Change the ".s" to ".w" for both of them. ".s" indicates a "short" or "byte" branch, which only accepts a signed byte-wide distance to be...
Yeah, basically, it calculates the angle formed from (0, 0) to the defined (x, y) point. For example, if x is 0, and y is 1, then it will return...
Ah, it seems that the TCRF page is missing data, because I couldn't find it there. Though, saying that playwrt "does" the DPLCs sounds a bit...
Just to confirm that, in the Sonic 2 Nick Arcade symbol data, Sonic's DPLC data is called "playwrtpat", with each entry being labeled as "plwNNN"...
"pData->unknown" points to the actual graphics data, while "pData->tbl" points to the "DPLC" data that dictates which tiles from the graphics...
This applies to any architecture, really. Data is just a bunch of 1s and 0s, and how they are interpreted is up to the programmer ultimately. You...
I think they were just trying to understand the general logic with the random number generator, which appears in more than S3&K.
In this specific event, yes, it is limiting what was returned to the range 0 to 0xFF, and then effectively making it signed by shifting it into...
Heya, so I made an updated version of my mode 1 library. It includes an easier setup (no longer requires you to set up your V-BLANK interrupt and...
The original function doesn't really treat it as either signed or unsigned. It just takes whatever is in the seed value and mangles it around and...
For the record, I've seen this same padding applied to the compressed Sub CPU BIOS in the Sega CD boot ROM.
I went ahead and checked for myself, and basically, what's going on is that ATTACK.BIN sets its own graphics operation interrupt handler (which...
Heya... I've been helping make some magic happen on the Mega CD side~ [IMG] [IMG] [IMG]
A while ago, I made this list of label equivalencies. Should help you out some.
I don't see why the labels would change. They aren't *that* out of date, and also the labels highlighted by Brainulator can also be found in Sonic...
Pretty much. In the end, though, it wasn't finished. In fact, its code was outright removed in the final, leaving just the graphics behind.
It is meant to carry Sonic around during the flashing, but it also teleports Sonic to another one once it stops flashing.
The reason the sprite is messed up is because another object's graphics overwrite it in VRAM. However, this is not the case in act 3. However, due...
It is this object. Basically, 3 of these teleporters circle around, and when Sonic enters one, he gets teleported to a nearby teleporter. Again,...
So, I've written my own custom implementations of the Nemesis, Enigma, and Kosinski decompression functions. I figured it would be nice to have,...
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