The Sonic Center

Unofficial Sonic Central => Hax0ring => Topic started by: Thorn on April 22, 2007, 09:55:16 pm

Title: Sonic Turbo
Post by: Thorn on April 22, 2007, 09:55:16 pm
Grab v1.0 here (http://www.megaupload.com/?d=KHSERLOA).

For those of you who didn't follow this thing on TSC, it's a lil' Sonic 2 mod I've been working on since November.

Hack Features:

Level Select: TSC's Birthday (yyyy/mm/dd) (4 digits)
14 Continues: Elite
Other codes to come when there's a real use for them (although they're programmed in as of now).

(http://img152.imageshack.us/img152/1021/sonicturbo001no4.th.gif) (http://img152.imageshack.us/my.php?image=sonicturbo001no4.gif)(http://img412.imageshack.us/img412/9898/sonicturbo002po5.th.gif) (http://img412.imageshack.us/my.php?image=sonicturbo002po5.gif)(http://img412.imageshack.us/img412/3236/sonicturbo003lf8.th.gif) (http://img412.imageshack.us/my.php?image=sonicturbo003lf8.gif)(http://img152.imageshack.us/img152/2466/sonicturbo004ni1.th.gif) (http://img152.imageshack.us/my.php?image=sonicturbo004ni1.gif)
(http://img441.imageshack.us/img441/6195/sonicturbo008kf5.th.gif) (http://img441.imageshack.us/my.php?image=sonicturbo008kf5.gif)(http://img222.imageshack.us/img222/7620/sonicturbo005oy9.th.gif) (http://img222.imageshack.us/my.php?image=sonicturbo005oy9.gif)(http://img222.imageshack.us/img222/2373/sonicturbo006in1.th.gif) (http://img222.imageshack.us/my.php?image=sonicturbo006in1.gif)(http://img412.imageshack.us/img412/6671/sonicturbo007fh3.th.gif) (http://img412.imageshack.us/my.php?image=sonicturbo007fh3.gif)

Updates to come (hopefully) regularly.
Credit to R. Solaris for his water slide object, which he/she made publicly available on SGMC's Forums.
Credit to Tweaker for a music port.
Title: Re: Sonic Turbo
Post by: Groudon on April 22, 2007, 10:27:52 pm
  • Palletes: Every level palette has been redone. Simple as that.

Yup.  Every palette, even the garbled Catwalk (which hasn't been touched in a long time) and Deep Forest palettes.
Title: Re: Sonic Turbo
Post by: Shadow Jacky on April 24, 2007, 01:11:29 am
wow, this was a lot better than the earlier versions.  I loved the finished stages so far so I hope this will be complete one of these days.  This and megamix are really fun and great to look at so far.  I mean the recoloring of the stages settings make it interesting and the stages layouts of the first 3-4 stages are awesome.  1 thing though...megamix has better music >_>
Title: Re: Sonic Turbo
Post by: Thorn on April 24, 2007, 10:12:48 pm
Quote from: Shadow Jacky
1 thing though...megamix has better music >_>

I'd hope so. X)  Team Megamix is capable of more than my dabbling in hex will ever accomplish.  Also I didn't think I could fit "Beat It" into a level theme.../me suddenly wants to DL a Moonwalker ROM to try to port music.
Title: Re: Sonic Turbo
Post by: Combo on April 24, 2007, 10:33:37 pm
Any youtube videos on this?
Title: Re: Sonic Turbo
Post by: Thorn on April 24, 2007, 11:14:40 pm
No, because it was never popular.  Also, the ROM and a .giz recording is smaller than a Flash recording.  It's quicker just to play it yourself.
Title: Re: Sonic Turbo
Post by: Combo on April 24, 2007, 11:22:56 pm
I dont know how to get it can you tell we what I need?
Title: Re: Sonic Turbo
Post by: Groudon on April 25, 2007, 02:07:30 pm
You only need a Genesis emulator.
Title: Re: Sonic Turbo
Post by: Combo on April 25, 2007, 04:54:04 pm
And where can I get 1?
Title: Re: Sonic Turbo
Post by: Thorn on April 25, 2007, 05:08:21 pm
...is Google broken?  We've been getting a lot of questions about where to find things on the Internet lately. I MSN searched and found this (http://www.emulator-zone.com/doc.php/genesis/gens_plus.html) in, like, two seconds.
Title: Re: Sonic Turbo
Post by: Combo on April 25, 2007, 05:36:07 pm
After I get it what do I do next?
Title: Re: Sonic Turbo
Post by: Rick_242 on April 25, 2007, 08:56:16 pm
I'll save sensei the time for answering this question.

Once you have Gens+ downloaded, you open it with Winrar (if you don't have it use google to search for a download), click on "File", once it's open click on "Open ROM", go to the folder that contains "Sonic Turbo", open "Sonic Turbo", and you're done.

BTW, A and S keys are for jumping and the arrow keys are for movement.
Title: Re: Sonic Turbo
Post by: Waxwings on April 25, 2007, 10:56:52 pm
And while we're on that subject, how do you get Gens Movie?
I'm trying the EC's.
Title: Re: Sonic Turbo
Post by: Thorn on April 25, 2007, 11:05:53 pm
Rick: Your help is appreciated, young one.

Nevertheless, Judgement, you have now posted four consecutive one-liners. Perhaps you should review the TSC Constitution, which applies to this TUSC board until RPG and I draft a new one.

Doubt: The ECs don't use Gens Movie, they use Gens+, which I linked to above.
Title: Re: Sonic Turbo
Post by: yse on April 25, 2007, 11:30:45 pm
Perhaps you should review the TSC Constitution, which applies to this TUSC board until RPG and I draft a new one.

What.

