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Basic Questions & Answers thread NEWBIES: Start here!

#5386 User is offline GT Koopa 

Posted 29 March 2015 - 11:24 AM

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Posted Image

GUYS GUYS I have made an unfortunate realisation. Should I skip the chicken level I planned due to the rise of a negative slang?

#5387 User is offline Dark Sonic 

Posted 29 March 2015 - 11:39 AM

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View PostGT Koopa, on 29 March 2015 - 11:24 AM, said:

Posted Image

GUYS GUYS I have made an unfortunate realisation. Should I skip the chicken level I planned due to the rise of a negative slang?

Uhhhhh, wha?

#5388 User is offline GT Koopa 

Posted 29 March 2015 - 12:19 PM

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http://info.sonicretro.org/Cucky

Every zone in Flicky Turncoat DX is based on an animal+underused theme. I had planned for the base game the original little animal team you saved for in sonic 1, with the sonic 2 unique ones if there is space or maybe a level pack afterwards. It was the chicken + Mexico as the specific level, which turns out to be Cucky Casa.

Turns out there is this slang on the internet that has exploded within several months, that is called cuck/cucking/cuckold. I will leave it to you to look it up.

#5389 User is offline Overlord 

Posted 29 March 2015 - 01:23 PM

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"Cuckolding" as a phrase long predates 4chan and Tumblr. I see no issues with using Cucky. Moreso because I also had no idea what you were on about until you explicitly spelled it out - I've never seen cucky used in that context.

#5390 User is offline Billy 

Posted 29 March 2015 - 01:44 PM

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Just call it "clucky casa" instead, maybe? Cluck is the sound a chicken makes.

#5391 User is offline Dark Sonic 

Posted 29 March 2015 - 03:01 PM

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View PostGT Koopa, on 29 March 2015 - 12:19 PM, said:

http://info.sonicretro.org/Cucky

Every zone in Flicky Turncoat DX is based on an animal+underused theme. I had planned for the base game the original little animal team you saved for in sonic 1, with the sonic 2 unique ones if there is space or maybe a level pack afterwards. It was the chicken + Mexico as the specific level, which turns out to be Cucky Casa.

Turns out there is this slang on the internet that has exploded within several months, that is called cuck/cucking/cuckold. I will leave it to you to look it up.

Oh ok I was wondering if that's what you were referring to, but I was just kinda like, oh ok sure why not.

Nah go ahead and use Cucky. That's the thing's name after all (I don't know why they didn't call it Clucky but idk Sega of Japan 91 why not). Cucky isn't slang for Cuckold as far as I'm aware.

#5392 User is offline Covarr 

Posted 30 March 2015 - 01:02 PM

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View PostGT Koopa, on 29 March 2015 - 12:19 PM, said:

Turns out there is this slang on the internet that has exploded within several months, that is called cuck/cucking/cuckold. I will leave it to you to look it up.

This goes back to Shakespeare. I don't think it's a big deal though, most people aren't going to think there's any kind of connection there, deliberate or otherwise.

#5393 User is offline E-122-Psi 

Posted 10 May 2015 - 09:49 AM

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Does anyone know how to program in double checks for button held routines:

; ---------------------------------------------------------------------------
; Subroutine to	activate Sonic's Jump Attack
; ---------------------------------------------------------------------------

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||

Sonic_Hover:

		move.b	($FFFFF602).w,d0		; move the current button press to d0
		andi.b	#$30,d0					; get only button A
		beq.s	Sonic_Hover_Return	; if yes, branch
		tst.b	($FFFFFFAA).w		; was jumpdash flag set?		
		bne.w	Sonic_Hover_Return		; if yes, branch		
		move.b 	#1,($FFFFFFAA).w	: set hover flag
		move.b	#$21,$1C(a0)
		clr.w	$12(a0)					; clear X-velocity to move sonic directly down
		move.w	#$B7,d0
		jsr	(PlaySound_Special).l
		move.b	($FFFFF602).w,d0		; move the current button press to d0
		and.b	#$30,d0					; get only button A
		bne.s	Sonic_Hover_return	; if yes, branch
Sonic_Hover_Stop:
		move.b	#$1F,$1C(a0)	; reset	animation

Sonic_Hover_Return:	
		rts
; End of function Sonic_Hover



Basically I want it so holding B/C while in the air makes you go into one animation, and letting go transitions it into another. Right now the routine makes you go into the first animation the moment you press jump and letting go does nothing, you just keep in the first animation.
This post has been edited by E-122-Psi: 10 May 2015 - 09:50 AM

#5394 User is offline Selbi 

Posted 11 May 2015 - 03:28 PM

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Well, you can't "directly" check for something like that, but a conceptual workaround is rather simple with something like a state machine. Unfortunately, I'm not entirely sure what you want to make happen. You jump, let go of B/C, press B/C again so some animation thing happens, then you let go of B/C again and another animation thing happens?

#5395 User is offline E-122-Psi 

Posted 11 May 2015 - 03:33 PM

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View PostSelbi, on 11 May 2015 - 03:28 PM, said:

Well, you can't "directly" check for something like that, but a conceptual workaround is rather simple with something like a state machine. Unfortunately, I'm not entirely sure what you want to make happen. You jump, let go of B/C, press B/C again so some animation thing happens, then you let go of B/C again and another animation thing happens?


Pretty much. Like how the glide's activation works in S3+K.

#5396 User is offline vladikcomper 

Posted 11 May 2015 - 08:39 PM

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E-122-Psi, sorry, I have no time to explain everything in detail now, but I believe, you'll quickly get the idea, as it's fairly simple.

Sonic_Hover:
	tst.b	($FFFFFFAA).w		; is Sonic in hovering state?
	bne.s	@Hover_Process		; if yes, branch

	; This code branch works if Sonic isn't in hovering state yet
	move.b	($FFFFF602).w,d0	; move the curently held buttons into d0
	andi.b	#$30,d0			; B/C being held?
	beq.s	@Hover_Return		; if not, branch
	move.b	#1,($FFFFFFAA).w	; set hover flag to $01
	move.b	#$21,$1C(a0)		; play hovering animation
	clr.w	$12(a0)			; clear Y-velocity
	moveq	#$FFFFFFB7,d0
	jsr	PlaySound_Special	; play SFX

	; This code branch works if Sonic is in the hovering state
@Hover_Process:
	move.b	($FFFFF602).w,d0	; move the curently held buttons into d0
	andi.b	#$30,d0			; B/C being held?
	bne.s	@Hover_Return		; if yes, branch
	move.b	#$1F,$1C(a0)		; reset animation
	move.b	#0,($FFFFFFAA).w	; set hover flag to $00 (I suppose, you need it)

@Hover_Return:
	rts




#5397 User is offline E-122-Psi 

Posted 12 May 2015 - 07:13 AM

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This finally makes the hover duration controllable, however it still has the problem of starting in place of standard jumping. I think I've fixed this by changing the first hold command to a press one (I also took out the clear flag command at the end since I don't want it to be too abusable). I think that's got things exactly how I wanted it. Thanx. :D
This post has been edited by E-122-Psi: 12 May 2015 - 07:14 AM

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