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Windy Valley Beta Restoration Released for Sonic Adventure DX PC (2004)

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windyValley_SADXMod

Back in 1998, our first glimpse of Sonic Adventure showed what would be the first true 3D experience with Sonic and friends. After the game’s release, the level we were told was Windy Valley was nowhere to be found in the final game, instead having been completely reworked before hitting store shelves. Even though shots of the original design were used to advertise the GameCube rerelease Sonic Adventure DX, the original look and feel of Windy Valley became one of the holy grails for Sonic enthusiasts interested in the development process.

After the retrieval of the AutoDemo, work has been performed by several people including many dedicated members of the Retro community, who have pooled their efforts to get these stages back up and running. Finally, after fifteen years we can witness this one of a kind experience with a mod for the 2004 PC edition of Sonic Adventure DX, with a fully playable beta version of Windy Valley. With recreated graphics and fully functioning camera angles, CorvidDude wants you to jump over to his YouTube video for more information as well as instructions on how to download and install the mod. Special thanks go to CorvidDude, MainMemory, ItsEasyActually, Catley, Melpontro, and many more who were involved with this project.

[Source: YouTube]

The post Windy Valley Beta Restoration Released for Sonic Adventure DX PC (2004) appeared first on Sonic Retro.


SEGA Channel Retro: Windy Valley Mod for SADX, Featuring CorvidDude

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windyValleyDXMod-SCR

The live show is already over, but you can check out the archived stream above as well as more content below!

This week’s live show on SEGA Channel Retro is a tour through the Windy Valley Beta Mod that was released recently for Sonic Adventure DX. We’ll also have CorvidDude, the author of the mod bringing his insight on restoring the level from the AutoDemo.

If you want to check out the mod for yourself, you can hop over to CorvidDude’s YouTube channel and check the links in the description of this video.

I’m joined by Overlord, GeneHF and OverlyEquippedin our little venture as we also check out the latest Sonic title, Sonic Jump Fever as well as catch up with Sonic Dash with Andronic. Also say hello to me as I try to roll eggs with Billy Hatcher in SEGA Superstars. Finally I take a blind look at Atlus and ACE Team’s latest offering, Abyss Odyssey.

Sonic Adventure DX: Windy Valley Restoration Mod with CorvidDude [Twitch] [YouTube]

Sonic Jump Fever, Sonic Dash, SEGA Superstars [Twitch]

Abyss Odyssey [Twitch] [YouTube]

The post SEGA Channel Retro: Windy Valley Mod for SADX, Featuring CorvidDude appeared first on Sonic Retro.

Sonic Hacking Contest 2014 Live!

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shc2014

shc2014

Has it already been a year? We and SSRG are teaming up once again for the annual Sonic Hacking Contest, where talented fans work on creating their own game hacks. Now, this may make some people think that it will be nothing but the usual MegaDrive game hacks, but the contest also features Sonic Generations and Sonic Adventure DX edits among others.

New to this round is the introduction of Team entrants, which allows multiple users to be credited together for a work instead of last year’s single representative. Teams can consist of Retro members, SSRG members, or a mix of both.

As always, you’ll need a Sonic Retro or SSRG account to log in and actually vote for which title you feel best deserves an award from many categories. Downloading, however, is free to the public. Who knows, maybe these works can inspire some of you to take a stab at it next year, especially with the many tools Generations hacking has.

You’re still reading this? Get over to the site already!

The post Sonic Hacking Contest 2014 Live! appeared first on Sonic Retro.

UPDATED: SEGA Channel Retro Presents Sonic Hacking Contest Special at 6PM Central

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segaChannelRetro_tinyLogo

SEGA Channel Retro is reporting live from the Sonic Hacking Contest starting at 6PM Central. For our stream we’ll be checking out mods for Sonic Generations and Sonic Adventure DX in a three hour special.

Now available on YouTube you can check out each mod that was made for Sonic Generations and Sonic Adventure DX in a convenient playlist.

The post UPDATED: SEGA Channel Retro Presents Sonic Hacking Contest Special at 6PM Central appeared first on Sonic Retro.

New Sonic Megamix Build Released, Sort Of, Not Really

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Megamixtitlescreen

If you’ve been looking up what the hell is up with Sonic Megamix, you might have noticed that there’s a leaked “5.0” build out there. Because of it getting more popular, Stealth and the team have decided to just put it out there themselves. They don’t recommend anyone to actually play it though, because this build is unfinished, buggy and very outdated. You can find Stealth’s complete post about this after the jump along with a download link to build “5.0a”. Just be sure to read his post before you consider downloading it.

If you want a glimpse of the current build, Stealth also released a new video of it which can be seen above.

