The Mini-Project Release Thread

LazloPsylus

A Certain Scientific Railgun
Root Admin (Founder)
Messages
11
Location
Academy City
Have smaller projects that aren't suitable to be given a full thread, but you still want to release to the community to enjoy? This would be the place to do it. While the Quick Showcase thread has been good for showing off samplers of things in the works, this thread is dedicated to actually getting those small, one-off projects out to the world when it's not something that seems fitting for its own thread.

Have at it, folks.
 
Messages
27
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MarkeyJester

Member
Messages
11
That was fun!

The SEGA screen was an awesome touch in my opinion~

I really like the small details you guys put into GHZ, like the tiny flowers, or the palmtree sprite object which goes infront of the checkerboard backgrounds, they're really nice touches which add to GHZ but without going overboard either. I was also happy to see some unique badnik choices, like the spring on the back of the motorbug! I would love to see that utilised more though (perhaps you could set it such that the spring lands on the floor after destroying the badnik?).

Object positioning is slightly questionable in a few places, but honestly not bad or game-breaking, certainly clean enough for my liking. The remixed act 2 music took me by surprise! Not a bad remix! I did notice that act 2 felt like original GHZ's act 1 and 2 combined with some nice edits here or there, I was almost expecting it to continue into act 3's layout... The rotating ball flying off of the boss makes me feel as though you guys have something more planned for it in future, please say you do because it looks very exciting so far!
 
Messages
27
That was fun!

The SEGA screen was an awesome touch in my opinion~

I really like the small details you guys put into GHZ, like the tiny flowers, or the palmtree sprite object which goes infront of the checkerboard backgrounds, they're really nice touches which add to GHZ but without going overboard either. I was also happy to see some unique badnik choices, like the spring on the back of the motorbug! I would love to see that utilised more though (perhaps you could set it such that the spring lands on the floor after destroying the badnik?).

Object positioning is slightly questionable in a few places, but honestly not bad or game-breaking, certainly clean enough for my liking. The remixed act 2 music took me by surprise! Not a bad remix! I did notice that act 2 felt like original GHZ's act 1 and 2 combined with some nice edits here or there, I was almost expecting it to continue into act 3's layout... The rotating ball flying off of the boss makes me feel as though you guys have something more planned for it in future, please say you do because it looks very exciting so far!
thanks man this means a lot and yes ive been working on this for a year and editing the engine to act like s3k too bad parrlax is being painful and yea there will be an x mas demo that will include hpz with some sonic 2 mobile stuff and custom ideas for the future and some awsome ideas planned cant spoil it tho :p (there will be an enemy when you hit it it becomes a spring)
 
Messages
66
I am currently coping with some irl bullshit that got plopped onto me for no good reason, so I have now decided you will all now feel the wrath of my CRINGE, because yes I am logical. Here's a lame Sonic 1 hack with controllable input delay and a dreadful trailer to go with it. Merry Christmas!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :mddc_cry::mddc_cry::mddc_cry::mddc_cry::mddc_cry::mddc_cry:

Download and die
 
Messages
14
there is something very cursed about the controller delay setting automatically sending you to LZ3 if you select it as a level

(also, the link is still redirecting me from youtube)
 

Rivet

Member
Messages
24
Recently, PinoBatch made some small ROMs for the NES and SNES that changes the top half of the screen to blue and the bottom half to yellow. I wanted to give this a shot to see if I could go any lower. With the help of Jorge and Tails8521 we were able to squeeze the ROM down to an impressive 128 bytes! The program itself is 77 bytes, but it's padded to take advantage of mirroring to appease the TMSS by having "SEGA" stored in the stack pointer spot in the vector table so it's mirrored at $100. Sadly, we couldn't find any way to reduce the program down to 64 bytes. Still impressive nonetheless.
 

