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Violet CLM

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Feb 14, 2014, 04:02 PM
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If only I'd (have) been planning to add Spaz somehow in that time period...
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Feb 15, 2014, 07:15 AM
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I totally forgot about this thread after my previous boasting, which is an occupational hazard of being me. That being said, it would be pretty awesome if KRSplat could translate my ideas into tracker format, so here's my take on Marbelava:

http://threefingeredsalute.com/_junk/Marbelava.gp5 (Guitar Pro 5 format, my song prototyping program of choice because I usually write on guitar. Also doubles as sheet music with some notes on sample choice )
http://threefingeredsalute.com/_junk/Marbelava.mid (MIDI export of the above for the Guitar Pro impaired)
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Feb 15, 2014, 10:44 AM
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There is an easy(And free) solution to being Guitar Pro impaired; it's called TuxGuitar.

Anyway, on a more on-topic note, I recently played some Sonic 1, and I see what Violet means about the up-and-down blocks in that casino-style zone(About how they're annoying, but give the zone an identity other than "That casino zone from Sonic 1").
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Feb 17, 2014, 04:36 PM
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New screenshot dump



I tried out the vgm-mid-s3m-psm conversion series mentioned earlier... several songs (SYZ in particular) I couldn't find any version that wouldn't crash JJ1, and even the ones that would play audibly sounded like .mid files. Reckon I'll be sticking to the normal JJ1 tracks.
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Quote:
You might consider this something of a breather planet.
Spoiler: it really isn't
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Feb 22, 2014, 08:00 PM
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Try this for reverse conversion from MS-DOS module to Sega Genesis module

Jazz Jackrabbit - Diamondus

http://www.youtube.com/watch?v=4MPaPWIJUCo
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Feb 22, 2014, 08:03 PM
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Quote:
Originally Posted by Violet CLM View Post

New screenshot dump



I tried out the vgm-mid-s3m-psm conversion series mentioned earlier... several songs (SYZ in particular) I couldn't find any version that wouldn't crash JJ1, and even the ones that would play audibly sounded like .mid files. Reckon I'll be sticking to the normal JJ1 tracks.
Look, my schedule is 9 am - 5 pm school, 8 pm - 4 am sleep.
Or in 24 hour time,
9 - 17 school, 20 - 4 sleep.

So I really don't have a lot of time to contribute valuable information except for on week ends.

But I'm sure I could make a .PSM file that's low enough in filesize.
You just have to start by making a .MOD.

Converting .MIDI to .MOD will ALWAYS break a .PSM because of the file size restrictions on importing a MIDI instrument into the .MID format, which is necessary in order to convert it to .MOD.

Let's just step back a bit...

MIDI has 7-bit sampling.
.PSM has 8-bit sampling.

That should be clear in comparisons between MS-DOS and Windows.

The trick is that in computing, a bit has 3 states- 0, 1 and neutral.
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Feb 22, 2014, 08:08 PM
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###TriplePost

Quote:
Originally Posted by ThunderPX View Post
I totally forgot about this thread after my previous boasting, which is an occupational hazard of being me. That being said, it would be pretty awesome if KRSplat could translate my ideas into tracker format, so here's my take on Marbelava:

http://threefingeredsalute.com/_junk/Marbelava.gp5 (Guitar Pro 5 format, my song prototyping program of choice because I usually write on guitar. Also doubles as sheet music with some notes on sample choice )
http://threefingeredsalute.com/_junk/Marbelava.mid (MIDI export of the above for the Guitar Pro impaired)
I will make my best attempt at converting this to .PSM!
Thank you for allowing me to transpose these .GP5 and .MID files to .MOD and .PSM.

I assure you, your efforts have been appreciated, n00b13!?...