If you use or have used this and end up regretting it, don’t blame us. That’s not meant to be funny, and I genuinely mean it. If you don’t know why, then continue reading first and find out, and see how I was made to have to waste time doing this instead of further developing the game

http://www.teammegamix.com/builds/Sonic_Megamix_June_28_2011_Unstable_Leaked_Early_Alpha_Build_(‘5.0′,_broken,_incomplete,_not_a_legitimate_release,_extreme_spoilers).rar

The above-linked archive contains an in-progress build from mid-2011. It was never intended for release, but shortly after it was built and uploaded in private by one member to show the rest of the team, someone found an exploitable script that was installed by someone else somewhere on the webserver that we use, which was in a place that actually had absolutely nothing to do with us yet made us vulnerable anyway. While exploiting it, they invaded our private folders, saw and downloaded this build, and then released it in an open and explicit attempt to spite “Sonic Retro” even though Megamix is not a “Sonic Retro” project, and several dev team members have little-to-nothing to do with Retro politics. When this person backed down, another person who downloaded it from the then-public links took it upon himself to do nothing more than openly and explicity defy authority and common decency by plastering his name all over it and further distributing it himself. When this left the spotlight, this build was relegated to back-water sites and eventually random youtube videos, which quickly moved up in search ranking and started becoming listed as “suggested videos” on legitimate Megamix teaser and playthrough videos. Slowly, the number of videos containing footage from and links to the leak grew, exponentially increasing the likelihood that anyone would see it, until it finally forced its way into open waters again. It’s being incorrectly passed off as “Current Version”, “5.0”, and “Final”, to name the most prominent.

We can’t afford to care about this anymore, so rather than let people continue spreading misinformation and swelling their egos over doing nothing, we’re making it available ourselves with this statement. This is not “a release” in the traditional sense, and we honestly would prefer that you do not download and play it. Do not call it “a release” because the implication is thoroughly misleading. It’s unstable in general, it probably doesn’t work very well on hardware, and the majority of the new content is unfinished and unpolished, even in cases where it might appear otherwise (Ex: COZ3 appears “complete” because I intended to use it in a private demonstration), yet there are still extreme spoilers. If we intended a release, it would have been polished and stable, so, if for some reason you decide to subject yourself to this build in any way, then it is you who have made the choice to both frustrate yourself and diminish the impact that the final product will have on you by means of spoiling newer content either through extended unofficial viewing materials or especially by experiencing gameplay, some of which will not change much, if at all. This was not our intent, we did not make the decision, we are trying to warn you, and we can not be held responsible.

This has become so rampant that we apparently have no choice but to forego calling the next version “5.0” because we do not want this causing confusion with the in-progress build and the future release. Do not call it “Final”; it is far from “Final”. If you see any variation of “5.0”, it is this build. If you see “Final”, check http://www.teammegamix.com, http://www.headcannon.com/hchc/Megamix, and http://info.sonicretro.org/Sonic_Megamix. If it does not appear in all three locations, you are being lied to. If you see it being called “Beta”, then that’s just plain ignorant, because “Beta” does not occur until after the main gameplay mode is playable from start to finish and its content is considered almost final, thus placing this build firmly in early “Alpha” stage. If you absolutely must call this anything other than “2011 leak”, call it “5.0a”, and include both the build date of June 28th, 2011 and the fact that it is not a true release somewhere prominent.

This is extremely outdated and, again, was never intended for actual release. We are not looking for comments; it is not in a presentable state, nor is anything finished. We are not looking for bug reports; we were in the middle of things and already knew about most issues when this build was taken from us, and current builds are much more stable. We are not looking for suggestions; this is unfinished, unstable, and outdated. We want to make our own decisions and not be told to do what we’ve already done or would probably have done anyway.

The only differences between this distribution and others are the inclusion of this text file both in the package and on the iso image, and the use of the soundtrack that we were using in-development as opposed to broken and/or completely random sets. Tracks 5, 11, 12, 14, 15, 18, 19, 20, 24, and 25 are placeholders and are not intended for the final game. Track 5 was a WIP track borrowed from Dioxaz’s “ArmEggeddon Project”, and 25 is an OCRemix by analoq. If you must hear the soundtrack that accompanies the most prominent illegitimate distribution, get it here, but know that it is not sanctioned by us and we are not responsible for its content. The initial leak was not accompanied by a CD soundtrack, and many people posting videos have been filling it in with whatever random thing they wanted.

If you have to distribute this build, distribute this complete package, unmodified. If you have to showcase this build or any portion of it, include this complete text, unmodified. If you have to cross-post any of the music tracks, include this complete text, unmodified.

Do not assume that Megamix has been “cancelled”. After the multitude of times that we’ve said that it won’t be, you must think very poorly of us to believe that we rank among the people who make those claims and then silently give up without admitting to it. Having to constantly say this is getting to be too much

-Stealth

[Source: Team Megamix]

The post New Sonic Megamix Build Released, Sort Of, Not Really appeared first on Sonic Retro.

PSA: Stealth Announces Project HC

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sonic_android

Stealth, one half of the brains behind the recent mobile remasters of Sonic 1 and Sonic 2, announced he’s looking to train people into using his own Head Cannon Game Engine (HCGE.) Before you go running in hoping to recreate Sonic 3 or some other title, Stealth has the strict requirement that, regardless of skill level, applicants must dedicate themselves to this project and not just flake out when the going gets tough.

Early on, Stealth will work alongside approved applicants and teach how to run with the engine. As time goes on, Stealth will roll back and allow autonomy to take over. Project HC is focused as being a Sonic game (which most around here should be familiar with) in the same general area as Sonic Megamix, at least to get the ball rolling.

Currently, applications are open to all positions like programmers, musicians, artists, etc. For more information on the project and how to formally submit an application, hit up this lovely link.

Are you up to it?

The post PSA: Stealth Announces Project HC appeared first on Sonic Retro.

