Clownacy, on 27 March 2015 - 07:18 AM, said:
Something that is related to the REV01 scrolling: as is obvious in Marble Zone, you're still using the REV00 background chunks (some of MZ's clouds are stuck to the mountains). The Git disasm has the changed files clearly pointed out, so correcting it should be a simple copy/paste job.
Spoiler
Think I've fixed it (SYZ doesn't have that 'seam' anymore at least). Interesting to discover the background edits. Wonder why they didn't do the same to GHZ's blatantly choppy one.
The reason I didn't upload in zip form was because the wiki wasn't taking the format for some reason last time I tried it.
MotorRoach, on 26 March 2015 - 06:34 AM, said:
E-122-Psi, on 26 March 2015 - 01:16 AM, said:
I'm not sure about the 'spam' allowance. If I remember correctly you COULD do it in Advance, albeit only once, like a quick reflex bonus if you mashed it correctly.
I just downloaded Sonic Advance for the sake of trying that out... and I call BS.
Pressing the hammer button in Advance a second time will make Amy swing her hammer again, in which she uses her right arm instead, and moves a bit forward. Mashing the hammer button will just make her keep doing it over and over again, and even if you time it differently, she will just keep attacking in place, which is not really a problem.
If you look at the video that D.A. Garden posted, regarding the hammer spam, it's completely different. The sound keeps cancelling itself out in an attempt to keep repeating, the heart effects keep resetting, and the moonwalk is just stupid. Her Sonic Advance hammer swing is nowhere as messed up. Instead of excusing it, how about actually making it impossible to keep repeating the move until Amy is done attacking to begin with?
No need to get so persecuting about it. I admitted it was a mistake, I just said the effect was similar. I'll probably just fix it to how it was before unless I can find a way to make it work akin to Advance.
The thing here (concerning this, the pratfall move and ICEKnight's many many many points) is that I still don't know how to implement them perfectly, especially since I'm working off an engine that behaves with some differences from the Genesis/Megadrive series.
This post has been edited by E-122-Psi: 27 March 2015 - 01:02 PM

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