Thou subsites shall defer to thy Constitution!
Title: Re: Sonic Turbo
Post by: Thorn on April 25, 2007, 11:44:12 pm
^That's hard to do when TUSC has no Corby, #TUSC has a different hierarchy, and neither admin is controlled by a hot wife, among other things.
Title: Re: Sonic Turbo
Post by: Combo on April 26, 2007, 12:16:59 am
Thank you very much for your helps!!!

This is the first hack I ever played and it was (I have to say)awsome.Didn't got to hear some of the music thingy whatever there called because its past my bed time lol but will try tomorrow.

And again thanks!!!
Title: Re: Sonic Turbo
Post by: eggFL on April 27, 2007, 10:07:49 pm
ok found the topic, thanks Thorn. should have known it would be in TUSC

Good hack, not only are the stage layouts good but I love the remixing of the colors and names.

But I got stuck in Boardwalk act 2. Right after a certain checkpoint, I roll into a plunger, and I hold the button down, and when I release I go forward and up into a loop, which sends me rolling over a wide pit to my death, just barely missing a flipper on the right wall. I tried jumping but it doesn't work. I tried going slower at the plunger to get more time to jump, but I can't, you can't jump from the ledge and you just fall.

Actually I noticed you can jump but only in the loop, but right after the loop (the time you actually need to jump) you can't jump.

I lost all my lives at that part (and my extra continue) but in the last life that's when I noticed that there is another flipper on the left wall which I figure I can reach if I go really really slowly off the ledge and hold left. ;_________;

But I hope that's not supposed to the be only way to beat that part, and besides it's really annoying that you can't jump from that platform even though there's no reason you couldn't.
Title: Re: Sonic Turbo
Post by: Thorn on April 27, 2007, 10:26:18 pm
^Speedcap, egg.  Stop pushing the right key when you're over the pit.

The reason you can't jump is because you're in pinball mode.  Progress further to deactivate it.
Title: Re: Sonic Turbo
Post by: eggFL on April 27, 2007, 11:14:22 pm
HOW DARE YOU! are you trying to make a fool out of me? you think I cant play?

I should sue!

btw another quip: the checkpoint in Robot Factory act 3, it's a trap, there are no rings or items there. I had to get a game over just for getting it. Why did you do that to me, Thorn? what has my family ever done to you?

btw when complimenting you I forgot to mention the music. nice
Title: Re: Sonic Turbo
Post by: Thorn on April 27, 2007, 11:25:33 pm
^I thought I removed that starpost... apparently not.  Will fix in next release, which may be Sunday.
Title: Re: Sonic Turbo
Post by: Thorn on April 28, 2007, 04:51:31 pm
Update: v0.6 is here (http://www.megaupload.com/?d=WJPBLRMB), and in the first post.

Three new acts for your gaming pleasure. I couldn't do much with Hill Top 2, though, as the enitre level is based around the earthquake halfway thru and the entrances to those events have to be in pretty much the same place as the original game.

Also, credit is due to R. Solaris of SGMC (whose username was made LONG before Sonic '06, by the way), for an object he designed and made available for public use, which I have used in the new zone.
Title: Re: Sonic Turbo
Post by: eggFL on April 28, 2007, 06:10:32 pm
very nice, I like the new zones. The water slide bit was really cool. Mt. Ainside 2 is really complex.

What does "ainside" mean anyway.

btw, weird thing in Robot Factory 3, I turn invisible after beating the boss. I feel lucky for being able to reach the capsule. I had to beat it twice because the first time Sonic disappeared and I didn't know where he was and I panicked and 8 seconds later I died.

Anyway, I still never got past Final Factory. I just stop playing when I reach it. heheh *sees image* the zone after it seems pretty neat though.
Title: Re: Sonic Turbo
Post by: Rick_242 on April 28, 2007, 06:14:30 pm
I'm not sure if it's me or not but, catwalk is all... weird.

Obligatory vid.

EDIT: I see. Level selecting may bork the stage. Video removed.
Title: Re: Sonic Turbo
Post by: Thorn on April 28, 2007, 06:34:27 pm
Quote from: eggFL
Mt. Ainside 2 is really complex.  What does "ainside" mean anyway.
Okay, you know that when I joke with people, it's never meant to offend, right?  Because I feel compelled to say...

EX-FUCKING-DEE!

It's one word, egg. Like, mountain. Not "Mount Ainside", it's "Mountainside". Like in that song us Americans stole the melody from the Brits for, "From every mountainside, let freedom ring".

Quote from: eggFL
btw, weird thing in Robot Factory 3, I turn invisible after beating the boss. I feel lucky for being able to reach the capsule. I had to beat it twice because the first time Sonic disappeared and I didn't know where he was and I panicked and 8 seconds later I died.
This is because I wanted to give you a freebie Perfect Bonus for the extra life. The game reaches the sprite limit when every ring in the level is on one point. I have a solution in mind for this, which hopefully works.

Also Rick, as I said in my initial post, be careful selecting levels that aren't in the progression, as they're pretty much borked.  I've known about Catwalk and Deep Forest for a long time but can't do much about it, except building the ROM again from scratch.
Title: Re: Sonic Turbo
Post by: eggFL on April 28, 2007, 07:51:54 pm
heey... Mountainside... Mount Ainside... I like that. Especially since I couldn't figure it out by myself. lol X(

Also wow, so you're saying that one ring is like what.. how many rings? A lot. Well interesting, but I hope you fix it still.
Title: Re: Sonic Turbo
Post by: Thorn on April 28, 2007, 07:57:23 pm
That "space" is just the font. I didn't put that there. It IS "Mountainside", check the level select (see first post).

Also I plan to change that. It's 74 rings atm, I plan to change the rings in hex so that the level only has one.
Title: Re: Sonic Turbo
Post by: eggFL on April 28, 2007, 09:05:29 pm
oh ...  =(

Then maybe you should change the name of the stage, then! How about... High Point. Frost Hill. Snow Crisp. Cliff Cross. Crisp Cross! Flake Ridge. Frost Fault is sweet because it deals with the earthquake in the stage.

