It's been a little while, but holidays have long since been over and this latest work has been quite a tough one to solve... however! "C2"...
Based on my own speculative thoughts when putting together the "Bonus Stage mode", there's a possibility that the Multiball Stage was originally...
To answer your question maybe a bit too thoroughly: The rings appear to use a lot of bespoke code, so it's hard to know for sure what the actual...
I understand what you mean, but the transition will always take the same amount of time regardless of how far away it is (the camera transitions...
A short but hopefully fun post today. Since I started exploring Spinball, I have been sitting on the potential idea that the game would be much...
Thank you. I appreciate you taking a look (and I'm happy that you were able to get up and running OK too). Right now I do have a significant...
There are a couple of code hacks that are unique to the final level. The following is figured out using code snippets from my own Ghidra...
Level Tile Format solved I have been able to document the tiling mechanism for levels and additional data that supplements the tile data, or is...
A mix and match of updates today! Spintool improvements I've been spending a decent amount of time refactoring a bit of the Spintool code to look...
Sprite import pipeline I've spent the past couple of days working on the pipelines in the Spintool to allow for easy hacking of the uncompressed...
SSC format decompression solved Using offsets conveniently provided in the SSCDec tool (and using the output of that tool to verify my work), I...
Uncompressed sprite format solved Sprites consist of one or multiple tiles that may be up to 32x32 each. So large objects will consist of...
@Chimes Yeah I believe the GEMS data was located earlier in this thread. I've quoted below for convenience, but I have not attempted to dissect...
EDIT: Fixed some attachments Uncompressed Sprites As previously mentioned, I've been investigating the asset management and rendering of sprites...
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