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1690 (0.49 per day)
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General Sonic Discussion (408 posts)
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13-December 07
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My Information

Age:
24 years old
Birthday:
September 5, 1992
Gender:
Male Male
Location:
England - Slough

Previous Fields

Project:
RAoSTH (Sprite Comic), Sawnik (Still need a better name)
National Flag:
uk
Wiki edits:
2
SA2 Emblems:
19

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Posts I've Made

  1. In Topic: Sonic CD in SMS

    18 June 2017 - 11:33 AM

    Didn't someone have a split disassembly for these games in the works a while back? Whatever happened to that?
  2. In Topic: Hyperdimension Neptunia x SeHa Girls Crossover

    31 May 2017 - 02:59 PM

    They'll likely do the usual thing of putting a price up on release day, along with a 40/50% discount (most likely 50 considering the other Vita titles having that on release). In fact if it follows the same pricing as literally every other Vita ported Neptunia game, in UK money it'd be £22.99 at full price, and $29.99 at full price on US stores, but like I said they always have launch week discounts.
  3. In Topic: Basic Questions & Answers thread

    13 May 2017 - 06:28 AM

    View PostRalakimus, on 13 May 2017 - 12:13 AM, said:

    View PostJimmy Hedgehog, on 10 May 2017 - 06:15 PM, said:

    So I've gone into working on my hack after a long time of not doing so, and I want to add a counter to the HUD, not too unlike the Ring counter. Basically as shown years prior I added a Boost, allocated this ability to a particular shield, and now I want to make this ability pull from its own resource rather than drain Rings, as I feel that's a bit harsh for a Shield power up but being able to do it constantly would be too much.I know of course how to add and take from a value from other bits of code, and to stop it exceeding a particular amount. The thing I can't seem to remember is how I'd go about adding this thing in the first place. Like obviously it'd need some kind of free address to store this value and something to tell it to update which I have a rough idea of how the Rings, lives, etc do this but I've drawn a blank as to how to actually have this show as an onscreen figure. I'm not asking this to be handed to me of course, but a point/prod in the right direction would be appreciated.


    Basically, you add to the HUD mappings what you want, and what you add to those mappings should point to an area in VRAM that will hold the art of what you want. In HudUpdate or whatever it's called, you can update the art in that VRAM space. Of course, that means you will need to find out where to find said VRAM space.


    Thanks for the reminder! I should have some free space to work with from the HUD itself honestly, since it only needs 3 8x8 tiles' worth (3 life counter sized numbers) and I have some space from having a more minimalist life icon/counter set up.
  4. In Topic: Basic Questions & Answers thread

    10 May 2017 - 06:15 PM

    So I've gone into working on my hack after a long time of not doing so, and I want to add a counter to the HUD, not too unlike the Ring counter. Basically as shown years prior I added a Boost, allocated this ability to a particular shield, and now I want to make this ability pull from its own resource rather than drain Rings, as I feel that's a bit harsh for a Shield power up but being able to do it constantly would be too much.

    I know of course how to add and take from a value from other bits of code, and to stop it exceeding a particular amount. The thing I can't seem to remember is how I'd go about adding this thing in the first place. Like obviously it'd need some kind of free address to store this value and something to tell it to update which I have a rough idea of how the Rings, lives, etc do this but I've drawn a blank as to how to actually have this show as an onscreen figure.

    I'm not asking this to be handed to me of course, but a point/prod in the right direction would be appreciated.
  5. In Topic: Sonic Runners Adventure leaked

    07 April 2017 - 01:41 PM

    Considering the last question on the support page mentions camera angles, looks like it is gonna be a 3D thing. Wonder how it'll go.