Bright Ness is sweet because Ness is actually a word and it basically means: the high point of a body of land extending into water.
Title: Re: Sonic Turbo
Post by: Thorn on April 28, 2007, 09:15:47 pm
I'd rather not. I want the progression I have happening to work, and this name'll make a bit more sense.

Mountainside 1Mountainside 2
Inside the Mt. 1Inside the Mt. 2
Twilight Cove

A cross-sectional map of the landscape, side view. :P That's the order they'll be played in.
Title: Re: Sonic Turbo
Post by: eggFL on April 28, 2007, 10:22:15 pm
Oh, neat! Right on!
Title: Re: Sonic Turbo
Post by: Bilan on April 29, 2007, 09:43:42 pm
Contrary to Thorns expectations, I played this.

And it is so much more awesome than I recall.

And it was awesome before.

TC2 is love.
Title: Re: Sonic Turbo
Post by: Crowbar on April 30, 2007, 06:40:30 pm
Lol Ring Bonu

And the spindash sound hurts my ears. X( As do some others (esp. Mecha Sonic's rocket sound as he descends).

Good level designs, though.
Title: Re: Sonic Turbo
Post by: Thorn on April 30, 2007, 06:48:45 pm
That's the S2Beta sound driver at work. I don't like the sfx either, but it makes music modding so easy.

Back in my old topic, Tweaker told me he'd throw me a S2Beta driver with S2Final sounds. I should hit him up for that, it's been months. Also I wnder if I could use that port of New Moon he did for somebody on the S2Beta forums.
Title: Re: Sonic Turbo
Post by: Crowbar on April 30, 2007, 06:56:59 pm
Also I think Tails should accelerate faster. Given how much slower he is it's a bit unfair that it also takes him ages to get up to speed.
Title: Re: Sonic Turbo
Post by: Thorn on April 30, 2007, 07:06:47 pm
^Although I can be argued here, I beg to differ.

Tails can smash Sonic's speed in so many spots that he can practically break the game. Jump off of a steep hill to go shooting forward like a rocket because of his insane jump acceleration. Grab a speed shoe (which is most everywhere in my game) to attain the same speed that Sonic gets with the same speed shoe, and keep your insane jump. Off the top of my head, I know that Tails can take some nice shortcuts in Final Factory, and can reach the top of the second loop in Construction 2 with a mere jump.

And if all else fails, then stop moving, crouch, and rap the jump buttons *shot*. I'm sure you have your reasons (understandably, because it does feel like Tails hardly moves sometimes), but I want the stats to have Sonic faster as often as possible due to these breaks.
Title: Re: Sonic Turbo
Post by: Conker T. Squirrel on April 30, 2007, 09:24:13 pm
Damnit! It won't work when I use the emulator!
Title: Re: Sonic Turbo
Post by: Rick_242 on April 30, 2007, 09:47:12 pm
Tell us the problem so that we may be able to help you you spoon <_<
Title: Re: Sonic Turbo
Post by: Conker T. Squirrel on April 30, 2007, 10:00:59 pm
Well when I clicked the ROM etc.(basically followed the directions you gave Judgement) it didn't work.
Title: Re: Sonic Turbo
Post by: Rick_242 on April 30, 2007, 10:17:41 pm
More specific please.

Example: I opened the ROM but, I couldn't play it.
Title: Re: Sonic Turbo
Post by: Thorn on April 30, 2007, 11:08:17 pm
^Gee, you've been helpful lately. Thanks, I guess X)

shadowblast63, you've essentially said "My car is broke, fix it plz."  Could you say what you click, in order?
Title: Re: Sonic Turbo
Post by: Rick_242 on April 30, 2007, 11:20:43 pm
^Gee, you've been helpful lately. Thanks, I guess X)

Anything Most things for you sensei.

BTW, did fix that Pathswapper of Doom?
Title: Re: Sonic Turbo
Post by: Crowbar on May 01, 2007, 04:49:20 am
^Although I can be argued here, I beg to differ.

Tails can smash Sonic's speed in so many spots that he can practically break the game. Jump off of a steep hill to go shooting forward like a rocket because of his insane jump acceleration. Grab a speed shoe (which is most everywhere in my game) to attain the same speed that Sonic gets with the same speed shoe, and keep your insane jump. Off the top of my head, I know that Tails can take some nice shortcuts in Final Factory, and can reach the top of the second loop in Construction 2 with a mere jump.

Ok I'll buy that. I guess I did only try New Adventure Zone 1 with Tails. X)
Title: Re: Sonic Turbo
Post by: Thorn on May 05, 2007, 04:13:34 pm
v0.61 (http://www.megaupload.com/?d=ZA5BLSPW) is here. There aren't new levels this time around. It's bugfixes, and new routes in existing levels.  Construction 2 in particular got a facelift.
Title: Re: Sonic Turbo
Post by: Thorn on May 13, 2007, 01:04:28 pm
Okay, every once in a while a guy gets bored modding levels. So I'm going back into sound editing. What I need from you is opinions on which of the following tracks are better (or worse) than their current versions. Note that I don't have room for all of them, so I need opinions on which people prefer. Run thm while you play their respective levels to see how they feel. Also, note that they are all works in progress, so the balance isn't right, and some odd screeches occur on occasion. You're allowed to say "I'd use this one IF you can fix such-and-such."