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Messages
66
Made a Sega CD mode 1 demo that uses the graphics chip to render a 3D plane. Will be working to expand on this greatly in the future ;)


Download

Mode 1 is simply a booting mode for the Sega CD in which it boots to the game cartridge. The hardware is still accessible and can be initialized. This demo uploads a small program that renders through the CD's graphics chip.

Special thanks to @VAdaPEGA for testing and recording on hardware.

On Kega Fusion, make sure CartBootEnabled is set to 1 in the configuration INI file. Then load the ROM and boot the Sega CD (or press Ctrl+B).
On Genesis Plus GX, provide an empty CUE sheet with the same filename alongside the ROM.
Will automatically detect the Sega CD in Ares.

Fun fact, VDP DMA on Kega is broken in mode 1. Kega thinks that the memory layout is in mode 2 (boot from BIOS). The ROM automatically detects Kega and works around this issue.

The rendering code is from this, just ported over to a mode 1 environment, which uses this setup library I made.
 
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MCTravisYT

De'Booting
Member
Messages
14
Location
Sparkling Zone
"Sonic the Hedgehog: Nick Arcade Edition"
A challenge hack where you have to collect 25 rings within 30 seconds of each zone. If you don't meet the 30-second requirement, you have to restart the level.
Some levels were removed from the level order as I thought they were nearly impossible to complete. The level select is still available if you want to try them out.

Current bugs:
  • SBZ3 seems to remove a life from you when you start it
  • Crashing can occasionally occur when clearing a level, though it's uncommon.
 

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Trickster

Extraordinary things can happen if you believe...
Member
Messages
1
SHC anthology - may 11 prototype build (sonic 2 hack)

It is a hack that is in the workings, from now on I'll be releasing montly releases, I may need to make a thread of it later.

I'm making this hack where I had given it's name for a really special reason. it is meant to be the "Sonic Mania" of the Hacking scene. by that I mean its premise is to pay homage for many sonic hacks that I played during the 2010's as a edgy teenager, Through the level art, zone music and etc.
1652379239333-png.178

Features :
- A full overhaul of EHZ, featuring custom level art, chunks, animated tiles, and an unique background (with code borrowed from CPZ lol)
- brand new sonic sprite art and reskinned badniks
- rehashed gimmicks taken from other zones, to form something of it's own
- an exquisite level layout inspired on SCD large and horizontal zones
and much more.

CREDITS:
Coding: AngelKOR64, lavagaming and yami
Music: Mr. Joker 27
Art and level design: Me

I don't want to make this post really long, but if you want more info check out here
also the level map I talked about, because I'm really putting a lot of effort on it to be really good, hope to receive feedback about it.
you may only see it after playing the hack so it won't ruin your first experience I guess :v

at this point, it features an incomplete ACT 1, with only the top section sewed up with the sign post so you could at least finish the level lol
anyway, enjoy, the link is below.
 

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Messages
7
Location
Pakistan, Rawalpindi
"Sonic the Hedgehog: Unfinished Example" This is my first Sonic Hack that is obviously a short hack. Only GHZ act 1 and 2 have been edited with newer pallete, and some basic moves added to Sonic. As the name suggests, it's an unfinished example of a Sonic 1 ROM Hack.
Following are the things that were added to this hack:
  • Spindash was added [the dust is missing]
  • Jumpdash code was added.
  • Removed Speedcap, Air Cap.
  • Few other minor bug fixes by me and Joshwoakes.
  • The boss is now harder and has 12 hits in usually of 8 hits.
and few other minor bug fixes that are too much to list =P.
Credits:
  • Jumpdash code by Selbi.
  • Spindash tutorial from Sonic Retro
  • Songs added from JX, Nineko's SMPS Pack, Gamma V's SMPS Pack, and others that I don't remember the names.
  • MegaPCM by vladikcomper
  • The DAC's by Joshwoakes
  • Joshwoakes for the help and suggestions.
  • MrVSC for the help and suggestions
  • LuigiXHero and few other people in the Free Assests Thread and Mini Tutorial Thread.
  • And SSRG Discord Server for the suggestions as well.
Few Bugs We have found:
  • In Labyrinth Zone, Sonic does a full jump even when not holding the button long enough.
  • If Sonic gets stuck at a slope (particularly the curved top slopes), he can get stuck. Luckily you can get yourself out of that situation.
  • The "DSK PRESENTS" screen can get glitchy if you beat the level or the game and going towards the title screen again
Please Enjoy and have a good day.
 