Meanwhile, I made an NBA remix of the Green Hill Zone song I posted earlier.

https://soundcloud.com/jordanjett/lo...bl-nba-seattle

Last edited by KRSplatinum; Feb 22, 2014 at 08:31 PM.
Violet CLM

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Feb 23, 2014, 02:25 AM
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less of a "hype thread" now I suppose

Sonic With A Gun full release
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Feb 23, 2014, 04:02 AM
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Played it, it was awesome.
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Feb 23, 2014, 11:33 AM
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Originally Posted by snzspeed View Post
Played it, it was awesome.
Wow, that was fa—
*looks at username*
Oh.
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Feb 23, 2014, 02:23 PM
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Just tried it, and failed to beat Emeraldius. Therefore, this is just has hard as it should be, and I am very happy!
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Feb 23, 2014, 02:40 PM
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Downloaded it, but will play tomorrow due to lack of time I had today.
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Feb 23, 2014, 05:06 PM
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Awesome! I love it!
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Feb 24, 2014, 02:09 AM
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Rough first impressions:

It's beautiful.
Enemies are really cool.
I found the second Emeraldus level easier for some reason.
I freaked out when jumping off the ramp at act 2, started falling back and the screen started flashing mid-way. I fell into some pit but I still got transported to the boss.
Marbelava is kind of glitchy, I had to die in act 1 because falling blocks all fell into the same spots in lava and wouldn't budge and I got hurt numerous times because the swimming blocks and spiky platforms lagged.
The second act is a bitch of a level. Still can't beat it. I found a secret area by falling into lava, and got stuck in a wall in a corner when I thought it's a way back (maybe it was). Well, I never liked Marble Zone in Sonic, so I guess it's only fitting. Looking forward to getting to the further levels, then.
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Feb 24, 2014, 02:47 AM
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First try I lost all my lives on Marbelava Act 2, second try got me all the way to the Gravis Act 2 boss. I also found 2 bonus levels and 1 secret level.

So far I really like the way certain gimmicks are utilized. Especially the moving platforms DoubleGJ disliked. No platform in the original JJ1 moves that complex, so it felt surprising.

I'm playing on Normal and want to finish it retro style, from the beginning to the end in one continue. Let's see how it goes.
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Feb 24, 2014, 05:23 AM
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That reminds me, I haven't found a single secret in Emeraldus.

And I don't dislike the platforms, I just said they glitched.
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Feb 24, 2014, 01:31 PM
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Ah ok. Well, the part in Marbelava where the falling square platforms supposedly have to stack in order to create a way up, never stacked for me on the 3 times I played it. On my first try, I just kept jumping to see if more blocks would fall, yet they eventually stopped so I had to kill myself in the lava. Then I found that just running and jumping diagonally into the falling blocks will move you up too.

JJ1 and logic, they don't go well together.

Anyway, my third play got me to Labyrinthion Act 2. The water level puzzle in Act 1 was pretty clever, it took 2 of my lives too!
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Feb 24, 2014, 02:33 PM
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Mmhmm. The JJ1 engine has no support for "stacking" objects as you describe them.

If anyone wants to spam the poll on this website a bit, feel free.
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Feb 24, 2014, 03:11 PM
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Why did you not upload this to J2O?
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Quote:
Originally Posted by Stijn View Post
Why did you not upload this to J2O?
I think that because it just related to JJ'1'..(not '2'..)
Maybe!..
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2.Well.. it just my opinion.

Or if you won't, then I'll kill you with this COOL weapon.

Last edited by Louis K; Feb 25, 2014 at 12:04 AM.
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But we have a special category for JJ1 uploads
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Feb 25, 2014, 01:04 PM
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Perhaps because SWAG comes with a (Renamed) JAZZ.EXE, and that kind of thing is frowned upon on J2O.
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Feb 25, 2014, 02:16 PM
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All three admins disagree
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Feb 25, 2014, 07:27 PM
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To be a little more clear, we did talk about it, and the consensus was that JAZZ.EXE (well, really FILE0001.EXE, since JAZZ.EXE is nothing more than a launcher that sometimes runs SETUP.EXE instead) and the like are not sufficient for the download to count as piracy. To the best of my knowledge, there is no difference between the FILE0001.EXE files in the JJ1 shareware and the (non-CD) registered version. What you are paying for is the extra content. Since SWAG does not include any of the original JJ1 levels or tilesets (in unmodified form), and the music files are available elsewhere, downloading it doesn't really get you substantially closer to having the full version of JJ1 than you were before.