Monday Links: Schrodinger’s Edition

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Schrodingerian box

Schrodingerian box

Nobody knows if Monday Links is alive or not. Sometimes is just kinda pops up again, while at other times it just kinda seems to have died into obscurity. Some wonder if Monday Links was ever truly alive for the past year or so, as it only sometimes kinda popped up and then disappeared again for who knows how long. Others just don’t care cause really why would you you probably normally don’t even look at the front page and just go straight to the wiki or forums you jerk. >:(

Anyway, these Monday Links articles usually takes quite a bit of time to make so I’m gonna trim them up a bit from now on. From now on it’ll focus more on Sonic and less on SEGA in general. If you want to see the latest SEGA news and cool SEGA features, you should go visit SEGAbits. Those guys do a pretty damn good job covering all things SEGA and really I’m just wasting time linking all the stuff they put up there when you can just visit their site.

Also I’ll probably use more Space Dandy gifs.

Sonic Retro stuff

Sonic stuff

Other stuff

Video of the Week

The post Monday Links: Schrodinger’s Edition appeared first on Sonic Retro.

Monday Links: Exclusive Leaks Edition

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Rayman Runners

Rayman Runners

Oh man, you guys, we usually don’t do leaks by anonymous tipsters but this was just too good to pass up. Rayman is gonna be in the upcoming Sonic Runners! This tipster gave us this piece of promotional art in which Rayman is shown running alongside Sonic, Tails and Knuckles. What made this leak especially convincing is that just like Sonic, Rayman consists of a re-used model from previous games with black lines around the edges.

It makes sense as well. Just like Sonic will have, Rayman has had a couple of “endless runner” games that aren’t really endless but actually have stages. These games, Rayman Jungle Run and Fiesta Run, were pretty darn good. So hopefully they’re an indication of how good Sonic Runners will be. And who knows, maybe we’ll see additional guest characters from other mobile games as well, like maybe Mega Man!

Sonic Retro stuff

Sonic stuff

Other stuff

Video of the week

The post Monday Links: Exclusive Leaks Edition appeared first on Sonic Retro.


Monday Links: Weekly Edition

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Sonic Boom needs more art like this

Sonic Boom needs more art like this

I did it you guys. I got Monday Links to actually be a weekly thing for every Monday of a month. I checked and this is something that hasn’t been achieved since 2010 when Slingerland was doing this thing. This is something that I’ve tried very, very, veeeery hard to achieve since I did my first of these back in 2013. And really I probably wouldn’t have done it without Bartman3010 starting it up again. Speaking of which, why isn’t he doing Monday Links anymore? I bet he’s probably doing “more important stuff” and “chasing his dreams” like learning how to make games for the Nvidia Tegra. Pfft.

Now what was I supposed to be doing? Oh right, links.

Sonic Retro stuff

Sonic stuff

Other stuff

Video of the week

The post Monday Links: Weekly Edition appeared first on Sonic Retro.

Sonic Hacking Contest 2015 Open for Entry

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SHC2015_LOGO

SHC2015_LOGOAs sure as the air gets crisp and the leaves turn brown (or green if you’re upside down in the world), the Sonic Hacking Contest is live once more for the next generation of game hackers and homebrewers. We’re partnering with SSRG once again to see what the more creative of you can do given a digital game jam of sorts.

To start, you’ll need a forum account for either here or SSRG (the rules are a little more relaxed if you’re actually entering.) Participants will have until Oct. 4 to submit a playable build of their game or hack, and then a further week to work on their projects should the entrant deem it necessary. Voting will then go live on Oct. 19, and also requires an account to either site.

Much like last year, everyone can download and play the entries,  but streams will be held that showcase the games for those more interested in hanging out and talking with others.

Don’t be shy if you feel you’ll be swept up by more veteran groups. It’s not unusual for someone to come out of left field and stun the competition, such as with the likes of Robotnik’s Revenge, which in a roundabout way inspired the boss rush mode in Sonic 2 Mobile (2013)/Egg Gauntlet Zone. Practice the craft and have fun with it. Joke hacks are certainly welcome too, but not joke submissions. Basically, you can make something funny, but don’t submit something that’s clearly just stupid (see: Sonic 1337.) If you’re going to swing for worst hack, do it with some grace.

If you’re not into the whole Sonic theme, you can also submit SEGA-themed fangames too. Golden Axe, Shinobi, Jet Set Radio, Puyo Puyo… any of those brands are ripe for the picking. Going off the hip, I can say a Mighty Switchforce 2 styled Burning Rangers may be a neat idea, but you didn’t hear it from me.

And yes, this isn’t just limited to the Mega Drive games. The 3D games like Sonic Adventure, Sonic 2006, and Sonic Generations are encouraged.

The post Sonic Hacking Contest 2015 Open for Entry appeared first on Sonic Retro.

Presented Without Commentary: Who Can We Count On?

Retro Digest – Tails Unleashes Tumblr Teases Edition

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SonicatDonny's

BreakfastAtDonny's

Right, after Gene stole the glory of doing the last ever Monday Links, it’s time for me to start this Retro Digest thing.

So basically Retro Digest will be replacing Monday Links, the supposed-to-be-weekly summary of what’s been happening around the Sonic scene. Except it was almost never actually weekly and it often wasn’t done on Mondays either. So to stop people from making any more snarky responses pointing this out we’re renaming it to Retro Digest. This is our first step in removing all snarkiness on the internet, wish us luck!

