Honestly, this sounds like an awesome (if ridiculously ambitious idea); didn't even know Mode 1 allowed for FMVs. Also, if you wanted to compress...
Okay, so I've been helping MDTravisYT restoring Sonic 1 objects to Sonic 2 Nick Arcade (as part of a S2NA > S1 conversion project), however we've...
I doubt it would be implemented; there simply isn't enough disc space to fit both OSTs onto it without downsampling the audio.
It did to some extent in the end, as the Sega CD 32X games did feature significantly better colors than the standard Sega CD version (as well as a...
You know how in 2-player mode, whenever a teleport monitor is hit, the background color never changes? Well, turns out it's the result of a single...
Added an alternate download; should hopefully not corrupt this time.
You know, I was kind of hoping that I've be able to show something more complete than what is here, but that's what happens when the world decides...
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Game freezes to a black screen before the title card appears (although the audio still plays).
Ah, that makes sense (this also explains why Sonic 1/3K doesn't have them, since they leave their data uncompressed AND only have one collision...
Strange oddity I've noticed for some time, but the collision loading routine messes with the stack pointer to prevent collision issues in CPZ and...
Any branches to DisplaySprite are removed, as is the code that handles the score itself, although the latter may be more complicated than Sonic...
Oh, really? Well, i that's the case, now I'm anticipating someone trying to make the current disassembly with it.
Four years ago now (damn, has it really been that long?), Yuji Naka shared footage of Sega Research & Development from February 1990; included...
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