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- Member Title:
- SEGA: Sorry Classic Sonic, we are sending you back to 1994
- 23 years old
- June 6, 1989
- Litchfield, CT
- Other Contact Info:
- Skype: hitaxas
- Sonic: Super Deformed (head director) - Slowly working on it.
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18 May 2013 - 13:12
13 May 2013 - 23:45
17 Mar 2013 - 01:00
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06 Jan 2013 - 15:43
04 Jan 2013 - 23:54
01 Jan 2013 - 11:42
22 Dec 2012 - 14:24
Posts I've Made
19 April 2013 - 09:19 AMSurely it's more "my hack in the Sonic 3 engine?!" :P Unless you've done a lot of back-porting.
Looking good, either way.
It is a ton of back-porting, It's Sonic 2 Sonic 3 Edition (Sonic 2 with tons of Sonic 3 back-porting).
Still wows me, Alriightyman. Awesome work.
20 March 2013 - 12:46 PMThe program that converts WAV to ADX? I just ran a google search and a few clicks I found this link: http://www.mediafire.com/?xyejnqom5mt
I haven't tested it, but I found the link from a tutorial on hacking a dbz game for PS2. lol
20 March 2013 - 09:38 AMThanks to both of you for those explanations. I understand it now.
20 March 2013 - 09:05 AMOh, I see. I was testing for #1,Status(a0), which happens to work for horizontal mirroring, but render_flags makes sense.
How about making it more complex though? Say I want the same effect for if it's upside down AND backwards?
20 March 2013 - 01:36 AMDumb question:
In Sonic 2, how do you check for an objects orientation? Is it the same as checking Sonic's?
For example, if I wanted to check if it was upside down and branch to a different code if it was, how would I go about checking which way the object is facing?