Anyway, 2016 is already off to a pretty decent start when it comes to Sonic stuff, with the community doing cool stuff and Sega teasing the fanbase. So here’s a look at the neat stuff that’s been happening

Retro News

Community News

  • Amazing username creator SupperTails66 has made an impressive level editor for the underrated Tails Adventures called Tales. [Be sure to take a look at it here]
  • S0LV0 is busy updating the Unleashed Project mod for Sonic Generations to add all of the extra unlockable and DLC acts. She uploaded a couple of videos showcasing two of the Windmill Isle DLC acts in Generations. [Act 1-2] [Act 2-2]

Sonic News

  • Unless you’ve been living under a rock, you probably know about how much more lax the Sonic social media accounts have become. What you might not have noticed is that RubyEclipse likes to make mini blog posts within the tags of the Tumblr posts, and has hinted at that there’ll be something some of us might like next month. [You can take a look at those here]
  • All Sonic games on Steam are on sale right now, with Sonic Lost World being 66% off and every other game including Sonic Generations and Sonic & All-Stars Racing Transformed being 75% off. [For in case you missed every other Sonic sale on Steam]
  • Sega has announced the SEGA 3D Classics Collection for Nintendo 3DS, which includes 3D Sonic the Hedgehog. It’ll be released in North America on April 26th. [No news for Europe yet though]
  • The iOS version of Sonic the Hedgehog 4 Episode 2 has gotten an update that lets you play the game on newer iOS versions. [For in case you wanted to play the classic with touch controls]

Video Thing

The post Retro Digest – Tails Unleashes Tumblr Teases Edition appeared first on Sonic Retro.

Sonic Hacking Contest 2016 Announced

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It would be an uneventful year without the time honored tradition of the hacking contest. Despite the delays and complications the Sonic Hacking Contest got 2016’s back for another round of ROM hacks and more! For the time being, there are no entries being accepted as the website will be up later.

You can get your submission ready by viewing the rules here on our forums courtesy of hacking contest judge Spanner. Deadline is Sunday 9th October 2016, so there’s plenty of time before the contest begins. Watch this space or check with the forums when the website goes live.

Remember that you can submit more than just ROM hacks as there are entries for mods as well. Will you make the ultimate mod to Sonic Lost World?

[Source: Sonic Hacking Contest 2016]

The post Sonic Hacking Contest 2016 Announced appeared first on Sonic Retro.

SEGA To Allow People To Share Mega Drive ROM Hacks Through Steam Workshop

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SEGA Mega Drive Classics Hub

Yesterday Sega Europe announced the SEGA Mega Drive Classics Hub for Steam. Basically it’s a fancy emulator shell that lets you play Mega Drive games in a virtual room. It has the standard features you might expect officially released emulated games to have like save states and visual filters. But outside of that, it’ll have one very interesting sounding feature: Steam Workshop support.

According to Sega’s blog post, the Steam Workshop support is for “modified versions” of the Mega Drive games. You might think that this sounds a lot like they are letting people share ROM hacks, which would be huge news. And it turns out: they are! It was later confirmed on Twitter that you’ll be able to share “custom ROMs” of the games with other Steam users. So yeah, ROM hacks.

It’s no news that Sega is okay with people making and sharing ROM hacks. After all, they haven’t tried to stop us from letting people host them on this site. But to let people share them through an official channel like this has never been done before. More details on how Steam Workshop support will exactly work will be shared next week, but so far this all sounds very promising.

The SEGA Mega Drive Classics Hub will launch on April 28th, and will be released as a free update to the current Mega Drive emulator on Steam. It’ll be compatible with all of the Mega Drive games Sega are selling on Steam, and you’ll be able to make use of the hub if you already own any of them. This of course includes all of the Mega Drive Sonic games that are being sold on Steam.

The post SEGA To Allow People To Share Mega Drive ROM Hacks Through Steam Workshop appeared first on Sonic Retro.

Sonic Hacking Contest 2016 Website Goes Live

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shc2016_sonic

Character mods, fishing derbies and content restoration are all welcome in the return of the Sonic Hacking Contest for the year of 2016! The contest has been accepting entries for quite awhile. This time however the website has gone live which will mark the home for all entries and streaming personalities showcasing the entries and judging the results.

Remember though, entries are accepted until October 9th. Both longtime contenders and newcomers are always accepted so long as you have an account with us at Sonic Retro or Sonic Stuff Research Group.

I’m still waiting for the ultimate hack for Sonic Lost World  to appear, and now that time has come for you to show everyone! Head on over to the new website and good luck to all participants!

 

The post Sonic Hacking Contest 2016 Website Goes Live appeared first on Sonic Retro.


Get Acquainted with 2016’s Sonic Hacking Contest Entries

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shc2016_sonic

The deadline has passed and the results are in. Spanner on the Retro forums has revealed the 54 entries lined up for the Sonic Hacking Contest of 2016! Starting Monday, November 7th up to the Sunday the 13th, all finalized entries will be made downloadable and playable during that time! Expect more features including livestreams and more when the contest becomes open to the public. Hit the jump to check out the entry list for this year’s contest.

