and every level except Catwalk has been thrown into the progression (I found the source of the problem with Catwalk, the offsets where the 16x16s are were shoved right into the Sound Driver and kerplode whenever I port music, fuck you ESEII).

There'll likely come a day when I'll just restructure the entire game from scratch, because as said above, using ESEII when I was still just dabbling in hacking really screwed some things up.
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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #32 on: January 13, 2007, 09:33:51 pm »
HERE IT COMES!


BOOM

ver 0.5.1 is here: http://download.yousendit.com/7743B4776E301312

(ps I forgot to add the .1 to the filename, sue me)

More changes here than theres been for quite a few updates

Not telling what they are, find out for yourself O:
« Last Edit: January 13, 2007, 10:25:31 pm by RPG »
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Offline Thorn

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #33 on: January 15, 2007, 01:23:38 pm »
Version 0.42 of my hack now out.  Only two noticable changes, I'm keeping level designs pretty much secret until I actually finish them (hint: path swappers in Chemical Plant are a bitch).  You'll notice the change in Boardwalk Zone and the Level Select.  Oh, and before you ask, no, I haven't gotten the volumes on all of the music straightened out yet, but it'll be soon.
« Last Edit: January 15, 2007, 02:16:12 pm by Thorn »
<RPGnutter> Well I think your reasoning was dumb, so you get sassed
<RPGnutter> Thats how it works

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #34 on: January 19, 2007, 07:45:30 pm »
Version 0.44 is now out.  Construction 2 and Robot Factory 3 have concept designs, but are only half finished until I'm sure I want to follow through with the ideas in them.

Also I've finally decided to bite the bullet, I'm going to hit up the SSRG forums and ask for a few opinions.  From what I can tell, if you've honestly tried to do something, the forum'll give some advice aside from a few select members.  Maybe I can get some things fixed, like that crappy speedcap bug with water...
<RPGnutter> Well I think your reasoning was dumb, so you get sassed
<RPGnutter> Thats how it works

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #35 on: January 20, 2007, 04:47:03 pm »
Bah, I gave into pressure.  No more recolors *cries*.
Untitled v0.45 is in.
<RPGnutter> Well I think your reasoning was dumb, so you get sassed
<RPGnutter> Thats how it works

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #36 on: January 20, 2007, 04:52:37 pm »
Dammit Thorn.  I assumed when you said "Untitled," you meant RPG's hack.

Speaking of RPG's hack, need new download link.

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #37 on: January 20, 2007, 05:05:31 pm »
^Yeah, that makes me feel really good about what I'm doing. *gets out gun, loads magazine* *flips the bird again*

Last I checked, RPG's hack was titled "Look Guys I Havent Thought Of A Good Name For This Game Yet Adventure".
<RPGnutter> Well I think your reasoning was dumb, so you get sassed
<RPGnutter> Thats how it works

Offline Groudon

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #38 on: January 20, 2007, 05:06:56 pm »
I always save it as its original temporary name "Untitled."

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #39 on: January 23, 2007, 07:11:38 pm »
Very slight update here.  Beta design for CP2 is done start-to-finish.

EDIT: Er, oops.  Told SGMC about this and forgot to put it here... I removed the water from AR and forgot to fix the rest of the level.  Fall down too far and you can't escape.  If you can't take the high routes, level select around it.  Will be fixed in next update.
« Last Edit: January 25, 2007, 05:33:48 pm by Thorn »
<RPGnutter> Well I think your reasoning was dumb, so you get sassed
<RPGnutter> Thats how it works

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #40 on: February 17, 2007, 09:51:53 pm »
Okay, it's been a month, but TSC, the update has landed.  We're looking at Version 0.5 now.  All of CP is finished this time around.
<RPGnutter> Well I think your reasoning was dumb, so you get sassed
<RPGnutter> Thats how it works

Offline Bilan

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #41 on: February 20, 2007, 04:38:29 pm »
OMG

An update are me.

The largest change this addition, bonus flags during the level for you to uncover for points.

Eh I thought it was a nice idea.

Heres a list of challenges, and also the amount of bonus flags per level

Minor Adjustments:
Lush Hill - 5 flags
Jungle Canyon - 5 flags
Twilight Coaster - 5 flags
Lost Cavern - 6 flags
Icy Lake - 5 flags
Lava Pallace - 5 flags
Flaming Fjords - 5 flags
Magma Ruins - 8 flags

Major Adjustments
Purple Pitfall - 5 flags
Lucid Base - 6 flags
Chemical Maze - 5 flags
Neon Fort - 5 flags

http://www.soniccenter.org/ARRPEEGEE/LookGuysIHaventThoughtOfANameForThisGameYetAdventureV0.6.2.bin

o btw i expect comments <_<
« Last Edit: February 22, 2007, 04:27:40 pm by Spectre »
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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #42 on: February 20, 2007, 08:01:40 pm »
I see you found that Chemical Maze bug I told you about.

