Welcome to the next level!
This is a port of the original Sonic the Hedgehog (revision 1, mostly) to the Sega Mega CD (running in Mode 2/off a CD). Not a mere one-zone demo, not affected by an original hack's mechanics, not buried within a joke hack. This is a full playable Sonic game running on the Mega CD, with the source fully available, and with the intent of enhancing the game with the extra hardware.
I started this project about a month and a half ago to present to the contest after another project intended to be shown here was put on hold. (Maybe next year, eh...?) This was done as both a learning experience for myself to learn new hardware (I was already familiar with programming for Mega Drive, but wanted to explore its addons), and as an example others can learn from.
This has been tested with BlastEm, Fusion, Gens, and on real hardware using a Mega Everdrive Pro.
Features:
Even though I started this project to have something for SHC, I'm incredibly happy with what's been done so far, and I intend to work on it further after the contest to add more features. I consider this the beginning of a goodbright future for Sonic games and hacks on Mega CD.
Note: Debug mode and sound test have not been fixed to accommodate for the code has been moved around. Try at your own risk! There is also a small instrument issue at the beginning of the credits music that quickly corrects itself; otherwise, the music plays perfectly.
File Type: rom/zip
File Size: 868.64 KB
"Your everyday Sonic 1, now with LOADING TIMES!" :D
also, I'm surprised at the fact that BlastEm can now run CD games more or less OK.
Hope you can get those CDDA tracks working for a future release.
This is probably the most impressive tech feat so far!
I would like to see more CD hacks to come from this.
i have a question will the source code be revealed ?
For anyone wondering about the source code, it's already mentioned in the entry's description. You should find it there.
Sonic 1 Mega CD Port: The "Timely" Update
Download >[url=https://tinyurl.com/s1mcdport]here[/url]<!
Changes include:
The major audio bug with drum samples has been fixed!
Both issues in Marble Zone (corrupted ring sound, crash on point bonus) have been fixed.
A crash when transitioning to/from Scrap Brain Zone 3 has been fixed.
Music no longer resets during a drown warning, since it's a sound effect now.
Updated Special Stage wall art, using graphics from the 2013 version of Sonic 1.
Now, imagine if a Sega CD romhack had custom FMV cutscenes, from one or more of us, Sonic Paradox animators. Either that, or from a Dingo Pictures movie.
I was wondering when CDDA Audio gets implemented, what kind of CDDA audio will be used? And could this be a step in the right direction for larger scale sega genesis hacks that were not possible due to size limitations?
Last modified by ChaosShadow25 @ 2024-10-17 20:18:40
Comment deleted by amyfarbright @ 2024-10-04 17:45:47