[Source: Sonic Retro Forums]

  1. 137E0 Action 1 Steak by LuigiXHero
  2. Apotos Unleashed Pack by tuanpingas
  3. Beta Windy Valley (Sonic Lost World) by SonicOtakuSNG
  4. Blue Potato the Mcdonalds by Blue Potato
  5. Doctor Robotnik’s Plan B (REV01) by Painto
  6. Donnie The Chao Special Edition by Team Overload
  7. Eggmanland for Sonic Generations by NeKit
  8. Ivysaur in Sonic 2 by Pacguy
  9. Knuckles’ Emerald Hunt by MainMemory
  10. Lose Tails Or Else by GT Koopa
  11. Metal Sonic Lost World by Joe T.E.
  12. Pantufa the Cat – Extended Edition by VAdaPEGA
  13. Pepsi in Sonic 1 by Unlimited Trees
  14. Pikachu the Mouse by Team Overload
  15. Robotnik Returns 2 by Pacguy
  16. Roya Rockwood’s Sonic Mega Collection by Royameadow
  17. SADX Character Select Mod by MainMemory and SonicFreak94
  18. SADX Mirror Mode by Morph
  19. Socket the Hedgeduck by GenesisDoes
  20. Sonic 1 – Warped World by Team Overload
  21. Sonic 1: Mania Edition by Baraksha
  22. Sonic 1: Sonic CD Edition by Animemaster
  23. Sonic 1 Back to South Island by HyperSonic16
  24. Sonic 1 Dream Eater by Team Overload
  25. Sonic 1 NAC Tiny Verison by Joshwoakes
  26. Sonic 1: Reverse Curse by Campbellsonic
  27. Sonic 2 – 2 Player Madness by Joshwoakes
  28. Sonic 2 ReMastered by MrCat
  29. Sonic 2 UMZ by Trinitronity
  30. Sonic 3 and Blue Knuckles by Blind\\_Jack
  31. Sonic 3 and Knuckles: Chaotix Edition by Jdpense
  32. Sonic 4 in 1 by Natsumi
  33. Sonic Back 2 The Future by Animemaster
  34. Sonic Bash! v2 by redhotsonic
  35. Sonic Chaos Quest v2.0 by Narcologer
  36. Sonic Frenzy by SteamPoweredPixel
  37. Sonic Generations – Sonic Colors – Game Land Act 1 Demo by JoeyLaw
  38. Sonic Halloween by CamManS5
  39. Sonic Labyrinth 2 by Team Overload
  40. Sonic Lost World – Green Grove Zone by Knuxfan24
  41. Sonic Next Genesis by ProjectFm
  42. Sonic Pocket Winter by ValleyBell and VAdaPEGA
  43. Sonic the Hedgehog & Ashuro by Ashuro
  44. Sonic XE by Team XE
  45. Sonic: Scorched Quest by Team Painto
  46. Sonic: Time Twister by Team Overload
  47. Sonic: Virtual Adventure by Ladego Team
  48. Tails Adventure LX by lordxernom
  49. Tails Adventures for Über Players by Bakayote
  50. The Radikal Ralakimus Hack Pack (WOW!) – Volume 1 by Ralakimus & Bakayote
  51. Unlimited Trees by Unlimited Trees
  52. Untitled Sonic 1 Hack by jubbalub
  53. Urban Action: Royan Vacation ’16 by Royameadow
  54. White Sonic in SK (Sonic 3 Part 2) by Joshwoakes

 

The post Get Acquainted with 2016’s Sonic Hacking Contest Entries appeared first on Sonic Retro.

The Sonic Hacking Contest 2016 is Live!

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shc2016_sonic

The 2016 Sonic Hacking Contest site is live, with 54 different hacks and mods to download and play! No account is required to play or download any of the hacks, but make sure to sign in with your Sonic Retro or SSRG account to vote on the community trophies. Also check the schedule for near-round the clock streams from folks like SomeCallMeJohnny, MegaGWolf, RedHotSonic and many more!

Downloading hacks are open until Sunday the 13th. Some mods you’ll encounter include ROM hacks of Sonic the Hedgehog 2, Sonic Pocket Adventure as well as mods for PC versions of the original Sonic Adventure DX release, Sonic Generations and Sonic Lost World. Check them out today!

 

The post The Sonic Hacking Contest 2016 is Live! appeared first on Sonic Retro.

Results from the 2016 Sonic Hacking Contest

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shc2016_sonic

The Hacking Contest for this year has concluded, and the results are in! Spanner a.k.a. SOTI has provided a write up on the forums for this year’s winners as well as some general thoughts on this year’s contest overall. You can read more information on the results on the Retro forums here. You can also hear reactions from the contest judges and see the winners in action on the Results Show hosted by MegaGWolf here. Hit the jump to see the winners for all the trophies of this year chosen by both contest judges and community members.

Hidden Palace Trophy
1st Place
Sonic: Scorched Quest (SHC’16 pre-final) by Team Painto

Wood Zone trophy
2nd Place
Sonic: Virtual Adventure (SHC 2016 Demo) by Ladego Team
HONOURABLE MENTION: Sonic 2 ReMastered by MrCat (very split decision with this trophy)

Dust Hill Trophy
3rd Place
Untitled Sonic 1 Hack by jubbalub

Green Hill Trophy
Entry (or specific level of an entry if non-applicable) that plays most like a Sonic game.
Untitled Sonic 1 Hack by jubbalub

Windy Valley Trophy
Best art in an entry submitted.
Pantufa the Cat – Extended Edition by VAdaPEGA
HONOURABLE MENTION: Sonic Halloween by CamManS5

D.A. Garden Trophy
Best music in an entry submitted.
NULL VOTE – NO TROPHY AWARDED
HONORABLE MENTIONS: Sonic: Virtual Adventure (SHC 2016 Demo) by Ladego Team, Knuckles Emerald Hunt by MainMemory

