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Yuji Naka documents. I downloaded Naka!

#16 User is offline LOst 

Posted 29 April 2003 - 02:48 PM

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Quote

Quote

There is still much we don't know about Sonic. Why don't we care? ;)


Hey hey, I care about those things and find them very interesting, but I didn't know it was possible to get this kind of information without asking the big boss! 0_o


(Still waiting for Mr. Cerny's reply, by the way...) :(


http://patft.uspto.gov/netacgi/nph-Parser?...N/"naka+yuji"

Not me either. I was just searching after how the Sprite Status Table works, so I can make my own objects one day. Of course all the info I find out about will be public released.

    Sprite Status Table

    No. of Bytes Description

    ______________________________________

    1            Action Number

    1            Action Flags

    2            Offset in VRAM

    4            Address of pattern table

    4            X direction offset within playfield

    4            y direction offset within playfield

    2            .+-. x direction speed

    2            .+-. y direction speed

    1            vertical offset (in dots) from center

                 of character to bottom of char.

    1            horizontal offset (in dots)

                 from center of character to bottom of

                 character.

    1            sprite priority

    1            horizontal width in dots

    1            pattern number

    1            pattern counter

    2            pattern change number

    1            pattern timer counter

    1            pattern timer master

    1            collision size

    1            collision counter

    1            Routine number 1

    1            Routine number 2

    2            angle of character through loop (not

                 sloop)

    1            ride-on flag

    1            hit flag

    2            A/B type collision setting

    ______________________________________


Action Number is the object number. Sonic is 00. The endsign is 0D.

collision counter is how many hits the boss can take before destroyed. 255 hits for the HPZ boss in S&K.

angle of character through loop (not sloop). Yes this is fucking Sonic. :shock:

#17 User is offline ICEknight 

Posted 29 April 2003 - 04:56 PM

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This reminds me of one day that I was looking for Sega patents and I ended up finding things like the unreleased Sega Neptune.


Now that I think of it... Why would Yuji Naka want to patent anything about Tails in 1995? He doesn't appear at all in the whole Sonic & Knuckles ROM, and S3&K borrows Tails code from the Sonic 3 ROM, right?

The same goes for the Split Screen patents, but they changed a few things for S3&K...


Perhaps this was patented for another project we've never heard about, like Sonic 4..?

#18 User is offline NiktheGreek 

Posted 29 April 2003 - 05:40 PM

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Wow, that's some good stuff... O_O Seriously, this is cool...

And on the subject of the Neptune, I have a shot of the proto unit somewhere...

#19 User is offline Meat Miracle 

Posted 01 May 2003 - 05:51 AM

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Quote

Wow, that's some good stuff... O_O Seriously, this is cool...

And on the subject of the Neptune, I have a shot of the proto unit somewhere...


Posted Image

#20 User is offline Meat Miracle 

Posted 01 May 2003 - 05:53 AM

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WTF? I got some email sending error!

EDIT: got it again.

General Error

Ran into problems sending Mail. Response: 550 5.7.1 ... Relaying denied

#21 *Squiggles the Chao*

Posted 05 May 2003 - 06:31 PM

I personally find that very useful and valuable. I personally don't know about the 68000 instruction set, but much of the info clears a lot up for me. Personally, it has inspired me to do some reasearch and learn more about the Genesis. Thank you.

#22 *Squiggles the Chao*

Posted 05 May 2003 - 06:44 PM

Furthermore, from what I can tell, unknown seems to be the patent for the title screen code used to prevent characters from moving, as there is no code to place the characters on the screen if they are not "riding the event", yet the code still functions, one must conclude that at least one character will be "riding the event" when the code executes.

#23 User is offline Varion Icaria 

Posted 28 August 2003 - 12:27 AM

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TK, on May 1 2003, 05:51 AM, said:

Quote

Wow, that's some good stuff... O_O Seriously, this is cool...

And on the subject of the Neptune, I have a shot of the proto unit somewhere...


Posted Image

:wtf: is this system real?

#24 User is offline LOst 

Posted 28 August 2003 - 08:02 PM

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Squiggles the Chao, on May 6 2003, 02:31 AM, said:

I personally find that very useful and valuable. I personally don't know about the 68000 instruction set, but much of the info clears a lot up for me. Personally, it has inspired me to do some reasearch and learn more about the Genesis. Thank you.

It's very hard to understand how to program for the Genesis if you don't have the real development tools and hardware.

The Sonic engine is using the most secret functions of both the hardware and the software platforms technique.
Naka got afraid and patented them just before the 2D eara(sp?) ended in 1995.

#25 User is offline LOst 

Posted 28 August 2003 - 08:06 PM

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Squiggles the Chao, on May 6 2003, 02:44 AM, said:

Furthermore, from what I can tell, unknown seems to be the patent for the title screen code used to prevent characters from moving, as there is no code to place the characters on the screen if they are not "riding the event", yet the code still functions, one must conclude that at least one character will be "riding the event" when the code executes.

Damn hard for me to find out where this code is good for, but we can always search for the value "63" and the decreament opcode in the ROM and change it to see what happens :D

#26 User is offline PC2 

Posted 29 August 2003 - 08:29 AM

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perfect chaos, on Aug 28 2003, 12:27 AM, said:

TK, on May 1 2003, 05:51 AM, said:

Quote

Wow, that's some good stuff... O_O Seriously, this is cool...

And on the subject of the Neptune, I have a shot of the proto unit somewhere...


Posted Image

:wtf: is this system real?

You don't know anything about Sonic, do you? Ya know. 32X, the prowd owner of Knuckles Chaotix... Yep. Never did get that system, of course, it wasn't quite as popular as the Genisis was in it's time, but sheesh. Even I (12 years old) knows about a system that even you, a Sonic hacking expert (probably in teenage years) don't know about that? THAT'S PATHETIC DUDE!

#27 User is offline Simon 

Posted 29 August 2003 - 06:39 PM

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PC2, on Aug 29 2003, 09:29 AM, said:

perfect chaos, on Aug 28 2003, 12:27 AM, said:

TK, on May 1 2003, 05:51 AM, said:

Quote

Wow, that's some good stuff... O_O Seriously, this is cool...

And on the subject of the Neptune, I have a shot of the proto unit somewhere...


Posted Image

:wtf: is this system real?

You don't know anything about Sonic, do you? Ya know. 32X, the prowd owner of Knuckles Chaotix... Yep. Never did get that system, of course, it wasn't quite as popular as the Genisis was in it's time, but sheesh. Even I (12 years old) knows about a system that even you, a Sonic hacking expert (probably in teenage years) don't know about that? THAT'S PATHETIC DUDE!

This is not the 32X. It's "Sega Neptune", a two-in-one Genesis + 32X console. It was cut before it was put on the shelves. What you see in the picture is a prototype.

See http://consoledatabase.retrofaction.com/co...fo/seganeptune/

#28 User is offline Varion Icaria 

Posted 31 August 2003 - 02:26 AM

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would they sell that on ebay? I am rich so I don't care about prices.

#29 User is offline Neko Kit Su 

Posted 08 September 2003 - 11:30 PM

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I wanted a Neptune... I heard they found some in a warehouse and were selling em off for 999 bucks on eBay(but I can't be sure that's true, since it came around April Fools Time in EGM ^^;;;; =P)

#30 User is offline Mecha Mazgoth 

Posted 16 October 2003 - 05:05 PM

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:blink: :shocked: I personally never knew about most of the systems. I am, however, glad that people dump the roms so others can play them. ;)

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