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05 September 2012 - 11:35 AMI am curious about the engine behind Sonic CD for Android, the so called retro engine, which was made by The Taxman. What pre-existing libraries was this made with? I've seen that it was written with C++ in addition to a scripting language, but I doubt he wrote a low-level graphics engine for iphone, android, xbox, etc. I don't see an actual answer anywhere, although I may just be blind.
Did he use pure opengl, SDL or something different altogether?
15 November 2011 - 03:40 PMSo I want to know what you guys think are important or even critical parts/attributes of a sonic-like game. Back in the heyday of the genesis/megadrive there were tons of 'sonic clones' being produced, but relatively few were successful. Sure the game needs to be 'fast', but what if missing would make a 'fast' game unplayable, for example?
11 July 2011 - 04:01 AMHi.
I was wondering if anyone could point me in the right direction to better understand how my Genesis boots. I assume there is a micro-controller that has whatever firmware is used. It then does its power-on-self-test stuff and then tries to pull from the cartridge and load whatever it finds into memory. Next it must move the program-counter to some standard location. I guess I am curious about the pin-out structure, protocol used for the end result of learning what it would take to make a nice PIC (a nice PIC18 series in DIP form maybe?) based controller that could talk / translate to my Genesis from USB.
I realize this is a rather loaded question, but I am hopeful someone here knows where to start looking.
It turns out my Sonic-like Special Stage engine questions from the Validation forum were solved by using Blender3D for modeling and pre-rendering the half pipe for the Sonic2-like SS mode and using some (un-)fancy trigonometry for the collision detection while spinning for the Sonic1-like SS mode. For the half pipe, http://www.youtube.com/watch?v=_kWRZsdqRBI , is a test I did, and I will upload more as I feel its ready.
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