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View topic - Sonic Genesis for Master System v1.02

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  • Joined: 09 Jun 2014
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Post Posted: Mon Nov 22, 2021 4:28 pm
Good news everyone! I made nice progress with Greenhill.
Greenhill1wip.png (411.13 KB)
Greenhill1wip.png

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Post Posted: Mon Nov 22, 2021 4:39 pm
That seems incredibly good. Having the distant mountains disappear near slopes is a bit funny looking, maybe adding some gaps where they aren’t required would help?
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Post Posted: Mon Nov 22, 2021 5:04 pm
Yes, the slopes are a bit of a problem. I tried to hide the issue, but i guess it needs some more work. Another problem are the flowers and the totems with are in the way at some places. I also tried to make that problem less visible.
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Post Posted: Mon Nov 22, 2021 6:21 pm
This is just Jaw dropping... amazing work.

I think Maxim's suggestion would work best to hide the mountain / flower / totem problem. Break the skyline up into several islands.
It means it's not an exact copy of the 16bit background, but it wouldn't be anyway.

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Post Posted: Tue Nov 23, 2021 12:04 pm
Thanks guys. Most issues are fixed and only very few "square" parts remain. At some places i've simply lowered the flower. At other places with the moving flower i created the gap between the islands.

All tile blocks are in use now, so remaining issues are hard to fix (unless i can free up blocks somehow)
Greenhill1wip2.png (413.15 KB)
Greenhill1wip2.png

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Post Posted: Tue Nov 23, 2021 5:32 pm
Last edited by slogra on Wed Nov 24, 2021 10:02 am; edited 1 time in total
The Starlight music had very little space, because the original Sky Base tune was fairly small. I had to cut many stuff like rests, ADSR and modulation effects from Starlight to make it fit.

I finally fixed the space issue by switching the Star Light with the End boss music.

After that i tweaked it a little bit more.

Edit: i noticed the volume of the noise channel with the in_vgm is way too loud (not sure why, maybe i tinkered with the settings myself :p).
So the hihats should be much lower volume, even barely noticeable. I changed that in my version.
09 Star Light.m4a (224.1 KB)


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Post Posted: Tue Nov 23, 2021 10:00 pm
slogra wrote
I'm aware of the Springyard issue, but i find it still playable after getting used to it. If you have any suggestions how to fix it, then i'm very interested.


Something like this at the start would guide the player by letting them know at the start of the level which things are solid and which you can pass through in a way that doesn't lose lives.

Right at the start you run into the solid Light and then wall, over on the left you can jump and pass through the platform, but land on the solid floor below, then with the slope you jump and pass through the side to get to the center.

Rings let you know you can walk through the green grate on the right, but you can't slip off the left.

Obviously it's a rough idea but it sets out what is what and makes the rest of the level easier to understand.
startstedit.png (17.72 KB)
startstedit.png

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Post Posted: Wed Nov 24, 2021 3:08 am
I understand what you mean and it's a good idea, but i want to keep the layout/gameplay of the levels the same as the original, so i don't want add new parts.
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Post Posted: Wed Nov 24, 2021 3:12 am
Stunning work all around. The music sounded lovely. Great work.
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Post Posted: Fri Nov 26, 2021 10:28 am
Scrapbrain is starting to take shape. I changed the outside almost completely. And I've added shadow to the pipes (without using a gazillion tiles and blocks, still quite a few though).

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Post Posted: Fri Nov 26, 2021 10:34 am
Scrap Brain is amazing 😍
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Post Posted: Fri Nov 26, 2021 10:59 am
I messed around with the Star Light music again. I experimented with the pitch bend effect for the first time and applied it to the "trumpet" part. It sounds a lot more fun(ky) this way.

