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RetroKoH's Recent Activity

  1. RetroKoH replied to the thread Some changes/fixes for Sonic 1.

    Having applied this myself, the only thing that seems to happen if you fail to define a priority address is that the object won't...

    Sep 18, 2024 at 11:59 AM
  2. RetroKoH liked MarkeyJester's post in the thread Some changes/fixes for Sonic 1.

    I don't think you understood what I meant. I was trying to bring light to the idea; freedom reduces creativity, and it was issued as a...

    Sep 18, 2024 at 11:56 AM
  3. RetroKoH replied to the thread Some changes/fixes for Sonic 1.

    Sonic 4 control scheme in the Special Stages I did this a while back in Fixed (it's toggled off by default, so most people missed it)...

    Sep 17, 2024 at 9:05 AM
  4. RetroKoH rated Lapper's post Informative in the thread Interesting collision/physics observations in Sonic 1/2/3.

    Yeah! The fake GHZ wall has too large a height radius (8 extra pixels on the top and bottom) for its collision Edge_Solid: ; Routine...

    SPGSlopeTerrainArray.gif upload_2024-9-15_13-35-34.png upload_2024-9-15_13-39-17.png Sonic2SpringUnderside.gif Sonic2SpringCrush.gif Sep 17, 2024 at 8:53 AM
  5. RetroKoH liked Hivebrain's post in the thread Some changes/fixes for Sonic 1.

    By using a word instead of a byte for displaywidth, you can eliminate a moveq from BuildSprites at the cost of some RAM. That saves 4...

    Sep 17, 2024 at 6:28 AM
  6. RetroKoH rated Devon's post Informative in the thread Some changes/fixes for Sonic 1.

    Another thing you can do to save on accumulated cycles is to change the object priority variable/SST into a word (there's a guide for...

    Sep 17, 2024 at 6:28 AM
  7. RetroKoH rated Hivebrain's post Agree in the thread Some changes/fixes for Sonic 1.

    It would've never occurred to me to use movem like that. SpeedToPos is used by a lot of objects, so this is going to mean big CPU...

    Sep 16, 2024 at 5:32 AM
  8. RetroKoH rated DeltaW's post Informative in the thread Some changes/fixes for Sonic 1.

    Your method uses 144 cycles (26 bytes) compared to the original method which uses 176 cycles (38 bytes) However, we can go the extra...

    Sep 15, 2024 at 8:27 PM
  9. RetroKoH replied to the thread Some changes/fixes for Sonic 1.

    I've been in the midst of documenting and annotating Obj72 (Scrap Brain 2's Teleporters) both for S1Fixed, as well as for Retro's...

    Sep 15, 2024 at 5:41 PM
  10. RetroKoH replied to the thread General Project Screenshot/Video Thread.

    I have been following this project for a while now. Not only did you guys put together something cool, the platform you did it on is...

    Sep 15, 2024 at 4:53 AM
  11. RetroKoH liked Ollie_Ollie_TechDeck's post in the thread General Project Screenshot/Video Thread.

    [IMG] [IMG] [IMG] [IMG] This is easily the greatest piece of art I have ever worked on. My team and I are extremely proud of this and...

    Sep 15, 2024 at 4:50 AM
  12. RetroKoH replied to the thread Some changes/fixes for Sonic 1.

    So, many of us have been trying to find ways to add some of the visual flair from Sonic 1's Taxman remake to the original game. I got...

    Sep 14, 2024 at 11:36 AM
  13. RetroKoH replied to the thread General Project Screenshot/Video Thread.

    Another tidbit of visual flair I added to S1Fixed. Eggman's ball now adjusts its angle just like in 2013/Origins. Unsure if the rotation...

    Sep 14, 2024 at 9:09 AM
  14. RetroKoH liked giovanni.gen's post in the thread Hack Giovanni's Level Pack 2.

    Version 1.0.1 - Fixes an error that lets some objects delete stuff they shouldn't; - Fixes a selection of visual errors in Scrap Brain...

    Sep 14, 2024 at 9:07 AM