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Sonic 1 ¡D3LSIML~TWISTED!

#16 User is online Ritz 

Posted 15 July 2011 - 02:27 PM

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Labyrinth Act 3 has never been so captivating.

#17 User is offline MarkeyJester 

Posted 15 July 2011 - 04:55 PM

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View PostTomoAlien, on 15 July 2011 - 01:56 PM, said:

Also in the ending cutscene where Sonic catches up with his various woodland buddies and uses the emeralds if he has them, there's no rotation effect, only horizontal distortion. I guess that's because the vertical scroll is locked in it.

Yeah, I forgot to set a VDP register, my bad =\ If I do intend on continuing this, I'll have it fixed on a next revision.

#18 User is offline TomoAlien 

Posted 16 July 2011 - 03:43 AM

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Also if the camera's tracking Sonic then I don't know if there's a point to rotate Sonic sprites as he's gonna be upright all the time :P. Just a small reminder :).

#19 User is offline Tamkis 

Posted 16 July 2011 - 09:11 AM

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Eetza jedi mind trik! Lol.

That psuedo-rotation was pretty cool in the hack! Ever thought about implementing it into Sonic-32x+ (as some kind of compilation option) with real hardware rotation? I would like to see how the 32x would handle such a rotation...

#20 User is offline ICEknight 

Posted 16 July 2011 - 09:15 AM

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View PostTomoAlien, on 16 July 2011 - 03:43 AM, said:

Also if the camera's tracking Sonic then I don't know if there's a point to rotate Sonic sprites as he's gonna be upright all the time :P. Just a small reminder :).

That made me wonder how would the opposite hack look like, with Sonic's sprite rotating instead of everything else, like in Sonic Advance.

I mean, without removing his usual rotated sprites. That would make it possible to have true 360 degrees rotation on him... possibly?
This post has been edited by ICEknight: 16 July 2011 - 09:16 AM

#21 User is online Andlabs 

Posted 16 July 2011 - 10:22 AM

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View PostTamkis, on 16 July 2011 - 09:11 AM, said:

That psuedo-rotation was pretty cool in the hack! Ever thought about implementing it into Sonic-32x+ (as some kind of compilation option) with real hardware rotation? I would like to see how the 32x would handle such a rotation...
You would need to move all the drawing moved to the 32X framebuffer. I don't remember what you mean by Sonic-32x+ but the original Sonic 32X by drx did not do any drawing on the 32X framebuffer.
This post has been edited by Andlabs: 16 July 2011 - 10:22 AM

#22 User is offline muteKi 

Posted 16 July 2011 - 05:06 PM

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Even then, I don't think it would really be hardware rotation. Even so you'd still have issues with the loops due to how the 32X graphics are placed compared to that of the Genesis itself.

#23 User is online Andlabs 

Posted 16 July 2011 - 05:56 PM

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Oh right! 32X hardware is just a framebuffer that lets you map scanlines anywhere in VRAM; all effects need to be done in software.

#24 User is offline Sik 

Posted 16 July 2011 - 05:58 PM

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Yep, it'd be software rendering, and it'd run slow as fuck (I doubt you can get more than 15FPS, unless you're Zyrinx). You'd get more colors, though! =P

#25 User is offline Skaarg 

Posted 16 July 2011 - 07:07 PM

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That was awesome. I just tried it out on my phone, and for some reason I kept feeling like I was playing a game where you rotate your phone. I'd really like to try and beat this on my computer with a controller when I get home.

#26 User is offline RAMPKORV 

Posted 18 July 2011 - 03:46 PM

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This is a great hack. If you could change it so it doesn't rotate back whenever you jump, but as you hit the ground, it'd be terrific.

#27 User is online Some Dude's Hand 

Posted 18 July 2011 - 09:36 PM

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That sort of reminded me of this.

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