New Adventure (http://download.yousendit.com/31C597722F13F743) - done in the style of MegaMix and SoniQuest.
New Adventure v2 (http://www.yousendit.com/transfer.php?action=download&ufid=BE5B4DD6453BA9BC) - I like this one better than the last one. Rick doesn't.
Boardwalk 1 (http://download.yousendit.com/2AD8122979BE1546) - only because RPG wanted a Sonic Pocket Adventure reference.
Boardwalk Trial Music (http://download.yousendit.com/E8EF5D020AB9DB38) - I will NOT be using this, but I thought it'd be interesting to hear. It satisfies egg's Ristar fetish.
Construction (http://download.yousendit.com/898042F97CF28887) - strange that this fits, really.
Mountainside (http://download.yousendit.com/CA5A87CE1A997D24) - or, as eggy calls it, Mount Ainside. It's a bit screechy, and some lines need to be transposed, but that can be fixed with different voices.
Mountainside v2 (http://download.yousendit.com/76D8367C75190E5A) - a voice swap of the above track.
Inside the Mt. (http://download.yousendit.com/35FECF5C7052C89A) - it sounds the same as a track you know at first, but it is a tiny bit different, as with all of my ports.
Robot Factory 1/2 (http://download.yousendit.com/9FD6020F6540D520) - pretty good IMO.
Robot Factory 3 (http://download.yousendit.com/27B7A0322EEDF765) -my god, these needs to be fixed, but if it works it'll go great with the prior acts. Cover your ears 53 seconds in, because I did leave the serious bug in the MP3.
Final Factory (http://download.yousendit.com/F810DA2D324A202C) - a very straightforward port, pretty much a definite inclusion.
Concept Level (http://download.yousendit.com/5185A6575735A468) - borrowed from Tweaker with permission. The level hasn't been made yet, and might not be (but of course, hopefully it is).
Boss Theme (http://download.yousendit.com/70A93904537FDABA) - more of me satisfying egg's Ristar love.

Those files will only be active for a week or 100 DLs, so please don't DL if you're not going to give an opinion.
Title: Re: Sonic Turbo
Post by: eggFL on May 13, 2007, 04:46:06 pm
New Adventure (http://download.yousendit.com/31C597722F13F743) - done in the style of MegaMix and SoniQuest.

Thorn I loved the song that's currently in your game. It even charged my ideas for Sonic games/stages and it made me think of Emerald Hill music in a new way. But the one in that link is useless.

Quote
Boardwalk 1 (http://download.yousendit.com/2AD8122979BE1546) - only because RPG wanted a Sonic Pocket Adventure reference.

Trading Crackers music for S3 minigame music is really, really... not good. (and what has RPG ever done for anyone? think about it) <--- Suck my balls (RPG)

Quote
Construction (http://download.yousendit.com/898042F97CF28887) - strange that this fits, really.

What's with the minigame music? But this is quite all right. I'll green light this.

Quote
Mountainside (http://download.yousendit.com/CA5A87CE1A997D24) - or, as eggy calls it, Mount Ainside. It's a bit screechy, and some lines need to be transposed, but that can be fixed with different voices.

Hey, I just go by what it says in the game. ;)

Anyway, this is ok, if only because the current one was just music from Sky Chase if I remember correctly.

Quote
Inside the Mt. (http://download.yousendit.com/35FECF5C7052C89A) - it sounds the same as a track you know at first, but it is a tiny bit different, as with all of my ports.

I think you took out something from the original version. At 0:35. Put it back! Also, bring the tempo down a little. If that works then it will be... harder to choose between this and what's currently in the game. >_> (but this gets points for 'originality')

Quote
Robot Factory 1/2 (http://download.yousendit.com/9FD6020F6540D520) - pretty good IMO.

Make it less kiddy, for starters. And why does it sound like an ice stage? I am guessing you might be able to fix both qualms at the same time.

Quote
Robot Factory 3 (http://download.yousendit.com/27B7A0322EEDF765) -my god, these needs to be fixed, but if it works it'll go great with the prior acts. Cover your ears 53 seconds in, because I did leave the serious bug in the MP3.

Oh this is from Ristar, right? Are the other non-Sonic songs from Ristar, too? I never played Ristar but a long time ago a flash animator slash Megaman fan used this song comparing it to Heat Man theme.

The glitch isn't so bad. Plus it goes really well with 0:44 in the song for act 1! >_>

Anyway, this one's definitely good.

Quote
Concept Level (http://download.yousendit.com/5185A6575735A468) - borrowed from Tweaker with permission. The level hasn't been made yet, and might not be (but of course, hopefully it is).

ah, amazing arena. horrible stage, neat music. Well why I am commenting on this. What's the new level going to be? =D
Title: Re: Sonic Turbo
Post by: Bilan on May 14, 2007, 04:55:43 am
I liked them all apart from mountainside, fu egg
Title: Re: Sonic Turbo
Post by: Rick_242 on May 14, 2007, 03:17:18 pm
words

Shut the fuck up.
Title: Re: Sonic Turbo
Post by: eggFL on May 14, 2007, 06:04:07 pm
8(
Title: Re: Sonic Turbo
Post by: Thorn on May 14, 2007, 08:55:05 pm
Okay, quick opinions on everything I've seen here:
Quote from: eggFL
Thorn I loved the (New Adventure) song that's currently in your game. It even charged my ideas for Sonic games/stages and it made me think of Emerald Hill music in a new way. But the one in that link is useless.
A whole new way, lolwhat? I didn't ask you to get high before you listened, you didn't need deep thoughts about the music. But seriously, I think that if I fix up that theme it could be good.

Quote from: eggFL
Trading Crackers music for S3 minigame music is really, really... not good.
Yeah, you love Crackers and Chaotix, huh, what with zero Chaotix submissions. Plus, I said Boardwalk 1. I think that I might be able to split the music for that level, although I haven't tested it yet.

Generic comments to everybody's posts:
eggFL - You realized that RF3 has Ristar music and liked it right after trashing Ristar music from the same level (Scorch) in RF1-2. Wow.
Rick - good call?
RPG - reason plz

And to all of you, a quick instrumentation swap in the Mountainside beta output this (http://download.yousendit.com/76D8367C75190E5A). I think this one has a different feel to it; I like it a bit better.
Title: Re: Sonic Turbo
Post by: Rick_242 on May 14, 2007, 10:22:44 pm
Rick - good call?