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66
It's official: I've gone insane once again. I put Bad Apple!! in Sonic CD, but instead of replacing an FMV, I put made it play in Palmtree Panic Act 1 present, just for the hell of it.

GitHub repository w/ build instructions

Yeah, it lags, but that's kinda expected with the heavy load of copying an entire tilemap into VRAM often. Foreground also disappears because that's where Bad Apple!! gets rendered to.
 
Messages
66
Because I haven't had enough cock and ball torture... Bad Apple!! in Sonic 1, with the help of the 32X.

Source
Download

Note: it uses the Sega mapper, which the hardware manual says IS usable with the 32X enabled. The ONLY emulators AFAIK that supports that configuration are PicoDrive and MiSTer's 32X core. The version provided on RetroArch has it. BizHawk's version appears to be extremely out of date and doesn't. I tested this with a modified version of Ares, and I did submit a PR with preliminary support for the mapper, so hopefully that'll go through. I would not be surprised if this failed on hardware; I am a 32X noob lul.
 
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Messages
7
Location
Pakistan, Rawalpindi
Cross-Post from SSRG:
Hello there People.
Remember my first ever Sonic 1 Hack that I posted here few months ago, yeah it's back. Now with more additional stuff in it as well.
This is Sonic 1: Unfinished Example Remade. The following stuff are in the hack:
  • Now with different level design, as well as longer and a little high levels, [if that makes any sense lol].
  • New ASM tweaks such as S3K slow ducking, a double jump, a slightly slower JumpDash. And better fading in and out of colors,
  • A new and not so new palette for Sonic.
  • Some new chunks as well, [well not many but yeah].
  • And finally, A NEW SPECIAL STAGE. wow never see that one coming, very original DSK..
Now these are additional changes as well as some changes in the music side as well, but you wont get to hear those if you don't know how to access the level select HAHA =P.
Now few insects I found out that was accidentally done by me, The Boss theme doesn't stop when you defeat the boss apparently. Don't know why, but that apparently exists. If you go to the Special Stage, at some areas you can get yourself stuck due to how collision is making sonic getting stuck, well it was my first time making a Special Stage, so yeah. =P
Credits
  • Joshwoakes for the HUD code and few helping in general knowledge of coding. And help on level design help as well.
  • D.A Garden for help on level design and object managements and object placements.
  • Darkex for the Double Jump Code.
  • The Tutorials and Utilities on SSRG and Sonic Retro.
  • The People on SSRG Discord Server for the help.
  • And few others that I can't remember on top of my head at the moment but you guys are remembered.
 

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Here is a small, 1-zone demo of my ROMHack: Eggman's Conquest (Used to be called "The Real Sonic 2").

GHZ has multiple small updates, you'll see them when you play the demo.
There are also many under the hood engine modifications.
Otherwise, this is very similar to the last demo from SHC. Download : https://cdn.discordapp.com/attachments/859921022215389205/913484524745273375/s2built.bin
tip of the day dont play as knucklesView attachment 90
remember this ? i hex edited and changed a few pointers in it to locate the newest sega screen (from a new version of the ROM hack) and shc splash screen along with fixing a few bugs such as the camera lock in ghz boss and how the collpasing platforms crumble ,dont complain about the layout in ghz you can always help by using the links in the hacks besides GHZ is being replaced by an orignal zone in the latest version so have your go at it :)
 

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