(Well seeing as Retro is somewhat up now, I'll post this here too) ¡hojn3 ¡ti dot hletauifep llim siyt ueyt 'erofeq ewa6 ciuoS a worf hzzip du pepue ro sseukcis uoitow peveicer reve ev'noh kuiyt noh fI uiq'TWISTED1ciuoS/cilqnd-10/woc'uasiday'retsejrw//:dtty :tdecuoc fo foord a tueserd I hapoL | Today I present a proof of concept: http://mrjester.hapisan.com/01_Public/Sonic1D3LSIML.bin If you think you've ever recieved motion sickness or ended up dizzy from a Sonic game before, then this will definately top it! Enjoy!
Well, that was an epically awesome mind screw. Gotta try this later when I'm fully awake to see if its actually real...
I thought the Genesis couldn't do rotation, what the hell did you do This is really mindscrewy, it doesn't help that it's 4:30 AM and I'm tired as fuck.
These loops are just madness with this. Its like playing a 3D Sonic game that keeps the camera on your back even on the loops and you see the world spining and spining like hell :P... I cant even coordinate my jumps between spikes with this. Its a shame it has some real distortions when moving at like 90º, but still its way impressive! :P
I wasn't actually expecting this to work on hardware. But it damn well worked... as close as it possibly could. May wanna click on the words for the screenshots, since the forum so I'd make a video and shove it onto YouTube, but I know everyone would scream fake. :v:
Who said it was rotation? ;P It's just scroll distortion abuse. In a similar way you can use multiple scroll values to simulate a 3D floor, this uses multiple scroll values to fake rotation. The hardware can do unique horizontal scroll values every line and unique vertical scroll values every 16 columns (the latter being mainly which there is so much distortion). It isn't the first time somebody does it. Streets of Rage 2, Gunstar Heroes, Contra Hard Corps and Vectorman come to mind. Actually screw that - Angel Island in the background of Knuckles' Sky Sanctuary in S&K is done this way, actually.
Thanks for the explanation, I figured it wasn't rotation after playing around for a while but couldn't tell how he could do it, and I had completely forgotten about Angel Island.
I'm tempted to ask what happens in, say, Scrap Brain Act 2, on those wheels you can spin indefinitely on.
Funky, though it's a shame it doesn't really work with loops. A lot of that distortion could probably be addressed by having 90, 180 and 270 degree rotations of every tile in game (or at least, the tiles that would need rotating). I'm guessing the Mega Drive isn't really up to replacing all of them on the fly though.
This concept is very interesting. However, I'd be lying if I didn't say that it makes my head hurt when applied to Spring Yard Zone and Scrap Brain Act 2. Shit was hard to pass because I always lost sight of where I was trying to go. Despite that, I'm still interested to see if this goes anywhere.
Oh boy, it's like I'm really playing Sonic 4 on the iPhone! http://www.youtube.com/watch?v=RI8xN4tZ4Bc
Blast Processing :P This is a really damn good effect you got there :P It gets really ugly when going through the loops but as it's the best one can do without resorting to Sega CD's mode 7 I must give you a golden star for this effort. 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. Anyways that's nothing I can really complain about so here you go :P Also: As far as I know Jester tests all his stuff on the real deal so I am not really surprised :P.
Whoa, that's an spectacular effect, great work! I guess this is as far as the Mega Drive can possibly go with fake-rotating effects? I'm surprised that the game doesn't seem to slow down, the gameplay being so fast and all. It's a trip of no return. God damn.
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.
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 .
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...
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?