Sonic the Hackable

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Sonic the Hackable

Sonic the Hackable features new stage layouts, new gimmicks and new moves, including the speed-breaking air dash. Those who dare to revisit South Island will find a new and challenging experience.

This hack is currently still in development. Be in the lookout for new updates in the future.

Crush Dr. Eggman!

After Dr. Eggman’s defeat in Sonic the Hedgehog 4: Episode II, the Death Egg MK II has crashed into the ocean next to South Island. The giant wave created by the Death Egg MK II’s collision with the ocean surface has even caused parts of the island to go underwater!

Not long after Dr. Eggman managed to escape to land, he became enraged upon seeing where he was. South Island was the place where his first defeat by the hands of Sonic the Hedgehog had happened, so this island held a particularly bad memory for him. Filled with rage, Dr. Eggman swore that this is the island where he will end Sonic once and for all. Now, by using his past knowledge of the Island and by renovating his old base, Dr, Eggman built his new fortress on South Island.

Dr. Eggman has also planned to use the six chaos emeralds (which Sonic apparently lost, again) as a power source to relaunch the Death Egg MK II. It’s once again up to Sonic to stop him!

Credits

Project Leader: CHRdutch

Tools used

Original Game: Sonic Team, Sonic 1 GitHub disassembly: Hivebrain, Stealth, drx & Esreal, SonLVL: MainMemory, S1SSEdit: MainMemory, SonED2: Stealth, Tilemolester: SnowBro, Sonic One Music Editor: fuzzbuzz, Sonic 2 GitHub disassembly: Nemesis, Aurochs & Xenowhir, lNewNeko Palette Editor: Nineko, Music Pointer Fixer: Erik JS, SMPSConv: ValleyBell, SMPS research pack: ValleyBell, mid2smps: ValleyBell, Nineko Midi Event Editor: Nineko, The Sega Data Compressor: Magus, SonMapEd: Xenowhirl, Sonic 4 Episode I midi’s rip: evilhamwizard, SMPS2ASM: flamewing, Ultimate Sega Hideki sample pack 3.1, gmv2bin: Mercury, Flex 2: snkenjoi, GensRR, XVI32, Paint.net, Notepad++, MidiEditor

 

Guides used

Spindash Guide Part 1: Lightning & kram1024, Spindash Guide Part 2: Puto, Spindash Guide Part 3: shobiz, Spindash Guide Part 4: Mercury, Different songs per Act: nineko, Dynamic Palettes: PsychoSk8r, PAL Music Tempo Guide: Crash, Walk Jump Bug fix: Cinossu & Mercury, Spike Bug fix: FraGag, Fix the SEGA sound: Puto, Display Press Start Button Text: Quickman & Egor305, Water Guide: Tornado, How to make a good custom palette: Mr. Cat, SMPS Guide: Markeyjester, Use Dynamic Tilesets in Sonic 1: HPZMan (Only Dynamic Pattern Load Cues were used), How to make a good sounding mid2smps conversion: A-S-H, Remove the speed cap: Tweaker & Puto, Fix Song Restoration Bugs in Sonic 1’s Sound Driver: Markeyjester & Clownacy, Fix demo playback: FraGag, Fix the camera follow bug: MarkeyJester, Fix the HUD blinking: Quickman, Optimize ring scattering: SpirituInsanum, How to implement “Dimps ring physics” in Sonic 1: Shockwave, Fixing the top-right corner reloading glitch in S1: SpirituInsanum, How to record a demo: Mercury, Extend ROM Chunks to $FF in Sonic 1: GenesisDoes, How To: Reversing the Timer in Sonic 2 (ASM): DLloyd, How to optimize Shield Art loading in Sonic 1: SuperEgg

 

Art

CHRdutch, Markeyjester

Level Design

CHRdutch

SMPS Remixes

GHZ2 – Sylvania Castle Act 1: Jubbalub, GHZ3 – Splash Hill Zone Act 3: LackofTrack, MZ2 – Lost Labyrinth Act 2: Spanner, MZ3 – Sylvania Castle Act 3: Spanner, SYZ2 – Night Carnival Zone: CHRdutch, Boss Pinch – Sonic 4 Boss Pinch: LackofTrack, Invincibilty – Sonic Rush Mirage Road Invincibilty: CHRdutch, Title Screen – Sonic 4 theme: LackofTrack, DualPCM sounddriver by MarkeyJester

 

Programming

CHRdutch

Markeyjester

Bug fixing help

Markeyjester, Natsumi, MainMemory, Novedicus, Pacguy, LackofTrack

 

Playtesting

R4zZ0r

Misc.

Sonic Title Font: SEGA Enterprises

AKnotholeResident Sonic 4 rant (SEGA sound)

As Always, Good Luck and Have Fun.

Controller to Keyboard Mapping =

Only keyboard is required to play. Pretend your keyboard is the a game controller. Check the controller setting by clicking the "Set Up Keyboard" button at the bottom of the game. A console-to-keyboard mapping will be displayed, for example, a - Z, mean "a" button on console/joystick is equal to Z key on your keyboard.

Start/Pause = Enter

Player 1 (Default Mapping)
Inside The Game Your Keyboard
Move/D-PAD =[W],[A],[S],[D] on Keyboard
X, Y, Z Button =[U],[I],[O] on Keyboard
START,MODE =[Enter], [SPACE-BAR] on Keyboard

SAVE GAME: Hover over the game canvas. A save button will appear at the top of the game screen. When you click "Save" button, the save code (spot) will be saved onto your browser's storage system automatically.

LOAD GAME: Come back anytime in the future, simply click "Load" to resume from your latest save spot. (Assuming you did not clear your browser' data

RECOMMENDED browser is Chrome