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Italic Hack Thread; For all your hackings
Topic Started: Jan 29 2009, 02:18 PM (1,356 Views)
GT Koopa Posted Image
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Plop all your hacking projects here. For example, here's a bit of my work that I have been fooling around with.

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IT IS A GIANT TUBE! You can stand inside it and on top of it. Of course when that plane switch happens the tube goes in the background, forcing you to jump on platforms judding out of it. :gtawesome:
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Kiorein
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Upload the ROM, GT. You can use the built in uploader, too.

I should dig up my old pokemon hacks. And the semi-old Super Mario World hacks.
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GT Koopa Posted Image
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Ok. The tube one is in Chemical Plant act 1. Right now it is less layout but more concept showcase, giving access to all tiles to see that they work correctly. You CAN jump over the plane switcher.


If you want to see an actual decent layout to play, try the one I was doing before this. (unfortunately I can't work on it anymore so all the bugs will not be fixed) Use level select to go to hilltop act 1. It uses the regular tiles, so no fancy custom stuff like the new hack.
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Attachments: TUBES.bin (1024 KB)
Attachments: hilltop.bin (1024 KB)
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CTSucks Posted Image
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...I can't play it... =(
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GT Koopa Posted Image
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WAT

That almost sounds like you don't have a Genesis emulator.
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CTSucks Posted Image
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I didn't.

But now I do. :falconeawesome:
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GT Koopa Posted Image
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Another week, another little progress. Tried to focus on porting art. Didn't go over too well so I went "screw it" and manually traced the designs in with the right colors. And it worked! Grand sucess! Anyone remember where exactly it is from?

Also I want input on the extended top shadow of the tube when there is a wall like this. Yay or nay?
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Kiorein
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I think it looks good.

And, Flying Battery.

also, I'm just now downloading those two roms. >.>
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GT Koopa Posted Image
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Well the first one is outdated.

Edit: Here. Still go to Chemical Plant. The test area has slightly more stuff to it. All bugs I already know about. TRUST ME.

Double Edit: Ok. Updated updated version. Took a bus and worked on it all afternoon today. Many bugs have been either avoided or fixed. Testing layout made less deadly. Also, see if you can guess what's new!
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Attachments: hackko.bin (1024 KB)
Edited by GT Koopa, Feb 10 2009, 01:55 PM.
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M
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Not bad, GT. Pretty cool.
This has been a post by M.
Hey, don't worry. I've got you covered.
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GT Koopa Posted Image
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Bad news. I have hit a problem that has halted my hack. For some reason, BUILT.BAT the program that combines all the work into a single rom, has suddenly stopped working for me. Like, it worked fine every other time I went to school, until today. I don't think I have done anything wrong, but everytime now it shows the above error message. I have found the file it is talking about but I have no idea how to fix it. I don't believe ALL the computers at school suddenly updated and couldn't read the file.

TL;DR I can still work on it, but without being able to test it in game or even turn it into a rom makes it meaningless. If I make an account and ask the question on Sonic Retro that would wade into my trial posts, plus I would have no work of their calibur to show to them. Would Shadow Hog know? He's a member there. Either way I was very frustrated today, to the point I could barely think.

EDIT: I PMed SH and it has been semi resolved. Aparently my school now thinks that file is a virus and won't run it. If this is correct I can work elsewhere and save.
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GT Koopa Posted Image
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Ok. Here's what's going on. Yes, my school updated their virus protection. There is a few known viruses that go by asw.exe so every time I put my stick in it deletes that file on sight, and doesn't touch the asw.exe in the zip backup. I can go to the city library to safely put it back. However, NOW the screen FREEZES right when "Sonic and Tails in" pops up. Shadow Hog didn't know what to do and I am registering on Sonic Retro to find what's up. If anything I believe the problem is that I did something wrong when trying to update SonED2, to stop that darn problem in Sonic 1 that improperly saves objects. It still isn't fixed, so I am 0 for 2. However I do still believe the two are connected. Now for the updates:

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Screenshot from the latest build. It is the art I originally wanted to import! But I am sure you all know this one by now so how about something new?

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WHAT IS THIS? Well since hacking Sonic 2 has been put on hold, I tried to learn the other programs, and this is the result.

The palette is not me going colorblind, it was a test to see if I could import the palette of the last level of the Genesis game Taz Escape From Mars. It worked. So yeah, I can do palettes now. Here's a comparison shot.