As far as i know this is the only time this effect is used in the Genesis game. But if you know other songs then let me know, i will put it in those songs as well.
I'm not talking about modulation, but the bends like at the start of the trumpet notes in the Star Light song.
09 Star Light.m4a (95.09 KB)


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Post Posted: Sat Nov 27, 2021 3:33 am
every day it gets better =)
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Post Posted: Sat Nov 27, 2021 11:59 am
What you can do with a palette swap :)

Click on the image to see the animation.
Star Lightning.png (28.64 KB)
Star Lightning.png

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Post Posted: Sat Nov 27, 2021 9:39 pm
This is the Star Base zone so far.

I had to work with a limited number of colors in this zone, because 5 colors are used by palette cycling/lightning, so only 11 colors are available.

I worried about the clouds being green, as blue has been replaced by green, but the simple solution was to turn them into stars :).
I was unable to use dark grey and the rings are a bit greenish, due to lack of yellow/brown.
Also the green color is not near the green of the Genesis. It is a bit too bright, but I don' think you will really notice unless you do a direct comparison though.

This is the best compromise i could find.
Star Light 3.png (3.91 KB)
Star Light 3.png
Star Light 2.png (5.97 KB)
Star Light 2.png
Star Light 1.png (4.59 KB)
Star Light 1.png

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Post Posted: Sat Nov 27, 2021 9:44 pm
Absolutely amazing, just when I think I can't be more surprised by your work, you take things to a new level.

Not even I can nitpick, it's fantastic.
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Post Posted: Sat Nov 27, 2021 10:07 pm
Thanks Emrabt! I'm really happy with it too, although i realize it might not sounded like that in my previous post. I just wanted to explain why it looks the way it is.

And thanks for not nitpicking :p.
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Post Posted: Sun Nov 28, 2021 12:56 am
It's wonderful.
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Post Posted: Sat Dec 04, 2021 6:14 pm
Last edited by segarule on Sat Dec 04, 2021 11:15 pm; edited 1 time in total
I did a test today with Genesis plus Gx and i found a big problem in sky base 1 floor with sonic.
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Post Posted: Sat Dec 04, 2021 9:58 pm
Did you fall through the floor?

It's caused by strange behavior of the tileblocks of this zone. The last blocks of Scrapbrain are shared with the first ones of Sky Base. So if i change them in Scrapbrain i mess them up in Sky Base, and the other way around.

I'll work around the issue.
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Post Posted: Sat Dec 04, 2021 10:48 pm
Is that the block mappings overlapping (ie the high numbers of one are the same data as the low numbers of the other)? That seems like a bug in the editor. It has some hard coded lengths because the data itself doesn’t have any indication, and that may be faulty.
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Post Posted: Sat Dec 04, 2021 11:17 pm
Quote
Did you fall through the floor?

Not just this but if i jump forward the spin keep running and i not can continue
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Post Posted: Sun Dec 05, 2021 9:38 am
Maxim wrote
Is that the block mappings overlapping (ie the high numbers of one are the same data as the low numbers of the other)? That seems like a bug in the editor. It has some hard coded lengths because the data itself doesn’t have any indication, and that may be faulty.


Yes, the block mapping solidity is the issue. It seems to be the last 5 blocks of Scrap Brain and the first 5 of Sky Base.

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Post Posted: Sun Dec 05, 2021 11:08 am
Final Zone is almost finished.
Final Zone.png (7.14 KB)
Final Zone.png

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Post Posted: Sun Dec 05, 2021 12:51 pm
slogra wrote
Final Zone is almost finished.

OMG!
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Post Posted: Tue Dec 07, 2021 11:25 pm
Can you recognize this little fellow?

I had to make some (compressed) space for him. I did that by removing some of the characters from the big font.
The font is not used for zone names, as you would expect. If i'm not mistaken, it is only used for these words:
SONIC HAS PASSED
SPECIAL STAGE
GAME OVER

Btw. Something strange is going on with the Q again. Some of the Q tiles are used for the O.
game over.png (1.66 KB)
game over.png

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Post Posted: Tue Dec 14, 2021 9:29 pm
Labyrinth work in process: New colors, crystal and statue/face in the background.

