Oh, this works great too! Thank you so much.
Heyo all, I have been searching online for a graphics rip of the 8x8 graphics cells used for the tiles in the Genesis Sonic games, and...
Pardon another nitpick, but I have some questions/possible correction to the section about springs in the Game Objects chapter. It says that...
Yes, this distinction makes sense, but I am wondering in the case where I do just want to add an immediate to a data register, which operation...
Ive been reading the programmer's user manual for 68000 assembly, and found that there are cases were there are 2 instructions that are...
I just noticed another minor thing with the wording of the "rolling" state's description: Does this mean Sonic cannot "roll up" as in "roll into...
I asked a question a few weeks ago about how the tile layering/paths system works, and Devon offered some extremely in-depth responses (first,...
So for each tile in the map, there are actually 2 different tile IDs, which refer to different structures containing {width map, height map, path...
[ATTACH][ATTACH] In that case, then how does the collision seem to change its entire height map in the section I highlighted? Are there actually...
Looking over some of these examples again, I am noticing that it must not be *only* the [top solid] and [sides/bottom] solid flags that are...
Wow! Thank you for such a detailed set of examples, this is amazing! Where did you get the images for the placement of the path switchers? Did...
Thank you all for your explanations -- this all clears up a lot! So even though these are all the same object, they have configurable length,...
I know that Sonic 1 had only one layer for tiles -- which is why there are no places in the game where paths cross over themselves (except...
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