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Sega Systems (,
,
)
Sonic Loco 2 is Tamkis' first full-blown hack for Sonic 2 on the
Sega Genesis/MegaDrive. This hack aims to be a full hack, containing new
elements and using chunks In unique, "crazy" ways for level layouts.
The
hack contains original level layouts, some new chunks, some new monitors,
palette edits, and plenty of new SMPS music using the Sonic 2 clone driver.
Moreover, the hack includes new zone names, hidden songs via the song monitor, a
different song per zone act, and a different song per boss. In that regard, this
hack is a musical Megamix too.
Features:
Main features:
oOriginal level layouts, some
new chunks
oNew palettes
oNew music
•Per act
•Per
boss
oNew special stages
oNew actions
•Added Sonic's peelout move
and sprites
•Added Sonic's SCD spring animation
•Press A to
make Sonic whistle
oCauses a Tails clone to appear by
Sonic if whistle monitor was hit(costs 10 rings)
•Press A or C to make
Tails whistle
oCauses Tails to swap collision paths if
whistle monitor was hit (costs 10 rings)
oOnly works in a
Tails-alone game
oNew Monitors
•Hi Jump
monitor
•Special Stage monitor
•Music monitor
oPlays a hidden song according to the zone
•Whistle
monitor
oAllows Sonic to call a Tails clone by pressing A (costs
10 rings)
oAllows Tails to swap collision paths by pressing A or
C (costs 10 rings)
oPath swapping only works in a
Tails-alone game
•Insta-Kill monitor
•Basic Beginner;s tweaks
(SCHG)
oBypass Sonic roll-jump
oAir/ground speed cap
removed
oEHZ deformation bug fixed
oKeep rings after hitting
bonus stage monitor
•Other tweaks
oDisabled entering special
stages via starposts
oTails enabled in ALL levels (except
SCZ)
oDisabled SEGA screen
oDisabled water
oAdded
Sonic 2 Clone driver
oChanged cheat codes
•Lvl Select: 19, 65, 4, 14
•Snd Test: 3,1,4,1,5,9,2,6
Videos:
Video 1, Video 2, Video 3, Video 4
So, the other day, I was playing my first MegaMan game, MegaMan: The Wily
Wars (MMWW). Man, what I have missed over the years, with me previously thinking
that "MegaMan is dumb". I change my mind about that statement; MegaMan is
awesome! Anyways, playing that reminded me of an old Sonic 2 hack that I once
played called Rockman Chaos, by Hayate. It featured MegaMan/Rockman
as the main character instead of Sonic, and MegaMan gameplay. Although it was
never completed, it gave me the idea for my new Sonic 2 hack, called MegaMan 2:
The Robotnik Wars.
My newest hack, abbreviated as MM2RW, will be
basically an art hack, music hack, and perhaps a level hack. My plans are to
replace all of Sonic's art with Megaman's (from MMWW preferably) and all of
Tails' art with Protoman's art. I also plan on editing other art, such as enemy
art, ring art, HUD art, &c to make the game more Megaman-styled. Moreover,
if possible, I might change the sound effects to reflect MegaMan's sfx. For the
music, I plan on porting lots of MegaMan music into the game, preferably
straight from MMWW. And if/when I have time, I will make new level layouts, in
order to make this a "complete hack", similar to my previous hack, Sonic 2 Loco.
Unless I can get a programming team made, I do not plan on programming MegaMan gameplay
in, like with Rockman Chaos; that is above my head atm. Karate Cat and I are
currently working together on making this hack.
Videos:
Although the title and goals of my S3&K hack are
subject to change, I am thinking about making a harder S3&K game, since I
have learned that making hard levels is my specialty. This hack, called S3K
Loco, is similar in concept to Sonic 1 Harder Levels, but is neither
sponsored/licensed/endorsed by the Harder Levels team over at SSRG; it is an
independent project. Like with Sonic Loco 2 and with S1HL, I plan on making this
a “complete” hack with “all the works”: modified palettes, new music, some new
art, modified level & misc. stage layouts, modified special stages, &c.
If possible, I might implement some new code, such as some new monitors, and
other surprsies.
In specifics, here are goals thus far:
• Modified
palettes
o Mostly level palettes/water palettes
o Special
stage palettes
• New Music
o This is going to be a pain in the
ass ?
o Porting some music from S3D Blast
o Making some music
from sequencer formats
? (if possible)
? (.mod, .midi, .xm,
&c)
• New art
o New player art
? Player art from
Sonic Crackers/Knuckles’ Chaotix
o Some new other art
• Modified
level layouts
o Mostly modified level layouts for harder
levels
o More Knuckles-only paths
o Some new/modified
chunks
o 4 new levels
? Porting the 2p levels to 1p
mode
? IF POSSIBLE, going to be an extreme pain in the ass
•
Modified special stages
• New code
o New monitors
o
Modified level events
? water level
? starting
points
? Other stuff to make the levels work
the way I want
Videos:
HCZ:
HCZ1
HCZ1K
HCZ2A
HCZ2B
HCZ2KA
HCZ2KB
Nintendo Systems (,
,
):
Super Mario Bros. 64 is a retro remake of the original NES Super Mario Bros. game using the 3D Super Mario 64 engine. Specifically, it is a remake of the Super Mario Bros. Deluxe remake, for the Game Boy Color. Like with the original SM64, the goal is to get all 120 stars. Unlike the original game, each level (which are remakes of SMB levels in 3D) have a minimum of three challenges. These challenges, taken from SMBDX, are to reach the goal, find the 8 red coins, and to find the "Yoshi Egg" (a hidden star). More information can be found in the readme of the download.
Videos:
Comming soon!
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Original games copyright (C) Sega, Nintendo
Disclaimer: Roms and Rom hacking are grey
areas in terms of legality. I do not endorse ROM hacking and the dumping of
games. Do NOT ask me where to find Roms/emulators/flashcarts. Most hack
downloads are in patches, which are legal. The user will need a patching program
for the appropriate console and a good, clean dump of the orginal game.'