Ailope wrote:
I'm new to this, I know how to add games with just a game file. But I don't know how to add all these files to the calculator. Can someone please help me put this to the calculator?


Press CTRL+A in your file browser and drag and drop the files onto TI-Connect CE/TILP. Make sure all the files are in archive memory, not RAM, and you should be good to go!

There are 29 appvar files alongside the program, labeled Sonic2.8xv and Bank(04-31).8xv. They contain all the game's code and data, so the game will automatically return to TI-OS if any of them aren't found. Make sure to double-check.
Thanks for the help, but for some reason it keeps saying "One or more files was invalid and could not be sent to the calculator". Idk, if it's my calculator or if I'm doing something wrong.
It's been about six months since Version 1.00 of Sonic 2 CE came out, and I'm happy to announce that Version 1.10 is coming out in about two weeks as a part of the 2024 Sonic Hacking Contest!

This version improves the framerate by adding frameskip, allowing the game to usually reach the same level of speed as 1.00's fast build.



On top of that, Green Hills Act 3 has been overhauled, removing the trial-and-error gameplay that was in all previous versions of 8-bit Sonic 2. Beating the game on this version allows you to see a Sonic Mania-style results screen, showing the time it took for you to beat each level and which Chaos Emeralds you collected in your run.



Finally, a French translation has been added, with zone names mostly being pulled from the French manuals for the original game.



While it won't be available at the Contest, you will still be able to download it here day and date with the English SHC build.

Until then, see you later!
I was wondering if you could fix the level select screen, everytime i try to select a level it skips through like 5 at a time.
PaulGamerBoy360 wrote:
I was wondering if you could fix the level select screen, everytime i try to select a level it skips through like 5 at a time.


That's actually the first thing I fixed in 1.10. I just forgot to mention it.

Congratulations, you won an honourable mention in the "technical" category from the 2024 Sonic Hacking Contest!
S2CE for the win/mention! 😁

Also, v1.10 is now downloadable on GitHub. There's now the option of downloading a semi-complete French translation that wasn't at SHC2024, too!

I know I say it a lot, but thanks for all the support!
PaulGamerBoy360 wrote:
I tried the latest release from github, but when I tried to play it, it showed the sega screen, then the sonic screen, & then went black & stayed black.

I had the same problem when I used ticalc.link. I cant use to connect ce since its blocked on my school computer.
fpssyedb49@stu.fpsk12.net wrote:
PaulGamerBoy360 wrote:
I tried the latest release from github, but when I tried to play it, it showed the sega screen, then the sonic screen, & then went black & stayed black.

I had the same problem when I used ticalc.link. I cant use to connect ce since its blocked on my school computer.


ticalc.link uploads the game's AppVars to RAM, not Archive. If you're uploading Sonic 2 CE onto your calculator from there, you'll have to transfer each variable into archive memory, going mem (2nd + Plus)->Mem Management->AppVars. Press Enter on each AppVar (BankXX and Sonic2) to archive them. You should also do this for the main program.



The asterisk to the left of each AppVar name means that it's archived.
Version 1.20 of Sonic 2 CE is out. It fixes a couple of things that were broken in prior releases, like an NMI reset that occurs after exiting the game if you didn't open it in CEaShell or Cesium.

The most noticeable difference ingame is the implementation of priority tiles, which are background tiles that the Master System VDP draws over sprites. Implementing this involved duplicating the palette, setting a flag when priority tiles are drawn to use that duplicate palette, and then a per-pixel check when drawing sprites to make sure to not draw sprite pixels over priority tile pixels. Here's some examples of priority tile usage in Sonic 2:



The glitchy tiles on the far left of the screen are actually invisible on a real calculator, because SPI commands have been used to set the LCD's working resolution to 256x192. This allowed for some optimizations to reduce the number of cycles spent by scrolling the screen.

That's pretty much it. You can download this new version on GitHub, like all the other releases. If I ever figure out a way to patch a vanilla Sonic 2 ROM into a working Sonic 2 CE build, it will be available on the Archives as well.
Nice job, as before 🙂

For the sake of this program, I just hope that further cost-reduction hardware revisions of the TI-eZ80 platform won't change the LCD controller to an incompatible type which uses different SPI commands, otherwise you'll have to get back at this program to support the new controller type... if it even supports the desired resolution.
Lionel Debroux wrote:
Nice job, as before 🙂

For the sake of this program, I just hope that further cost-reduction hardware revisions of the TI-eZ80 platform won't change the LCD controller to an incompatible type which uses different SPI commands, otherwise you'll have to get back at this program to support the new controller type... if it even supports the desired resolution.


Thanks! Mr Green With how fast the Evo's going to be relative to the CE, I think making Sonic 2 CE compatible with it would be redundant. It would make a lot more sense to make a Master System emulator or maybe even a Genesis emulator run on it.
That is not what he meant. With the b/w 83+s , TI took a cost save buying a cheaper LCD that removed the ability to read weather the LCD was busy or not. Instead you had to wait the time it took the LCD to be ready again.This wasted time so all code would have to be slower. The OS's for these calculators surprisingly already did this before the switch. The LCD also showed garbage if you wrote too early. This caused a lot earlier code to not work anymore. Plus, this was near or even after the CSE had been released so everyone was switching to that. The sheer amount of time between the 83+ starting production and the LCD switch, a lot of software authors had moved on to the next chapter of their lives. This made it so not a lot of software was made work that didn't. This is what DB meant. That TI could make a cheap change that kept their code fine but a lot of other works woudn't work.
  
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