(Also, I find it's easier to figure out how to download something from ModDB than from J2O, since ModDB has a big red DOWNLOAD button and J2O has one text field among many. So I wasn't in much of a hurry to get this done.)

But it's on J2O now.
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Ah, well you learn something new every day.
(And actually, that's quite interesting)

In other news, I got past Emeraldius, but I died on the first level of the next planet. XD
(If it wasn't already clear, I really suck at JJ1. Next time, I'll try beating the original game before trying SWAG)
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Feb 26, 2014, 01:02 AM
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Laughing at this. Lists under the "worst entries" and can't find a single bad thing to say about it.
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Feb 26, 2014, 01:16 AM
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#sonicfanboys
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The Sonic fandom is roaming with kids that can't take it if the Blue Blur himself isn't in the game, while design-wise it's a perfect tribute to both JJ1 and SEGA's classic.

But.. That's to expect from a fandom that praises and defends 'Sonic NextGen/2006'. At least we despise JJA, sort of.
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this may be slightly too offtopic, but I disagree. acknowleding that gba jazz is mediocre but still somewhat enjoyable as a portable title is more mature than hatred of a video game
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this may be slightly too offtopic, but I disagree. acknowleding that gba jazz is mediocre but still somewhat enjoyable as a portable title is more mature than hatred of a video game
That's why the 'sort of' came in. I was comparing the way Jazz fans look at JJA (that is, the overall reception of the game seen on this site throughout the years) with the way Sonic fans look at Sonic '06. Or basically, the way I remember kids on the Sonic Stadium forum trying to defend Sonic '06 gameplay as being perfect. While my playthrough of Sonic '06 (and many others) saw obvious glitches and rough design work that made the gameplay hard to describe as perfect.

But perhaps 'despise' was a bit of a blunt choice of word on my behalf. I've enjoyed JJA as well. Played through all dificulties and even did some CTF multi-pak multiplayer with a friend at school's. Thinking of JJA gives me pleasant memories of a kinda mediocre platformer with it's ups and downs.

Let's just say I meant to compare the way people in this community describe JJA as more mature than the way some Sonic fans describe their black sheep in the series. And based on that, let those fans play SWAG, and they'll likely go: Oh noes where's Sonic it can't be!!
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Well, let's get back on track.

Anyone know how to pass this room? I can't seem to go through any hidden wall, jump up, or fall back down. Nor have I got any idea how to reach those crates.

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Quote:
Originally Posted by Slaz View Post

But.. That's to expect from a fandom that praises and defends 'Sonic NextGen/2006'.
Hahaha, that's a great joke. Oh wait...don't you know that's one of the most criticised Sonic games even within the fandom? People who do like it are either being sarcastic or in a minority.

It's understandable why people don't like JJ1. The resolution is way too small for the speed it encourages, and you can't see very well what dangers are ahead of you. That asides, I know some sonic games that have the same two issues... Sonic Rush *cough*.

Ok, sorry for derailing slightly. I don't know if I'll play this. Maybe when I'm really bored.
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Launcher.
Thank you! That did it. I'm at Noirlite Act 2 now, and found 3 secret levels (if that one speedy boss fight is actually secret).