And to all of you, a quick instrumentation swap in the Mountainside beta output this (http://download.yousendit.com/76D8367C75190E5A). I think this one has a different feel to it; I like it a bit better.

Well iuno about you but, every time I read one of eggy's posts, I feel the need to gouge my eyes out. <_<

That one sounds a bit better than the other one.

Comments on the other music will arrive later. Suspense I think is what it's called. >_>
Title: Re: Sonic Turbo
Post by: eggFL on May 14, 2007, 10:41:10 pm
Yeah, you love Crackers and Chaotix, huh, what with zero Chaotix submissions.

What does that have to do with anything. I don't submit for any of the classic games but that doesn't mean I haven't played them.

Quote
Plus, I said Boardwalk 1. I think that I might be able to split the music for that level, although I haven't tested it yet.

You do not want to split the music. Why have half an awesome if you can have two?

Quote
eggFL - You realized that RF3 has Ristar music and liked it right after trashing Ristar music from the same level (Scorch) in RF1-2. Wow.

They're different songs, so I don't know what you're trying to say.

Quote
And to all of you, a quick instrumentation swap in the Mountainside beta output this (http://download.yousendit.com/76D8367C75190E5A). I think this one has a different feel to it; I like it a bit better.

The first one you linked to is definitely better. Anyway, glad to help.
Title: Re: Sonic Turbo
Post by: Bilan on May 15, 2007, 01:46:31 pm
Um, they are just awesome apart from Mount Ainside? >_>

srsly nothing can compare to Sky Chase musikz
Title: Re: Sonic Turbo
Post by: Thorn on May 16, 2007, 03:32:56 pm
Two more MP3s.

This one (http://download.yousendit.com/E8EF5D020AB9DB38) was an experiment in Boardwalk Zone. I will not be using it in the game; I just thought you might wanna hear it.

This one (http://download.yousendit.com/70A93904537FDABA) might be used. Boss theme ftw? Or ftl?
Title: Re: Sonic Turbo
Post by: eggFL on May 20, 2007, 11:13:26 pm
Quote from: Thorn link=topic=2291.msg24247#msg24247
This one (http://download.yousendit.com/70A93904537FDABA) might be used. Boss theme ftw? Or ftl?

ftw. Do it.
Title: Re: Sonic Turbo
Post by: Thorn on May 21, 2007, 09:15:41 pm
One more random port (http://download.yousendit.com/F810DA2D324A202C), fairly straightforward and a probable inclusion into the game.
Title: Re: Sonic Turbo
Post by: Rick_242 on May 21, 2007, 10:52:08 pm
One more random port (http://download.yousendit.com/F810DA2D324A202C), fairly straightforward and a probable inclusion into the game.

That is awesome.
Title: Re: Sonic Turbo
Post by: eggFL on May 22, 2007, 12:15:33 am
One more random port (http://download.yousendit.com/F810DA2D324A202C), fairly straightforward and a probable inclusion into the game.

That is awesome.

It's beautiful!
Title: Re: Sonic Turbo
Post by: Thorn on May 23, 2007, 03:31:46 pm
One more random port, yay? (http://www.yousendit.com/transfer.php?action=download&ufid=BE5B4DD6453BA9BC)
Title: Re: Sonic Turbo
Post by: Rick_242 on May 23, 2007, 03:54:36 pm
One more random port, yay? (http://www.yousendit.com/transfer.php?action=download&ufid=BE5B4DD6453BA9BC)

Sounds like my dog taking a giant turd that's bigger than he can release. Old one was better.
I like to sniff my farts.

Thorn EDIT: No, seriously, that was just uncalled for. *cries* You won't even release a beta of your hack, I say you're just covering up your own insecurities...
Title: Re: Sonic Turbo
Post by: eggFL on May 23, 2007, 11:28:16 pm
One more random port, yay? (http://www.yousendit.com/transfer.php?action=download&ufid=BE5B4DD6453BA9BC)

GREEN GROVE IS NOT A GOOD SONG!

Anyway to be honest it's not bad. And so Rick's comment was definitely out of line. But take it from me, the one you currently have in the game is definitely the right choice for New Adventure.
Title: Re: Sonic Turbo
Post by: Thorn on May 24, 2007, 09:56:41 am
...okay, I'm starting to see that leaving the decisions up to everyone else wasn't such a good idea. Nobody's giving a reason for why they think what they do. Well, maybe egg is, but he's yet to give a coherent reason. Egg, if you like the original New Adventure music, that's fine and well, but give a reason other than "it made me think of Emerald Hill music in a new way". I didn't ask you to smoke a phatty before listening >_>, and you reasoning for the last one is that it's not a good port just because you don't like Green Grove. It's not just egg either, he just happens to have said the most. I'm not criticizing because I'm getting trashed; I'm criticizing because I'm getting trashed with no reasons provided other than "I like it" or "I don't like it". Geez, say why. I'll take "It doesn't fit the level theme" or "I don't like the instrumentation" or anything.

At this point, I think I'm going to construct the sound driver the way I envision it. I've waited too long for honest opinions; I'd like to update soon. As crazy as this is gonna sound, I wanna see what a judge would say if I entered my hack in the S2Beta Hacking Contest. No ASM, no team of people helping me work on it... just me, a few utilities, and a hex editor. Art/palettes, level design, and music all count towards the hack even if I can't program some uber-special move or whatnot. Maybe I could get some cheesy "good effort" comment in a review. :P
Title: Re: Sonic Turbo
Post by: eggFL on May 24, 2007, 01:14:45 pm
Because Green Grove is kiddy. your edit is good but it didn't change that. But Emerald Hill is trancey and cool. Which is better for a night stage? Which is better for a cool and pro Sonic hack?