Lava Reef Trophy
Best level layout in an entry submitted.
Pepsi in Sonic 1 by Unlimited Trees

Genocide City Trophy
Most difficult entry (or specific level of an entry if non-applicable) submitted.
Tails Adventures for Über Players by Bakayote

Wing Fortress Trophy
Best cutscene in an entry submitted.
Sonic: Virtual Adventure (SHC 2016 Demo) by Ladego Team

Azure Lake Trophy
Best multiplayer entry submitted.
Sonic Bash! v2 by redhotsonic
HONOURABLE MENTION: Sonic 3 & Knuckles: Chaotix Edition by Jdpense

Generations Trophy
Best 3D Sonic game modification submitted.
Eggmanland for Sonic Generations by NeKit
HONOURABLE MENTIONS: Beta Windy Valley (Sonic Lost World) by SonicOtakuSNG; SADX Character Select Mod by MainMemory & SonicFreak94

11000101 Trophy
Best technical / proof of concept entry submitted.
Sonic Pocket Winter by ValleyBell
HONOURABLE MENTIONS: Sonic 4 in 1 by Natsumi; Sonic: Virtual Adventure (SHC 2016 Demo) by Ladego Team; Eggmanland for Sonic Generations by NeKit

Fang Trophy
Best new enemy / badnik in an entry submitted.
NULL VOTE – NO TROPHY AWARDED
HONOURABLE MENTIONS: Pepsi in Sonic 1 by Unlimited Trees; Sonic: Scorched Quest (SHC’16 pre-final) by Team Painto

Eggman Trophy
Best new boss or miniboss in an entry submitted.
Sonic: Scorched Quest (SHC’16 pre-final) by Team Painto
HONOURABLE MENTION: Doctor Robotnik’s Plan B (REV01) by Painto

Spindash Trophy
Best new ability in an entry submitted.
Sonic Pocket Winter by ValleyBell
HONOURABLE MENTIONS: Pikachu the Mouse by Team Overload; Sonic & Ashuro by Ashuro

Carnival Night Trophy
Most innovative game play feature in an entry submitted.
NULL VOTE – NO TROPHY AWARDED

Casinopolis Trophy
Most entertaining / fun hack submitted.
The Radikal Ralakimus Hack Pack (WOW!) – Volume 1 by Ralakimus & Bakayote
HONOURABLE MENTION: Sonic Halloween by CamManS5

Emerald Trophy
Best Special Stage in an entry submitted.
Sonic: Scorched Quest (SHC’16 pre-final) by Team Painto

Robotnik’s Revenge Trophy
Best fresh concept using existing concepts as the backbone in an entry submitted.
Sonic 1: Reverse Curse by Campbellsonic

Polygon Jim Trophy
Most unique entry submitted.
The Radikal Ralakimus Hack Pack (WOW!) – Volume 1 by Ralakimus & Bakayote
HONOURABLE MENTION: Lose Tails or Else by GT Koopa

Tails Trophy
Most improved entry from last year’s contest.
Untitled Sonic 1 Hack by jubbalub

Newtrogic High Trophy
Voted best entry of the contest by the Media team.
Sonic: Scorched Quest (SHC’16 pre-final) by Team Painto

Big the Cat Trophy
Worst entry overall in the contest.
Roya Rockwood’s Sonic Mega Collection by Royameadow
HONOURABLE MENTIONS: Unlimited Trees by Unlimited Trees; Blue Potato the McDonalds by Blue Potato; Blue Knuckles in Sonic 3 by Blind_Jack; White Sonic in SK (Sonic 3 Part 2) by joshwoakes; Sonic XE by Team XE; Team Overload (all those underwhelming entries were overkill)

Hidden Palace Community Trophy
Voted best entry submitted overall.
Sonic: Scorched Quest (SHC’16 pre-final) by Team Painto

Windy Valley Community Trophy
Voted best art entry submitted.
Pantufa the Cat – Extended Edition by VAdaPEGA

D.A. Garden Community Trophy
Voted best music entry submitted.
Sonic: Virtual Adventure (SHC 2016 Demo) by Ladego Team

Lava Reef Community Trophy
Voted best level layout entry submitted.
Sonic: Scorched Quest (SHC’16 pre-final) by Team Painto

11000101 Community Trophy
Voted best technical entry submitted.
Sonic Pocket Winter by ValleyBell

Big the Cat Community Trophy
Voted worst entry submitted overall.
Roya Rockwood’s Sonic Mega Collection by Royameadow

We would also like to give some recognition to the following hacks:
Sonic 2 ReMastered by MrCatIf we had the 8-bit Trophy this year (it will likely be back next year), this would have won it.
Sonic & Ashuro by Ashuro You have so much potential, come back next year because this hack could win good by then. If we had a trophy to award to the hack with the most potential, it’s this hack.

Scrap Brain Zone Act 1 Mini Contest
Competition to work on a SBZ1 level layout from scratch.
JOINT WINNERS: Natsumi and MegaGWolf

The post Results from the 2016 Sonic Hacking Contest appeared first on Sonic Retro.

Get Ready for the Sonic Hacking Contest’s 15th Anniversary Early

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We’re already talking about Hacking Contest in 2017? You bet! The Sonic Hacking Contest’s 15th anniversary is upon us all and they need your help in a big way! The early report brings about rule changes and new trophies are being introduced in next year’s contest.