Quote:
Originally Posted by Treylina View Post
Hahaha, that's a great joke. Oh wait...don't you know that's one of the most criticised Sonic games even within the fandom? People who do like it are either being sarcastic or in a minority.
Then I believe it's this minority what I encountered on a forum years ago. Though it's hard to know for sure if people on the internet are sarcastic or not, especially on a subject such as Sonic '06. I admit playing through it myself from the beginning to the end and it had a few OK moments, but overall frustration with the ongoing glitches and lacking design made it meh meh and meh..
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It's understandable why people don't like JJ1. The resolution is way too small for the speed it encourages, and you can't see very well what dangers are ahead of you.
Which is why every level is designed with that constantly in mind, to a much greater extent in than the original game.
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Enemies

Congratulations on SWAG, Violet. I am really impressed and also very curious how did you managed to place so many new enemies. Do you think you could show us the scripts of some of your enemies? When it comes to the coding I am a total noob, and I'm just very interested to see how this looks like, all their movements etc.

Also, since you managed to do that much to JJ1, are you able to do the same to JJ2? I'd love to see new enemies in JJ2... Especially some JJ1 convertions not limited only to tiles but enriched also with JJ1 enemies, some JJ1 hazard etc. At the current point I don't really see much point in all those conversions of JJ1 and Hocus Pocus (which I also like)... Just the original tiles filled with BORING JJ2 enemies, hazards and pick-ups, which don't really fit.
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Well, they're different games, and so work differently. In JJ1, all the enemies and other objects are defined inside the level file. So one level might have a normal carrot object worth 10 points, another might have it be worth 2000 points, and another might have it spin around in a circle until collected. And so on. Graphics are defined on a per planet basis, so while there's a limit on how many sprites can be defined at once (and how large they can be), you can in principle import any sprites you want. As for defining those objects, there are no "scripts" as you put it... JJ1 has a list of ~60 behaviors (how objects move around) and ~40 modifiers (what happens when you touch or shoot the objects) which can be combined and passed various parameters to behave in certain ways. I'd recommend downloading J1E and having a look for yourself.

As for JJ2, well, I think we're all familiar with how JCS works. But if you want to see custom enemies and things there, I'd recommend downloading JJ2+ and checking out levels like Rocket Powered Rabbits or Ozymandius.
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Originally Posted by Violet CLM View Post
Well, they're different games, and so work differently. In JJ1, all the enemies and other objects are defined inside the level file. So one level might have a normal carrot object worth 10 points, another might have it be worth 2000 points, and another might have it spin around in a circle until collected. And so on. Graphics are defined on a per planet basis, so while there's a limit on how many sprites can be defined at once (and how large they can be), you can in principle import any sprites you want. As for defining those objects, there are no "scripts" as you put it... JJ1 has a list of ~60 behaviors (how objects move around) and ~40 modifiers (what happens when you touch or shoot the objects) which can be combined and passed various parameters to behave in certain ways.
Good to know that. So the enemies (& bosses) graphics are included in the planet's tileset (if so, how come all the JJ1 tilesets don't have that?)? Or where are they stored?

Is this image:



covering every single graphic (for every single movement) of all the enemies in Jazz 1?
(not including bosses, since I couldn't find them)

Quote:
Originally Posted by Violet CLM View Post
As for JJ2, well, I think we're all familiar with how JCS works. But if you want to see custom enemies and things there, I'd recommend downloading JJ2+ and checking out levels like Rocket Powered Rabbits or Ozymandius.
I'm not that into those 2... And still I don't see a completely new enemies like in SWAG. By completely new I mean not only movements / behavior but also graphics. Maybe the question will be silly, but how come no one (pointing at you in first place, since you are the JJ1 convertion master, and I assume that also a huge fan of JJ1) ever tried to bring the JJ1 enemies into JJ2? Don't you think that all the convertions would be much more real and interesting when some world's tiles would be completed with it's enemies?
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I posted the best versions of Sonic music I could find to J2o.

Trying to use them in JJ1 would be difficult, so I suggest creating a separate, Internet Explorer-based application that can successfully read and play MIDI music files.

http://www.jazz2online.com/downloads...ic-midi-music/
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