It DID make me think of Emerald Hill in a new way. That's what makes the edit so special and why editing is important. (I'd point out the part of the song I'm talking about but I don't have sound on this comp.) So edit good songs in good ways or bad songs in good ways and use those songs in the hack. The other songs were just noisy.
Title: Re: Sonic Turbo
Post by: Thorn on May 24, 2007, 01:27:23 pm
^Egg, I'm changing them because I'm sick of Emerald Hill, and the majority of the Sonic community probably is as well. I'm not saying that the new music is better or worse, necessarily. I'm just looking for change. Also, if I'm going to enter that contest, I need to be a bit showy, without killing anything. :P

I've already ported all but one song for the current release, so I might have a release by the end of the day. This went so much quicker than I thought it would.

Also, about your "it's kiddy" remark... you do realize that Sonic 2 is a kid's game, right? Not that it's only for kids, but that was the target audience, heh.
Title: Re: Sonic Turbo
Post by: eggFL on May 24, 2007, 03:01:24 pm
I'm not talking about target audience. I'm talking about music. Kiddy is a bad thing.

Quote
I'm not saying that the new music is better or worse, necessarily. I'm just looking for change.

I totally get what you're saying. Just as I have given verdicts on one song or another in this thread based on which one is new. (but only when neither song was necessarily that better than the other) I'm heartbroken though. =( *sniff*
Title: Re: Sonic Turbo
Post by: Bilan on May 24, 2007, 06:05:44 pm
Green Grove is not kiddy, it is win
Title: Re: Sonic Turbo
Post by: Thorn on May 24, 2007, 06:34:06 pm
Okay, whilst you all argue amongst yourselves, here's v0.7 (http://www.megaupload.com/?d=UWWOXNLK). There's the new music setup. Go knock yourselves out. Feel free to comment here, but know that I'll read post from those that are commenting and not bitching (there IS a difference...).

EDIT: Crap, forgot to fix the checksum... and MegaUpload is giving me a hard time when I try to upload a fixed version...
Title: Re: Sonic Turbo
Post by: Spinballwizard on May 30, 2007, 01:15:58 pm
This is from an old version (the one before .7), but I'm assuming it's not fixed. I can't remember what act offhand, but there's a bit of a problem with this here loop in Boardwalk.

Thorn EDIT: I think I found that bug once upon a time, and it should be fixed now.
Title: Re: Sonic Turbo
Post by: Thorn on May 30, 2007, 09:38:07 pm
Woohoo! Hammered out v0.72 (http://www.megaupload.com/?d=40JBECKA) today.

After receiving complaints about the speed shoe having minimal effect on Sonic, I muddled through hex values, hunting for a way to affect the speed the item gives you. I found how to alter the amount of rings a Super Ring item gives, but I didn't care to alter it. Then I struck gold and found the values for Sonic's and Tails' new speeds, and the item's duration. Then I struck even more gold, and found that I could recreate SMTP's Speed/Slow Shoe system. The problem was finding a way to flaunt my lil' find without looking like an "idea thief" (hackers seem really possessive anymore... not saying SMTP is, but others might say I ripped it from him).

So I came up with a lil' system that I hope makes it seem a bit more original:

The items have been labeled as "Heavy" and "Light", although really I can't modify the character's weights. Light will speed you up drastically and give you a fair bit of control (relative to your speed, of course). Heavy will make it neigh impossible to walk, so you'll have to make like Sonic Labyrinth and spindash around; dont' trigger the speedcap once you get that speed. ;) Of course, it doesn't take a physicist to tell you that it's a bit harder to stop with your increased weight. The items have been set to last for about 18 minutes and 13 seconds (the maximum I could), so unless you're using Debug, they only wear off when you die, finish the act, or strike the opposite item. I've set the items in places where I feel that you are being rewarded for going out of your way even in the slightest, or "punished" for recklessly plowing through lines of items before learning the course (not counting the demo pair at the start of New Adventure 1).

This is not without its share of bugs, I'm sure. The music speeds up / slows down dependant on the music setup and regardless of the item, which occured in Megamix and SMTP too. If there are any spots that are impossible due to becoming heavy at the wrong place, please show me with screens or a .giz, although good spindashing and jumping should get you through 99.9% of the time.

EDIT: A comment from RPG on his playing during an MSN conversation:
"I keep thinking ^ = lolfast :(, but really ^ = lolfatass."
Iono, I thought he was clever ;)
Title: Re: Sonic Turbo
Post by: Spinballwizard on June 01, 2007, 12:20:17 pm
HOLY SHIT THAT'S FAST.

I just got done telling RPG that I blazed halfway across boardwalk 1 offscreen. >_>
Title: Re: Sonic Turbo
Post by: Waxwings on June 01, 2007, 03:32:03 pm
>_>

This won't be helped.

Thorn EDIT: Consider it helped with my attachment. Speedcap, Wax. Speedcap.
Title: Re: Sonic Turbo
Post by: Thorn on June 05, 2007, 01:50:54 pm
v0.74 (http://www.megaupload.com/?d=KY2FNTTJ) is here. It's nothing but a few slight changes to layouts and an extra music track or two added.

However, I wanted to release a "bug fixxed" version like this because I want to formalize the TA duels in this that are frequently held in #TUSC. I want to see .giz files of a complete run through the game, as Sonic alone, from New Adventure 1 all the way to the whiteout at the end of Starship. In the spirit of the Blue Master Emerald Challenge, I've worked out a "bonus" system:
I suppose I'll do... something for the best TAer. I've got a thought in mind. This pseudo-contest starts today and ends whenever the hell I feel like calling it closed... probably between Thursday and Saturday sometime; it'll be whenever I think I won't receive any more runs.
Title: Re: Sonic Turbo
Post by: Bilan on June 05, 2007, 02:49:52 pm
Details of prize ok >_>
Title: Re: Sonic Turbo
Post by: Waxwings on June 06, 2007, 08:01:07 am
v0.74 (http://www.megaupload.com/?d=KY2FNTTJ) is here. It's nothing but a few slight changes to layouts and an extra music track or two added.

