# - A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z
Sonic the Hedgehog
Category Sega Genesis / 32X
Game
Section
Playable Characters
Submitters Paraemon, Triangly
Size 0.00 KB
Format PNG ()
Hits 327,450
Comments 106

Sonic the Hedgehog
Previous Previous Sheet | Next Sheet Next

You must be logged in with an active forum account to post comments.
Avatar
Nov 21, 2021, 3:35 AM
The dark grey shade becomes full black. It's a very minor change and basically pointless but a change nonetheless.
Avatar
Nov 20, 2021, 2:28 PM
What's the difference of the regular Sonic and Hydrocity Zone Act 2 Boss Fight palettes
Avatar
Oct 28, 2021, 7:42 AM
Super sonic has green eyes
Avatar
Oct 20, 2021, 2:35 PM
...? Could you be more specific?
Avatar
Oct 20, 2021, 2:14 PM
Can i edit the sprites on this sheet?
Avatar
Sep 11, 2021, 5:20 PM
So how come the Vertical Swing animation appears twice
Avatar
Sep 1, 2021, 3:46 PM
Alright, thank you.
Avatar
Sep 1, 2021, 4:59 AM
...in Mushroom Hill Zone. I just checked the best analogue to that pole in Carnival Night Zone, and the frame doesn't crop up there. I'll adjust the S&K sheet, but not this one.
Avatar
Aug 31, 2021, 5:37 PM
@Loliman8 Actually, the sprites still have sprinkles of Sonic 2 in them, but they are still very different.
Avatar
Aug 31, 2021, 5:26 PM *
Understood, here is where the Horizontal Swing sprite is used (funnily enough, I'm getting reminded of that one balance frame from Sonic 2):
The video.
Avatar
Aug 31, 2021, 6:04 AM
I respect the Developers for making completly new Sprites for Sonic the hedgehog 3 Because: the Sonic 2 Sprites are Modified Sonic 1 sprites and the Sonic 3 sprites are like Build for the Ground up.
Avatar
Aug 31, 2021, 4:28 AM
Somehow missed the question - *looks over related rips* guess there isn't, but the third and fourth are essentially filler as non-Super has four running frames and are just there to compensate. May remove.

And if you're going through the effort to say something's unused, please highlight where it's used.
Avatar
Aug 30, 2021, 10:48 PM
Also, the one Horizontal Swing Motion sprite is NOT unused, it does show up for a very split second. As a friend described it, "blink and you'll miss it".
Avatar
Aug 16, 2021, 8:59 PM
What's the difference between Super full speed 1/3 and 2/4?
Avatar
Apr 21, 2021, 1:50 PM
Oh, I was thinking of the Sandopolis specific sprites. Yeah, I need to take a break. And thanks for the rec, I'll check it out as soon as said break's ended!
Avatar
Apr 17, 2021, 7:04 PM
@Παρατηρητής The vertical hanging rotation sprites appear during Hydrocity Zone when using those fans on the conveyor belts.

If you want a good way to source graphics, I highly recommend Flex 2 paired with a disassembly of Sonic 3 & Knuckles. That will allow you to easily rip the raw graphics directly from the game.
Avatar
Apr 17, 2021, 5:22 PM *
Y-Axis is a mistake on my part. You spend so long running around the stages with other methods that you forget how characters work on certain scenery (in this case, Marble Garden's blue pillars). So I'll go fix that. I'm not so sure about the vertical hanging rotation sprites, though. Which Zone was it?

I'm fairly certain I've mentioned this elsewhere, but I don't fully know how to source graphics in a game through what I can only describe as fancy programs like hex editors etc. So it is literally "I didn't know they were actually in the ROM"; the source file I got for this and the S&K version had both games' sprites together.

I only split the sheet contents up to keep in line with the way the games are split up on this website. How often do you come across water or those pulleys in Marble Garden during the S&K stages?
Avatar
Apr 17, 2021, 4:32 PM
@Random Talking Bush But if that's the case, why does this sheet already contain sprites exclusive to Sonic & Knuckles (such as the "Full Speed Y-Axis Rotation")? Furthermore, the hang bar sprites already exist in the Sonic 3 ROM as unused content, which would make their inclusion in this sheet accurate. Looking at it again, this sheet also seems to be missing the vertical hanging rotation sprites which are used in vanilla Sonic 3. Honestly, it would make the most sense to merge both sheets (like what was done with Knuckles) instead of having them separately which causes confusion.
Avatar
Apr 17, 2021, 12:09 PM *
@Chainspike: Those sprites are included in the Sonic & Knuckles version of Sonic's sheet.

...Yes, you do need to "lock-on" for the complete sheet since that one doesn't have the Sonic 3-exclusive sprites.
Avatar
Apr 17, 2021, 7:16 AM
If I'm not mistaken, the Flying Battery Zone hang bar sprites seem to be absent from this sheet.
Avatar
Mar 23, 2021, 6:30 AM
@squidiskool It's actually still Classic Sonic, just with a different color pallete.
Avatar
Mar 17, 2021, 3:18 PM
this style looks like he got his modern style too early
Avatar
Feb 5, 2021, 9:33 AM
I really appreciate the alignment indicators for easy animation. This style of sheet is by far the easiest to work with.
Avatar
Dec 24, 2020, 3:52 AM
Here's a fun fact. The special stage idle sprite is misaligned in-game. Here's an example of it fixed
Posted Image
Edit:
Posted Image
Avatar
Dec 23, 2020, 7:30 PM
What a scuffle. I'll put in few words too.

At first, I ripped the sprites indeed, RIGHT from the game's debug mode with character sprite list rotation feature (not sure how it is called exactly). I did not steal any sprites from the old sheet, everything has been re-ripped.

At second, the palette.
Void, stop being Taxman's mobile ports adept and do the Google research like Observer said. CW's ports are NOT perfect and they are not something you can lean on.
Here is the actual MD VDP colour levels measurements: https://gendev.spritesmind.net/forum/viewtopic.php?t=2188. Then, here is the page on Sega Retro confirming that: https://segaretro.org/Sega_Mega_Drive/Palettes_and_CRAM. This is the non-linear $FF scheme ("Rendered through MD" palette), resulting in "washed out" colours. This is also how BlastEm emulator renders the games, this IS accurate.
Then, I asked GebrilSoft (good MD tech guy, also developer of Gens/GS) about the palette and which one to use when ripping sprites. The answer is, quote, "Generally I'd use linear 3-to-8 expansion", which is *linear* $FF scheme also featured on the Gendev site I mentioned above as "old/incorrect" (but it is basically correct as well).

And yes, Sonic sprites were actually ripped a YEAR ago, as well as Knuckles' sprites, which are still "set in stone" like Sonic did. I don’t deny that I could have made any mistakes while ripped it, but declare that I stole it is just out of my mind.
<<First <Prev Page of 5 Next> Last>>
This page does not work well in portrait mode on mobile. Please rotate your device.
Revise
Report
Switch to Dark Theme
Switch to Text Mode
Click to show NSFW Content
Click to toggle list of pending sheets
Click for a random sheet!