- Member: Members
- Active Posts:
- 370 (0.31 per day)
- Most Active In:
- Engineering & Reverse Engineering (66 posts)
- 23-February 10
- Profile Views:
- Last Active:
- Jun 16 2013 02:08 PM
- Member Title:
- Mushroom Hill'in
- 21 years old
- July 8, 1991
- Rom Hacking, 3D Modelling, Drawing / Illustrating, Video Game Music.
- National Flag:
Posts I've Made
08 May 2013 - 01:41 PMdoc eggfan: That is quiet a good idea. I never considered changing a start offset to shift all of the data, I will definitely give it a try.
Ravenfreak: I am keeping the project on the lowdown at the moment, just because I don't want to get people excited if it doesn't turn out right. I know this isn't necessarily a good decision as it reduces the amount of support people can offer.
At the moment, I am just flicking through to random Hex addresses and FF them all to see how it effects the game. I will probably be able to try some different techniques once I understand a little bit more.
KingOfHarts: That link is very useful. I'm kind of only using IDA Pro to see if there are any useful offsets visible but so far I have come up short. If I absolutely have to, I will need to split it into an ASM file and plan a way for it to be built and edited easily.
Overall, I have found some quiet useful stuff in the rom but no breakthroughs. I am still searching though and I hope to find something awesome soon.
Thanks for your help everyone and keep chipping in, it's fun to learn.
07 May 2013 - 04:08 AMHey,
Sorry, I wasn't sure if it belonged in E&RE because of it's hacking stance. Thank you for moving it to the more appropriate place.
At the moment I am going to stick to Megadrive / Genesis games just because I know more about them than other consoles.
Ravenfreak - I assume I would set up the import and go through pressing 'C' (I think it was C, it's been a little while since I played with it).
I have a little ASM knowledge of the 68k but not a huge amount, so if I did stumble across the area where sprites are located / loaded, how would I know?
Aside from that, do you us IDA Pro to find offsets and then write them down for use in a Hex Editor?
24 April 2013 - 03:37 AM"But he can roll around 120 silverware each shift"
That is officially the measurement of the speed cap for Sonic.
Anyway, I had a laugh. It's amazing how they used this footage as opposed to official material, considering Sonic 1 is on pretty much everything.
21 April 2013 - 05:07 AMI pretty much agree with what has already been said. It is nice to see Echo again but I can't see this game being a success (if it makes it), which is pretty sad.
The lack of vortex is also pretty disappointing but I suppose they ended the vortex arc at the end of Ecco 2.
In all honesty, it does look like a tribalfusion screensaver, I feel they need to darken the colours and try to capture the essence that the first two had, a busy ocean but you still felt completely alone and isolated.
As many of you have said, some solid concepts (I quiet like the idea of it being in the future), but as I said, as it is at the moment, I can't really see it working as an effective game.
20 April 2013 - 11:30 AMI personally must +1 the electric / lightning shield because of both the ring magnetism and the double jump it added allowing access to secret or harder to reach places / shortcuts.
I think if I had to choose one it would be the lightning shield, but with that said, all of the shields in Sonic 3 & Knuckles were pretty kick ass and added a nice game changing element.
I also just realised that the reason I like the boost in modern games is because of the ring magnetism.