However, I wanted to release a "bug fixxed" version like this because I want to formalize the TA duels in this that are frequently held in #TUSC. I want to see .giz files of a complete run through the game, as Sonic alone, from New Adventure 1 all the way to the whiteout at the end of Starship. In the spirit of the Blue Master Emerald Challenge, I've worked out a "bonus" system:
  • I'm looking at best combined act times, not real time (so, a 29-second run with 15 seconds of point totals is better than a 30-second run with five seconds of totals, and you can die to redo sections).
  • I'll subtract ten seconds from your time for each exit above the lowermost one that you use (obviously only works in levels with more than one exit). In Robot Factory 1, the exit for which I will award the bonus is inside a wall.
  • If you can't or don't finish a level, or take longer than five minutes, I'm counting your time in it as 5'00, since I've had people tell me that Starship is too difficult.
  • Finish an Act while Heavy, and I'll knock 30 seconds off of your time.
I suppose I'll do... something for the best TAer. I've got a thought in mind. This pseudo-contest starts today and ends whenever the hell I feel like calling it closed... probably between Thursday and Saturday sometime; it'll be whenever I think I won't receive any more runs.

I shall try... and phail.
Title: Re: Sonic Turbo
Post by: Thorn on June 07, 2007, 10:39:46 pm
Meh, here's a so-so run I did before I left for the beach yesterday. The Total Time on this, with bonuses accounted for, is 9'14.
Title: Re: Sonic Turbo
Post by: EGGMAN on June 09, 2007, 01:43:39 pm
Grab v0.74 here (http://www.megaupload.com/?d=KY2FNTTJ).


i cannot download it :-(
Title: Re: Sonic Turbo
Post by: Thorn on June 09, 2007, 04:26:49 pm
Hm, I'm not having a problem, nor has anybody else.

I click the link, and I see in the upper-right, "Please enter XYZ here". I enter XYZ, click the button, and in about a minute, the site gives me a download link.

Anybody else having problems?
Title: Re: Sonic Turbo
Post by: Bilan on June 09, 2007, 04:35:28 pm
I think its a case of PEBKAC.

Thorn EDIT: Seems like it. Error ID 10T, you think?
Title: Re: Sonic Turbo
Post by: EGGMAN on June 10, 2007, 07:30:53 am
Hm, I'm not having a problem, nor has anybody else.

I click the link, and I see in the upper-right, "Please enter XYZ here". I enter XYZ, click the button, and in about a minute, the site gives me a download link.

Anybody else having problems?


thanks^^
Title: Re: Sonic Turbo
Post by: Shadow Jacky on June 10, 2007, 01:04:25 pm
just a little input from me...it might not change anything.

to me, the level design (which I cant belive I'm saying this) is too simple right now.  I dont know if your still fine tuning them or not, but the only 1 thats giving a challenge is the robot factory.  Still, they are fun and I haven't ran into any problems speeding along stages.  Also I like where the hidden palace stage (forgot the name) is going so I hope that finished up nicely.

When playing as Tails, whats the purpose of the blue arrow box? (it slows you down)  I can see just for being an obstacle, but the item doesn't even wear off and I see no purpose in using it to your advantage.  It messed me up on some stages because I couldn't get out of certain areas. 

Music wise....I like it better than the last version I played.  1 thing though, you ever think about listening to some other games that people might suggest?  The Streets of Rage series, Aero the Acrobat (a personal fav), and a little known title by the name of Pulseman (it has some good music).  Just a suggestion if your interested, but like I said the music is fine by me.
Title: Re: Sonic Turbo
Post by: Taillow on June 10, 2007, 04:49:32 pm
ShadowJacky, let me point you out to this.

The problem was finding a way to flaunt my lil' find without looking like an "idea thief" (hackers seem really possessive anymore... not saying SMTP is, but others might say I ripped it from him).

So I came up with a lil' system that I hope makes it seem a bit more original:

The items have been labeled as "Heavy" and "Light", although really I can't modify the character's weights. Light will speed you up drastically and give you a fair bit of control (relative to your speed, of course). Heavy will make it neigh impossible to walk, so you'll have to make like Sonic Labyrinth and spindash around; dont' trigger the speedcap once you get that speed. ;) Of course, it doesn't take a physicist to tell you that it's a bit harder to stop with your increased weight. The items have been set to last for about 18 minutes and 13 seconds (the maximum I could), so unless you're using Debug, they only wear off when you die, finish the act, or strike the opposite item. I've set the items in places where I feel that you are being rewarded for going out of your way even in the slightest, or "punished" for recklessly plowing through lines of items before learning the course (not counting the demo pair at the start of New Adventure 1).

This is not without its share of bugs, I'm sure. The music speeds up / slows down dependant on the music setup and regardless of the item, which occured in Megamix and SMTP too. If there are any spots that are impossible due to becoming heavy at the wrong place, please show me with screens or a .giz, although good spindashing and jumping should get you through 99.9% of the time.

EDIT: A comment from RPG on his playing during an MSN conversation:
"I keep thinking ^ = lolfast :(, but really ^ = lolfatass."
Iono, I thought he was clever ;)
Title: Re: Sonic Turbo
Post by: Shadow Jacky on June 10, 2007, 06:14:14 pm
:/

I'm not going to read through pages just for 1 answer >_>

*shot*
Title: Re: Sonic Turbo
Post by: Tweaker on June 11, 2007, 12:19:29 am
CNZ was AWESOME. Totally unexpected, I love the loop designs.

You weren't kidding about that speed. I think it actually works here, as the levels are better designed for it.