And it seems the very end of Neon Fort hasn't been fixed (with the Robotnik-press-the-button-so-you-can-go-on thing blocked).
« Last Edit: February 20, 2007, 08:08:47 pm by Groudon »

Offline Bilan

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #43 on: February 20, 2007, 08:17:14 pm »
O_O

*check*

EDIT: WHOOPS. Mended. In theory.
« Last Edit: February 20, 2007, 08:35:42 pm by Kooky the Badgerowl »
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Offline Rick_242

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #44 on: February 20, 2007, 08:22:17 pm »
*Intrested by hack, rick downloads it, plays it, and is stunned by sheer awesomeness*

I love yo- well not really since I don't swing that way. <_< Anywho, this beats the heck out of all the other hacks I've played.
<Sondow> also what
<Sondow> since when was S&K an expansion pack to s3
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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #45 on: February 25, 2007, 03:36:15 pm »
Wham.

Thats right, a new version. Thought I might add I didnt intend to release this at this point. BUT. I got bored and made a half arsed TAS for this version only for your enjoyment (?). I dunno, figured Id give you guys something to watch. It was all done in real time, with the only tool used bing savestates so its not amazingly impressive but it shows some stuff off quite nicely. Like how I have the ability to save at shitty places, and how much I REALLY need to move the unused objects at the start of the 3rd level >_>...
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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #46 on: February 25, 2007, 03:59:05 pm »
RPG, I thought that we were goin' to ask the forum for a favor.
* Thorn does so.
If anybody out there is ever bored, record a .giz of our hacks while you play and attach it here.  It could show us bugs or areas that are too easy/hard.  Also, it'll show us if people actually play our mods.

BTW, this text was slowly entered via PSP.
<RPGnutter> Well I think your reasoning was dumb, so you get sassed
<RPGnutter> Thats how it works

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #47 on: February 25, 2007, 05:18:30 pm »
BAM

You rang good sir?
<Sondow> also what
<Sondow> since when was S&K an expansion pack to s3
<Sondow> wiki LIES

Offline Bilan

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #48 on: February 25, 2007, 05:24:34 pm »
Which of the two games are those for? >_>
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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #49 on: February 25, 2007, 05:28:20 pm »
Just asking if you fixed those. I believe the ROM is in the post where some dude said: An update are me.
<Sondow> also what
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<Sondow> wiki LIES

Offline Bilan

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #50 on: February 25, 2007, 05:30:56 pm »
There both for Sonic Turbo~

And there was me thinking you found a bug in mine O: <_<
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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #51 on: February 25, 2007, 05:37:54 pm »
And there was me thinking you found a bug in mine O: <_<

That's next on my list. :D
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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #52 on: February 25, 2007, 05:45:42 pm »
Did this in 2 minutes :D
<Sondow> also what
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<Sondow> wiki LIES

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #53 on: February 25, 2007, 06:00:51 pm »
I'm going to go look for some more glitches to show you guys that I can break games. Oh and...

There

There is supposed to be they're.
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<Sondow> wiki LIES

Offline Bilan

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #54 on: February 25, 2007, 06:01:33 pm »
Random update: Silly objects in Badnik Plains moved. And TASed down to 16 seconds. :D

EDIT: Checked both, #2 is a problem with Sonic 1 in general, not just my hack, the most frequent places youll see it happen are marble and final.

#1 is some shizz with the bridge where it didnt fit so I stuck two together. I might mend it. Maybe. <_<
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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #55 on: February 25, 2007, 06:09:40 pm »
EDIT: Checked both, #2 is a problem with Sonic 1 in general, not just my hack, the most frequent places youll see it happen are marble and final.

O RLY? Tried it with the other rocks and couldn't get it in your hack.
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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #56 on: February 25, 2007, 06:13:10 pm »
Its when you jump on an edge whilst trying to move against an object
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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #57 on: February 25, 2007, 06:20:25 pm »
PWNT.

A glitch are me.

ROM: Sonic Turbo.

Glitch #5 has two. Figure it out yourself :)
<Sondow> also what
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<Sondow> wiki LIES

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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #58 on: February 25, 2007, 06:28:04 pm »
#1: I fixed yesterday and haven't made a release with the fix yet.
#2: This is the Sonic 2 engine at work.  Release the right button and voila, the spring works.  I can't alter the engine, sorry.
#3: Look at a normal Sonic 2 ROM, and go to Emerald Hill 1.  See that line at the bottom of the screen?  It's an error that really has no fix.  What I CAN do (and now will do) is move the bridge upwards a tiny bit.
#4: I kind of left this one, heh.  It wasn't hurting anything :P.  If it bugs you though, I'll add invisible solidity objects.
#5-1: Missed path swapper on my part, will fix.
EDIT: I take it back, it wasn't missed, it was misplaced.  I mived it up a few pixels, should work now.  You were in it but didn't pass through it because the box pushed you back up.
#5-2: Bad numbering on my part. The platform is marked as 18 03 (EHZ/ARZ falling) when it should be 18 00 (EHZ/ARZ stationary).  As with #1, was corrected yesterday and will be in next release.

Before you mention it, I know that the corkscrew in EH1 doesn't work correctly if you run across it backwards.  Also fixed and will be in next update.
« Last Edit: February 25, 2007, 06:56:44 pm by Thorn »
<RPGnutter> Well I think your reasoning was dumb, so you get sassed
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Re: RPG's S1 Modding and Thorn's S2 Modding Updates
« Reply #59 on: February 25, 2007, 06:32:11 pm »
I'm going to go for 6 on Spectre's ROM because I feel like it :D
<Sondow> also what
<Sondow> since when was S&K an expansion pack to s3
<Sondow> wiki LIES

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