Mobile - Sonic the Hedgehog CD (Mobile) - The #1 source for video game sprites on the internet! Wiki Sprites Models Textures Sounds Login. Some of it should be organized, at the least. I did so with Sonic's sheet for Sonic 1's remaster. (And that was the difficult part about ripping it in the first place.). Sonic's old animation is enabled by default. To use the new idle animation, go to the mod folder and navigate to DataSpritesPlayers. Rename Sonic1.gif to.
Mar 30, 2018, 9:18 PMOnly the original version used sprites because the Mega CD couldn't cope very well in terms of palette and frame rate speed so instead of having a blocky video they just redrew certain sections/animation frames into sprites. Notice how clear the cutscenes are compared the typical FMV game the Sega CD got. It would take quite a while to rip though. From the 1996 PC port onwards Sega used the original animation video so they can't be sprite ripped.Many of the old Mega CD and PC Engine games mostly from Japanese companies did use sprites for cutscenes, some like the PC Engine Sailor Moon 'game' pretty much the entire game are sprite cutscenes.
Not sure about Road Avenger or Time Gal though.
To do:Layout differences in Palmtree Panic/Salad Plain, plus any potential unused sprites in the proto.v0.02 is the earliest known prototype of for the. The build is dated December 4th, 1992 (less than nine months before the final build), predating the previously discovered, and was created so the game could be shown at the Japanese Yuusei Sega World event that year.Many things haven't been implemented, or are in a buggy state. Only Palmtree Panic Acts 1 and 2 are present on the disc, and this is the only known prototype that acknowledges the infamous ', which is present (but not selectable or functional) in the Time Attack screen. It was dumped by drx on October 26th, 2019 as part of Sonic Month.The game is always referred to as CD Sonic the Hedgehog, which is odd as the Japanese spelling does place the CD after the Sonic the Hedgehog part.
An extra SEGA screen is present at the start, complete with the classic 'Sey-Gah!' It was removed in later builds.
The graphics are extremely basic. Only Palmtree Panic 1/2 are selectable, and is referred to as 'Salad Plain.' . This is the only prototype that explicitly references the scrapped ' as a level entry in the Time Attack menu, without having to hack the game to enter the level select. All other known versions of the game skip from R1 (Palmtree Panic) directly to R3 (Collision Chaos). It is unknown why R2 was cut, although Jim Trethewey (who helped develop ) said that Junetsu Kakuta (who worked on the game) implied that the level was removed due to quality and design concerns. Collision Chaos' present theme is used here instead of the actual Time-Attack music.
Graphical. Some of Sonic's frames are bugged. His 'Peel-Out' animation isn't implemented.v0.02Final. The sprites for the 'I'm outta here!'
Easter egg are extremely different. Sonic still uses his spring frame from the original, but it's not exactly the same - his shoes have been updated to add the white stripe. The lives counter is placed slightly higher than normal, and there are no zeros in the SCORE and RINGS counters. Oddly enough, the RINGS counter does not flash red when you have 0 rings. Active time warps are not indicated on the HUD.v0.02Final.
The goal-post reads 'You Say!' , which might be a pun on the word 'Yuusei' (the name of the event where this build was featured). This also appears in the earliest screenshots available of the game. The graphics for Palmtree Panic are more uniform, with less distinctions among the timezones. The time-attack mode looks nothing like the final, and features the early name for Palmtree Panic. The time-travel graphic is extremely basic, featuring only blue lines on a white background.Sound v0.02Final.
Physics OdditiesSonic 1's programming was used as the basis for Sonic CD, but at this point in time the physics have yet been fully optimized for this game, resulting in many oddities listed below:. In the Bad Future, colliding with solid collision tiles whilst standing on the collapsing diamond platforms could cause several oddities, like the infamous slope glitch. Charging a Peel-Out for about 21 seconds warps Sonic near the end of the act. Charging it several seconds longer will crash the game.
Running fast or charging a Spindash or Peel-Out does not cause the camera to move. Sonic takes a lot longer to charge a Super Peel-Out.
The maximum speed it gives is also limited by the Sonic 1 speed cap. Miscellaneous. You cannot pause the game.
Two additional monitors are present in this build. Blue Ring: When broken Sonic will run faster and be granted temporary invincibility. In later builds it acts like a triple-layered shield (as-in, it gives you three additional hits), but was later removed from levels. Clock: Meant to freeze time for a few seconds, but is incomplete as it only freezes the animation of objects other than Sonic. Pressing START on the second controller spawns a second Sonic. You are able to control this Sonic with the second controller. Collecting 50 rings does not spawn a Special Stage ring at the end of a level.
You can not change the direction while roll-jumping, just like Sonic 1, 2 and 3K. If you lose all your lives or beat Salad Plain Zone 2, a 'COMIN' SOON' screen will appear, after which the game resets. This screen actually made it into the final game, and can be viewed using the level select. The Good Future Theme plays on this screen in this build, instead of the Invincibility theme used by later builds. This is in part due to the fact that this music track is not present in this build. The level-select is present in the files, and can be accessed through modding. Change bytes at 0xA1A in the Track 1 binary to 011A.
Oddly, selecting anything other than '1-1-A' will send the player to the Time-Attack menu.Unused objects Object 27.