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My eventual goal is that art is going to be used for Metropolis Zone (yes, I have the entire thing planned out)

What is with Sonic eyes there? Well that's SonMapED at work. Followed Chimpo's guide and all. And that worked too, but I only edited two frames so far, IE the waiting ones. However his guide is for Sonic 1 and Sonic 2 uses different folders so I guess I have to figure out how to do Sonic 2 on my own.

Lastly, I dabbled in music inserting. Following Shadow Hog's step by step on how he did it, I mimiced him to the point I got my midi Helium Heights in. Since I was running out of time then before I had to go, I selected instruments at random just to make sure everything worked. Well, the final product is questionable. Notes sound off. However I am glad I can hear it now instead of a single drumbeat or nothingness like before.

All of this is included in the file below. If you want something extra, I edited the boss arena in Green Hill Zone Act 3 for fun (you will need level select to get there though.)

Hopefully I will be pushed in the right direction at Sonic Retro. I really do want to continue hacking Sonic 2.
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Attachments: S1testhack.bin (512 KB)
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Stairmaster
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Is this going to be the new tohaka?
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GT Koopa Posted Image
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Ok, so the Sonic 1 thing was an oversight on my part and I can get it to work now. With the Sonic 2 problem I went out and tried fixing it myself today but had no success.
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Khrene
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Plain and simple badassness. I wish I could make MIDI's and hack Sonic. If you want any enemy sprites you can always ask a certain Cleaver-tastic admin. Although i may not have a whole buncha time.
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GT Koopa Posted Image
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OH WAIT :gtawesome:

Still, what do you got. I'm listening. Infact if anyone else has a special skill that I lack I am all ears. With art there are all these set requirements, mainly how many colors you can have at a time. For example, look at the picture above. See how it uses colors in the vertical line one? That's also what spiny uses so I'm lazy. It is possible to use any colors, so as long as they work with the Megadrive/Genesis. There is a set limit, but it is enough for a broad spectrum anyway. You can switch the colors in the box for different ones, but it will stay that way for the entire level. Lots of planing ahead. However all the levels use their own palette, sometimes even the acts use their own.


Also I actually got up today, so since today is a free day with no school I can go to the library and work. I presumably got the error thing fixed by removing the girder entirely, that's what I am going to test now.
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Stairmaster
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Gt you mistake us for a forum of usefull people.
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Kiorein
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Mar 20 2009, 03:14 PM
Gt you mistake us for a forum of usefull people.
Stair, what are you jiving on about this time?

Khrene offered his services as a spriter, where's the mistake, exactly?


...

And that's an edit of the enemy in chemical plant, right, GT?
Edited by Kiorein, Mar 20 2009, 03:18 PM.
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Pregga Zexas Posted Image
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JEEEEZ, I have never seen this part of the forum before.
Here I am, thinking GT is just some chump for the longest time, TURN'S OUT HE'S SOME CHUMP OF GREAT INTEREST AND CREATIVITY!
I must play these FIENDISH ROM HACKS as soon as I am able!
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GT Koopa Posted Image
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Yes Kio, Spiny is in Chemical Plant. Infact when I ported him into the game the horizontal ones worked fine, though the vertical ones were screwed up. D= I still want to use them as giant pipe caps you have to roll into to advance into and out of the pipe so that needs to be fixed.

When I removed the girder, the level select works! However the sonic & tails screen still freezes so without a savestate to get to the level select you cannot play the rom. So still working on that.

Here's a preview into another zone:
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Coud it be? Great Turquoise Zone! Is he going to import art from there? Kinda. Both loops are fit so they take 4 chucks each, one for each part of the curve, just like your average Sonic loop. The one on the left is the original rip, kinda small eh? The one on the right is the same loop enlarged 133ish%, and it shows with the blurryness with pixels and such. However the loop is proper Genesis loop size! So what is going to happen? Well the art will have to be remixed. This is for the better, anyway. With luck it will become what Neo Gigapolis Zone of Sonic Advanced Edit is to the original Gigapolis Zone of Sonic Chaos. And I STILL haven't told you the special quirk I have planned that will set this apart from other palmtree hill esc zones.

Eventually if I get off my lazy bum I will go to paper and draw concept art, concept layouts, and level order...giving you a sneak peek at ALL the levels I have planned and their themes. Maybe even badnik and boss art. I'm not the best drawer but still it is something. If you want to know my style of how I will do this beforehand remember my "Laundry Zone" concept I posted a while back.

Comments? Questions?
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