Alien Treasure, on 30 November 2013 - 09:19 PM, said:
We all know Ristar was once Volt, which was once Feel which was once an early design/sketch of Sonic, but supposedly the game also runs on Sonic 1's engine. Is that true? Because I doubt it. Really, it sounds so weird to have a late-era title use the same basic code as one from the early era on any console, especially a technically-impressive one such as Ristar (this gets piled with the fact of having wildly different gameplay mechanics too).
It sounds like this is a chain reaction of misunderstanding caused by too many successive laymen haphazardly throwing around the term "engine". [I encounter it from time to time working on EDuke32. People say Shadow Warrior and Blood have a more advanced "engine" compared to Duke Nukem 3D. It's not true. Their game code just does fancier things with available engine functionality. But that's a tangent.]
The technical relationship between Sonic 1 and Ristar has been demonstrably proven but unfortunately the
Ristar wiki article on Sega Retro does not give any explanation or references, so I will need someone with more technical knowledge to fact-check me. Basically, the two games share some "components" or "subsystems" of their code.
Alien Treasure, on 30 November 2013 - 09:19 PM, said:
Not only that, the soundtrack has the same PCM-heavy "feel" of the Sonic 3/S&K OSTs, and some sounds are extracted directly from these games too... Maybe Ristar actually runs on a modified S3&K engine, and not the S1 engine as we supposed? I want proof.
The style of music, especially something as ambiguous as "feel", cannot and should not be used to make wild guesses about a game's technical lineage. [I had to resist the urge to post a facepalm image macro in reply to this part.]
edit: There may be a grain of truth in this question, but only by technicality. S3&K is a direct progression of code that evolved through Sonic 2 and Sonic 1. They are far from distinct, though the code has gotten more advanced with time.
Alien Treasure, on 30 November 2013 - 09:19 PM, said:
Also, we should hunt the game's code for a Sonic-style debug/sprite editor mode. It's probably the most fun part of the classic games, and since Ristar is based off them...
NOTE: I didn't do this stuff myself because I have absolutely no skills at any kind of code whatsoever and I sadly have no time and/or patience to do so. I admire the skills of the people here from Retro, and I surely bet that Ristar will be an easy gem to crack.
Protip: You are falling into an unfortunately common newbie pattern: Sharing ideas that seem novel to you at the time in the hopes/expectations that other users will be inspired to action. I will give you that you are a bit more self-aware about it than is usually seen.
There's no problem with sharing ideas you have, but having been lurking in internet communities for a number of years, I've never seen a new user with only ideas and suggestions inspire any action by other forumgoers--whether you're modding Duke 3D or playing Sonic Mega Collection. Lurk the forums more, read up on the history of the community, and try to do concrete research to see what others have found. The Sonic and Sega Retro wikis are great places to start.
For a casual question like "Has any research been done to see if Ristar has a Sonic-like debug mode?", the regulars on the Retro IRC channel might be able to give you an answer. Personally, I vaguely recall a Ristar disassembly existing but I can't check because
the Mercurial is down. Nonetheless, I've never heard or seen any evidence such a debug mode exists, so far--but I'm sure many of us have wondered.
This post has been edited by Hendricks 266: 01 December 2013 - 04:30 AM