You're grounded.
Not too much to say about this hack. Grape Hills' palette is alright (tip of the mountains and the clouds in the background look a bit off,...
I think the main problem with Sonic 1 is that it's so painfully obvious they spent most of their development time polishing up Green Hill Zone,...
Yea, they can, you'd just also have to make sure you get all the necessary data ported over, such as samples. It's just the final's sound driver...
Yeah, the thing about Genesis music and sound effects in general (really most retro consoles with sound) is that it uses sequencing. That means...
[MEDIA] Jon gets a major thing wrong in this video. He says the game uses horizontal interrupts to squish down a tall image of the screen, which...
Just delete it all, it's all a fockin' mess.
In Sonic 2, most level elements are shared between acts, and in 2 player mode, most data is taken from 1 player mode (with Casino Night's object...
If you change the calculations into taking account a 2nd act, then yea, you can pretty much use that as a base. Would it be preferable if I made...
This is for GitHub. For Xenowhirl it's mostly the same logic, but ignore the levartptrs replacement, zoneOrderedTable/zoneOrderedOffsetTable...
EDIT: See this instead. This post is missing some details. What you can do is in LevelArtPointers, after every zone entry, make a copy of it...
@LuigiXHero's DMs should be open. Reason I said I don't care what you do with the code is because I contributed a good chunk of the current code...
In my opinion, I would be careful when making a guide. While I don't really care what you do with the code, I'm more concerned with the quality of...
Yes it was, you have to scroll down further into SAnim_WalkRun, which is part of Sonic_Animate. As for the crash, did you also make sure to copy...
Sonic_Animate has special code for handling how the running sprites are displayed. The speed of animation is based on Sonic's ground speed and it...
Okay, so we are clear, what I was referring to is this. The line of code you showed matched up with that, so that's what I assumed you were using,...
Can you show what charging up the peelout is like, then? Because, I'm not quite too sure what you mean by that. You mentioned that your version of...
Look at the disassembly you got the peelout from and take a look. Also search for peelout comments in Sonic_Move if you haven't.
Does your Sonic_Animate routine not have a reference to "SonAni_3rdRun"?
Now lemme ask. How exactly does your peelout work? Does it gradually increment the ground velocity/inertia as it charges, or does it have a...
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