Metropolis Zone's shellcracker badnik is infamous for its messy collisions. While it's attacking the player, the arm has such a large hitbox that...
After nearly three years, it's about time we showed off some of our progress. A lot of it is engine-related and thus invisible, but regardless,...
That's not entirely correct. Yes, you won't find any objects that themselves do anything with bit 4, but it has an important meaning with regards...
There's a couple of things you need to know before the game's object spawning makes sense. We've got our data structure that we're iterating over,...
I've run into a bit of a problem when trying to rearrange tiles through drag-and-drop with the 2pcompat flag set. In the attached example, I've...
Roughly speaking, you need to run the zone's scrolling code twice, but with only half as many lines, each. First, you calculate your background...
For the backgrounds you're going to be limited to 512x512 pixels, due to the way the graphics and scrolling are set up. The background tiles are...
I'd love to see those optimizations. How would I best go about sharing the source files?
OK, here's a quick rundown of the code changes I made with little commentary. I'll go into more detail and arrange everything better once I write...
I have no intention of keeping it secret. I would just prefer to have it fully working before I make a fully fledged guide. Edit: I suppose I...
Maybe I could start looking into the scroll routines. I did fully document most of them a while back, so I might have an easier time making...
So, I've been working on the interrupt thing I mentioned earlier and it turns out it's a little more complicated than I outlined previously....
If anything, it's hidden away on an old hard drive somewhere. I have at least one old disassembly somewhere with a bunch of bugfixes that I never...
I could've sworn I made a fix for this at some point, but I can't find it anymore. Anyway, here's the fix: ; loc_3F926: KillSonic: KillCharacter:...
Both the water and split-screen effects rely on horizontal interrupts, and the game isn't programmed to account for both effects at once. The...
You can think of the object layouts in S2 as being split into vertical strips, each 128 pixels wide. Relative to the camera are two boundaries to...
It's looking good so far. I see you've begun simplifying the tiles and mappings, which is probably the only way to get this to work. As for the...
Haa, I remember trying something like this years ago, also on CPZ. I managed to rearrange the tiles so that they would display almost correctly....
From what I can tell, ARZ's tileset went through multiple rearrangements all the way up to the Sep-14 prototype. Every prototype before that has a...
A new day, a new guide. ... Actually, this one probably could have been a part of yesterday's guide, but oh well. Today we will be performing an...
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