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Post Posted: Wed Dec 15, 2021 3:04 am
slogra wrote
Labyrinth work in process: New colors, crystal and statue/face in the background.


Slogra wants to kill me with these photos...
Perfect!
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Post Posted: Mon Dec 20, 2021 4:11 pm
I fell in all imaginable pitfalls while changing it, but with some help of Maxim i was able to edit the layout the Game Over screen, and add nice graphics of Sonic :).
gameover.png (2.92 KB)
gameover.png

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Post Posted: Mon Dec 20, 2021 7:25 pm
I'm really excited by your project. You have created a whole new game !
Can't wait to see the final release !
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Post Posted: Tue Dec 21, 2021 10:32 pm
Hmmyeah, the final release... I'm afraid it will take a while to wrap up. I just keep finding stuff i want to change. In the end i will run out of rom or tile space though :p

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Post Posted: Wed Dec 22, 2021 12:26 am
slogra wrote
Hmmyeah, the final release... I'm afraid it will take a while to wrap up. I just keep finding stuff i want to change. In the end i will run out of rom or tile space though :p


Hahahaha perfect!
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Post Posted: Mon Dec 27, 2021 10:29 pm
Truly incredible work!
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Any plans for a release date
Post Posted: Tue Jan 04, 2022 7:49 am
Is there going to be any definite or estimated release date for this hack
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Post Posted: Tue Jan 04, 2022 11:39 am
I wish i could tell you, but it's hard to predict. I guess this year :).

Maxim is adding amazing new features to the editor, which i happily use to make more improvements.

Lately i've been working on:
- Robotnik sprites (side, front facing, walking)
- Labyrinth (i'm still not satisfied with the palette)
- Springyard map details
- Redo title screen
- Credits screen
- Many small details

But that's not all, i still have many other ideas. I'm experimenting with Greenhill to make it better. I really want to improve Bridge, but i'm not sure how. And Scrapbrain needs more Genesis graphics.

The basic music is there but it needs to be improved. I'm having a bit of a hard time with it though. It's very easy to make it worse instead of better.

The map screen is also on my mind. But i don't think i can change it, because it is also used in the end.
credits wip.png (4.16 KB)
credits wip.png

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Post Posted: Tue Jan 04, 2022 11:41 pm
slogra wrote
I wish i could tell you, but it's hard to predict. I guess this year :).

Maxim is adding amazing new features to the editor, which i happily use to make more improvements.

Lately i've been working on:
- Robotnik sprites (side, front facing, walking)
- Labyrinth (i'm still not satisfied with the palette)
- Springyard map details
- Redo title screen
- Credits screen
- Many small details

But that's not all, i still have many other ideas. I'm experimenting with Greenhill to make it better. I really want to improve Bridge, but i'm not sure how. And Scrapbrain needs more Genesis graphics.

The basic music is there but it needs to be improved. I'm having a bit of a hard time with it though. It's very easy to make it worse instead of better.

The map screen is also on my mind. But i don't think i can change it, because it is also used in the end.


Okay, nice work-in-progress credits screen though.
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Post Posted: Wed Jan 05, 2022 2:41 am
I experimented with the Bridge/Marble zone today. I was able to free up one color (light blue) from the palette. This means i can finally use mint green for the pillar now.

Also i freed up a lot of tiles by sacrificing the clouds (which used light blue). And I changed the bubbling lava in act one to the flowing lava instead, freeing up more tiles. This also fixes minor graphical issues with the bubbling lava and transition to the trees/sky etc.

Then i was able to add a building, a bigger pillar and even a diagonal pillar.

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Post Posted: Wed Jan 05, 2022 11:16 am
I changed the the green and sky colors. The building looks better at the expense of the grass. I also added grass pixels at the base of some of the blocks, but only when no additional tiles are required.

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