pixelcat requested the source. I managed to find an old backup so here it is: https://bitbucket.org/mark_mcs/aspectedit I made some minimal...
Interesting that you say that and then go on to repeat the exact same argument that we've been making. Nobody is saying "don't write portable...
My point was that "portable" isn't a binary thing. Sure, you could write C code that will run on anything from a PDP11, through an Android...
If you're compiling for Windows, macOS, Linux, BSD, Android, Haiku, etc. with clang, gcc or msvc then there's a very, *very* good chance that they...
If you're targeting modern day, general purpose, consumer hardware then there's no reason not to use fixed width integer types, if that's what...
I was sold on "Moonscape" until I got to "Chedditor"... That's genius :thumbsup:
As far as I'm aware, there aren't any publically available tools to automate the process. Importing models, level data & textures is technically...
Seeing those graphics again is pushing my nostalgia buttons. I never knew there was a SNES port Keep up the great work!
Lighting on the Saturn is done using gouraud shading tables. That's controlled on a polygon-by-polygon basis by way of the polygon attributes...
https://bitbucket.org/mark_mcs/sonic-triple-trouble-disassembly/src/master/src/level_headers.asm
I've never used allegro but I'm happy to help you debug any linker issues. How are you trying to link? Feel free to message me directly if you prefer.
I've been digging into Sonic Jam for many years, on and off. I'll share what I've got so far in case it's of use to someone. Bare in mind that...
If you're asking for a tutorial that will hand-hold you through SuperH assembly then I think you'll be hard pressed to find one. It's a dead...
Player sprite tiles will be uncompressed in ROM so you should be able to find those with something like Tile Layer Pro. AspectEdit can export both...
Separate names with a comma.