New rules are set to enact new “quality control” measures for entries to give a bigger focus on the technical achievement for entries with a lower focus on referential humor. New trophies are being made to address entries made for other platforms such as entries for handheld platforms with the Advance Trophy, 8-bit hacks with the Crystal Egg Trophy as well as introducing new trophies to be voted on by the community at large.

You can read up on how you can get your entries ready by reading Spanner’s post on the forums that details the rule changes, trophy guidelines and more. But when does the contest start? You have nearly a whole year before the deadline which is set for Sunday the 8th of October. The contest week then goes between the 6th of November to the 12th. There is plenty of time before then, but don’t let it sneak up on you before you know it!

[Source: Spanner on Sonic Retro’s Forums]

The post Get Ready for the Sonic Hacking Contest’s 15th Anniversary Early appeared first on Sonic Retro.

Morph’s Lighting Mod for Sonic Adventure DX Restores Dreamcast Lighting Effects

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Sonic Retro user Morph and several others have gone through Sonic Adventure DX and created a mod that restores the lighting effects that were previously seen in the original Sonic Adventure into the PC version. The difference gives off more vibrant colors in the environment that also reacts to objects and characters. You can download the mod from the discussion thread in our forums.

Lighting can be used to set a specific tone or mood in an environment. But why is it such a difficult thing to remain consistent when converting this to other game platforms? The game featured an artistic shift that occurred when the game was converted to other platforms. A combination of technical hurdles and creative liberties can dampen the original artistic intent, and Sonic Adventure is no exception. The original Dreamcast version featured a “Lantern” engine which provided impressive looking lighting effects using palettes on SEGA’s then cutting edge game console. However the dozens of ports of the game left out these lighting effects in favor of using drop shadows instead, until now. Check out additional videos, comparison screenshots and an interview with Morph on the mod after the jump!

After the original Dreamcast version, the lighting effect was replaced with drop shadows on the GameCube. The GameCube port ran at 60 frames per second, but with some random bursts of slowdown and frame stuttering. The developers also chose to remodel characters and change the textures that feature muted colors and shinier characters. Later PC ports retained the same graphical changes at the expense of changing the nuance throughout the scenery. In this screenshot you can see in the rock alcove above and you’ll notice the lantern lighting effects in the Dreamcast version give more definition to the structure. With the palette mod, it’s now possible to combine both drop shadows and lantern light sources at the same time.

The lantern engine also affected how characters are rendered. Aside from the texture and model changes, without it, characters give off a more rubbery, shiny look to them while other colors appear more flat. With the lantern lighting system, the vaseline effect appears reduced as seen in the character select screen. Notice the lantern light source across Sonic’s eyes on both Dreamcast and in the mod.

A more obvious example comes in Red Mountain Part 2. Here the lantern light sources give a lighting ambiance with the flames inside the skulls decorated in the caverns. In comparison the DX version doesn’t really bother with any kind of ambient lighting effects hiding the detail of the skull due to the texture used and looks rather primitive as a result. The palette mod comes pretty close to the Dreamcast version with the ability to render at a higher video resolution.

Finally lets take a look at Final Egg Part 2. Aside from the texture changes, the DX version faces a change of tone in the environment and on Sonic (and Tails!) as light seems to not exist on the GameCube version, and just pumps up the shine in the Steam version having light pointed at Sonic coming from seemingly nowhere. In the palette mod, the restored lantern engine matches and in some cases even surpasses the detail seen in the Dreamcast version thanks to Sonic’s higher polygonal count showing light bouncing off of his quills and hands.

If you’re tempted to try the mod out yourself, you can obtain it from the discussion thread on Sonic Retro. This will work on the PC version released in 2004 or by installing the Better SADX mod designed for the Steam release. You can also check out the dedicated Dreamcast hacking and conversion thread for Sonic Adventure DX which allows you to restore the Dreamcast experience even further by restoring the original textures and UI, or you can go hog wild in the general hacking thread and go for the even crazier changes including the addition of Super Sonic to normal gameplay among other features made possible by the talented hacking community. I also fired off some technical questions over at Morph to give a more detailed look on the conversion process of the lighting mod which you can read below.

If you want more help installing the mods or want to look at more comparisons, BlazeHedgehog has also created a handy video that also provides a tutorial on his YouTube channel. If you want to see levels compared in further detail, check out YouTube user ZoядkдяoZ’s channel, who I totally didn’t just copy and paste into this article, in his dedicated playlist.

From the Forums

Screenshots

Videos

Interview

Retro: What were you able to take from the Dreamcast original to work on this mod?

Morph: Literally speaking, the color palettes themselves. If you take a look inside the mod’s system folder, all those .bin files hold the lighting information. Depending on your archive extractor of choice, they should all still have their original last modified dates of 1999-2000.

Retro: Why were later ports of Sonic Adventure on GameCube and PC lacking these lighting effects?

Morph: The SADX Preview prototype for the GameCube still had this system in place, and it appeared to be working (mostly) fine, so I can only imagine it was a design choice. If not, it could have been due to performance, but that’s unlikely given how simple the effect is. I’m no graphics pro though, so I of course could be wrong.

Retro: Who helped contribute to the mod?

