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135 (0.09 per day)
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Engineering & Reverse Engineering (82 posts)
08-February 12
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User is online 13 minutes ago
Viewing Topic: SEGA Mega Drive Classics Hub (PC...

My Information

Member Title:
Don't look! Its the Sonic community!
18 years old
October 14, 1997
Female Female
Broomrape Lane

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hax0r pr0j3kt
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Posts I've Made

  1. In Topic: SEGA Mega Drive Classics Hub (PC/Steam)

    17 minutes ago

    So, I am getting kinda pissed with some people on the workshop. So what I do? Make a condescending video about it! Aren't I mature!
    (And yes I know someone will want to start a flamewar against me. But you know, I am at that point I'll happily join.)

  2. In Topic: SEGA Mega Drive Classics Hub (PC/Steam)

    Today, 02:49 AM

    MathUser funny you say so when you are doing the same thing (including posting (now taken down) hack by Clownacy)!

    But other that, I am quite pissed off with the people uploading others works. I will be posting a video about this later.
  3. In Topic: SEGA Mega Drive Classics Hub (PC/Steam)

    28 April 2016 - 10:52 PM

    Emulator is shite. SonicMT crashes instantly after title screen.
  4. In Topic: Basic Questions & Answers thread

    26 April 2016 - 11:44 AM

    I can't speak for everyone of course, but nothing stops me from trying: NO.
  5. In Topic: Sonic 3 Hacking

    21 April 2016 - 06:01 PM

    I don't see any topic like this made before. Its time we have one, eh?!

    So, I've come accross this bug, which exists in both Sonic 3 and Sonic & Knuckles. This happens when you carry Super/Hyper Sonic, and drop him on a solid object with horizontal speed. There is glitchyness without super/hyper and with dropping him on ground too, but the effects of solid object are more noticeable:
    Posted Image

    Well, turns out, herpdiderp, they forgot to clear Sonic's animation. This code which we will add goes to $14466 in Sonic & Knuckles ROM (according to my disassembly anyway). This is loc_14466 in S3K Hayate and latest version of S3K Git as of this post. The code we will add is as follows:
    		sf	anim(a1)      	; clear animation number (set to 0)
    		sf	$20(a1)		; clear animation number (set to 0)

    All this will do, is clear the animation number, so the next frame Sonic's last animation will be invalidated and he will begin walking or running