The music ports need serious work, though. I'll help you out there, if you want.
Title: Re: Sonic Turbo
Post by: Thorn on June 11, 2007, 12:47:11 am
HOLY SHIT, I just got a compliment from Tweaker... I didn't know that he still posted on the forums.

Anyway, I'll take any help I can get on the music. I haven't tried what you told me in IRC yet, because I don't plan on adding too much more. I still have six more acts to build first, and I plan to extend one or two existing acts.

It's 12:45 am here, and I'm in my bed posting via PSP. So I'll shut up now, and find you in chat another time.
Title: Re: Sonic Turbo
Post by: Thorn on June 11, 2007, 07:32:22 pm
Double post here, becuse it's been almost a day since the last one, and I have a small update.

  • Palletes: Every level palette has been redone. Simple as that.

Yup. Every palette, even the garbled Catwalk (which hasn't been touched in a long time) and Deep Forest palettes.

(http://img209.imageshack.us/img209/9577/sonicturbobuild000nh6.gif)

Remember, kids, Groudon has no idea what he's talking about. Srsly.
Title: Re: Sonic Turbo
Post by: Thorn on June 12, 2007, 12:25:49 am
Whoa, triple post, for another update. I let my inner n00b out, or something. Here's v0.78 (http://www.megaupload.com/?d=DYMHZJH0). Two more modified acts for your playing pleasure.

Also, since I finally made an act that depends on each character's abilities, I should make it known how to use Sonic's speed to the best. I'm sure you've seen some ridiculously steep slopes in Twilight Cove and Robot Factory... if you jump at those with either character at a very shallow angle, you'll stick to it and begin running upwards. However, only Sonic has the drive to power all the way up the slopes to the tops (pro tip: this even works upside down, and you can transfer it to rightside up if you really wanna get fancy :P). I've had some 1UPs hidden in Twilight Cove 1 this way for ages, but with a modification to Robot Factory 3, this move is now essential for Sonic to finish the game. So please don't find me in #TUSC and say "I'm stuck", then describe a location like this. >_>

EDIT: Also, since a new version has been released, the TA "contest" is kinda cancelled. *cries*
Title: Re: Sonic Turbo
Post by: Thorn on August 03, 2007, 07:01:05 pm
Quadruple post. I am SO dead. I figure I should let my ten-person fan base know where this hack stands with a two-month update.

I have Sonic Turbo v1.0 (http://www.megaupload.com/?d=KHSERLOA) ready for release. Those of you who hung with me in chat already have something I called v1.0, but since I never really got to make an official release, I tacked onto it and maintain the same version number. Art changes are more frequent now, mostly taken from the SCAA due to being goaded by the SCAA admins. The sound driver is pretty much finalized. And what's more, I'm also working on a second hack along with the SCAA admins. It hasn't even gotten off the ground yet, but you can bet that when it gets started I'll be making another topic here. :P

Remember that just because I hit v1.0 doesn't mean I won't tweak Sonic Turbo anymore... it just means that I'll spend more time on the other hack.
Title: Re: Sonic Turbo
Post by: Spinballwizard on August 06, 2007, 11:53:26 am
Bad Thorn.

Also needs a non-MU link. Because MU fails. I tried to download that last night and Firefox proceeded to explode.

During a Free Bird solo I might add, which sucks since it was playing through FoxyTunes. >_>
Title: Re: Sonic Turbo
Post by: Bilan on August 06, 2007, 06:32:56 pm
So it was Thorns hack that interupted Free Bird!?
/me deletes charts >_________>
Title: Re: Sonic Turbo
Post by: Muzozavr on March 30, 2008, 02:35:55 pm
I'm sorry that I'm bumping up this thread again, but I downloaded your hack (1.0 I presume, I downloaded from the Sonic Retro community) and in need of some help on Final Factory Zone.
I come to the rings that make a left arrow, and after them there's a huge bottomless pit. I then try to come back, but what? Nothing but a straight route that leads to this place.
I simply can't find how to get out of that compartment.
Help?
Title: Re: Sonic Turbo
Post by: Thorn on March 30, 2008, 03:57:27 pm
Bumping a thread on a board of five topics isn't a big deal. X)

I've gotten this question a lot. Walk to the edge, then turn around and use the slope under the arrow to jump up to a ledge to the upper-left. It kind of blows my mind that people find out how to get out of the pit at the start of Robot Factory 3, but the arrow confuses people to no end. :P

Also I have another hack (http://www.soniccenter.org/forum/index.php?topic=3333.0) on the way soon.
Title: Re: Sonic Turbo
Post by: Muzozavr on March 30, 2008, 11:31:47 pm
Don't mention the goddamn pit in Robot Factory 3! Argh!! It took me so much time to figure it out!!!
Oh yeah, and thanks for helping me at Final Factory, I'm gonna try it right away.

EDIT: Okay, I tried it out and completed your hack. MASKING A LEDGE AS A WALL BY USING BACKGROUND IS EVIL. PERIOD! :D

Some comments:
1) You've got it perfect with the increased boss hit-counts. Metal Sonic is now actually hard. (since 6 of the 8 hits could be done in an "automatic" way, increased hitcounts now get a good length -- he is now pretty tough to defeat, since you need to destroy him before he does his spike-jump, which is pretty much an unavoidable death)
2) The final boss is now a bit easy with the ledge at the top: the trick of holding a spindash in place to damage a boss still works.
3) Love the boss music.
4) Boardwalk boss is still as bastard as ever. ;)
Title: Re: Sonic Turbo
Post by: Thorn on March 31, 2008, 01:57:29 pm
EDIT: Okay, I tried it out and completed your hack. MASKING A LEDGE AS A WALL BY USING BACKGROUND IS EVIL. PERIOD! :D
...I wasn't aiming to mask anything. >_> That's one of the few chunks of layout I could put there that would look right.