Morph: PkR and ItsEasyActually both played big roles in understanding the palette format. PkR in particular frequently checked the accuracy of my implementation against the original Dreamcast version, which was a great help. I did the programming, though. That being said, it’s an open source project, so anyone with the know-how who’s willing to contribute is of course welcome to!

Retro: What were the changes made to the lighting system to reinstate the lighting?

Morph: Does totally disabling it count? I basically had to inject code wherever changes are made to the lighting so I can see what it’s trying to do, and then I forward that information to my shader instead which does all of the actual lighting work. The only typical lighting calculation that occurs in the shader, however, is per-vertex brightness. It uses this brightness to select a color from the specified palettes, and outputs that to the rasterizer as the vertex color. For those unfamiliar with vertex color, a good example is Spyro the Dragon. It uses vertex colors for distant geometry so they could just skip the texturing phase entirely. On the PS1, that’s sure to improve performance. They did a lot of cool stuff with all three of those games!

Retro: Why is the lighting mod resource intensive?

Morph: It’s partially due to my own inexperience with using a shader, and partially because of the way I have to inject code to enable the use of the shader at all. The way I designed it (using the Microsoft Effect system) allows it to basically generate several shaders (called Techniques) based on a few parameters. As it is now, the shader has a technique for your regular run of the mill lighting, one for no lighting, one for no fog, and one for both no fog and no lighting. This plays into why it’s so intensive.

If I had more control over the rendering pipeline, those separate techniques would be welcome optimizations rather than performance hindrances. The idea behind them is to reduce load on the GPU. Ideally, the models in the scene would be grouped by desired shader technique and rendered in bulk. If I were to perform those checks in the shader (Is lighting enabled? Is fog enabled?), those checks would be happening for every single vertex of every single model rendered, and potentially every single pixel rendered to the screen.

But unfortunately, I have to switch between them multiple times (understatement of the year) per rendered frame to accommodate the needs of the models being rendered. The bottleneck here is the CPU–or more accurately, DirectX, which is not designed for such frequent shader technique switching. So of course if you have a fast CPU, it can get that operation over with faster; hence the CPU bottleneck.

The game has a render queue built in (used by default to sort transparent objects so you can actually see through them) that I’m working to understand and perhaps take advantage of. If I manage it, I can queue up all models to be rendered and sort them by required shader technique which would reduce the number of shader switches from potentially hundreds per frame to about 8 tops.

For the time being though, I’m going to experiment with doing this the inefficient GPU way: check flags every vertex and/or pixel. It could be that the GPU performance tradeoff for doing it that way would be enough of a CPU performance boost that it will run silky smooth all the time.

Retro: Did you have to make any major changes to the levels, characters or objects to reinstate the original lighting?

Morph: Nope! I designed this using mostly vanilla DX assets, just because I hadn’t bothered to download PkR’s wonderful Dreamcast level ports for a long while.

Retro: This mod requires a later revision of the Direct X library to reinstate the lighting effects. What does Direct X 9 offer over DirectX 8?

Morph: More advanced (which isn’t saying much, mind you!) shader capabilities. I had originally attempted to implement this in vanilla DirectX 8, but the shader had to be written in assembly. Basic features required special instructions which would break the rest of the instructions after it, it would fail to compile the shader with seemingly useless errors, etc etc. With DirectX 9, I was able to write the shader using HLSL, which uses C/C++ style syntax. It gives much more useful error messages and was much easier to prototype changes since it’s overall easier to understand.

As far as the game knows though, it’s still using DirectX 8. Thanks to Windows’ DLL shenanigans, I was able to use a shim called d3d8to9 which forwards all D3D8 calls to D3D9 render calls and vice versa. This otherwise wouldn’t have been possible without tearing the game apart (even more so than it has been) to replace the renderer manually. I even helped fix bugs to ensure it was SADX-compatible.

Retro: What are the future plans for the mod?

Morph: I’d like to implement an ingame palette editor/visualizer. Maybe integration into SA Tools since it’s vital for lighting on the Dreamcast. As a long-term goal, I might try to make the code more generic so it can be used as a platform to implement arbitrary shaders.

Retro: Any other thoughts on the project?

Morph: Hm… Maybe how it managed to get this far? I thought the reason SADX looked so much worse lighting-wise was because it had poorly configured lights. It wasn’t until PkR started poking at the files that I realized it allowed for arbitrary color gradients. My first thought was that it was some form of texture overlay (as not much testing had been done in the original SA1 at this point), so that’s how I tried to implement it. Getting it to look right was mostly trial and error until one day I had an epiphany. I realized it must be using the brightness of the vertex to determine which color to select from the palette (which by the way, is determined by calculating the dot product of the vertex normal and inverse light direction). I went ahead and wrote some code to do that, and it was comparatively speaking shockingly close to how it should look.

From there, it was a matter of determining which palette was applied where, how, and why. It was confusing, because each palette was oriented in pairs. Eventually after some experimentation, we (PkR, ItsEasyActually and I) determined that the first color in each pair was the diffuse color with baked ambient color, and the second color in each pair was used for specular lighting. Aside from some precision issues and overall polish, we had achieved the winning formula.

Pretty much a tl;dr of the last 6 months or so for me, lol. It was a great learning experience; I’m now much more familiar with a lot of the inner-workings of SADX due to the reverse engineering it required. Plus, now I know HLSL.

 

The post Morph’s Lighting Mod for Sonic Adventure DX Restores Dreamcast Lighting Effects appeared first on Sonic Retro.

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