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Group:
Oldbie: Oldbie
Active Posts:
18 (0 per day)
Most Active In:
Engineering & Reverse Engineering (3 posts)
Joined:
11-January 03
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554
Last Active:
User is offline Jul 20 2015 12:27 AM
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My Information

Age:
29 years old
Birthday:
July 22, 1986
Gender:
Male Male
Location:
San Diego, CA

Contact Information

E-mail:
Click here to e-mail me
AIM:
AIM  sonikstudios
Website:
Website  http://www.sonikstudios.net

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National Flag:
us
Wiki edits:
2

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Posts I've Made

  1. In Topic: Sonic Nexus '08 Demo

    03 September 2008 - 09:32 PM

    I have to say for fan games, this is a pretty good one. One thing that irks me a bit though is the camera shifting as you go faster and slow down. It's so noticeable that it kind of distracts me when it shifts forward and back as I speed up and slow down. I might recommend keeping it more in line with the original Genesis games in that regard. Feel free to disregard my suggestion however.
  2. In Topic: How do I edit S2 so that sonic sprite doesn't give

    14 August 2006 - 03:08 AM

    Super, on Aug 12 2006, 11:32 AM, said:

    Well, not to pry, can you still finish it, or is life throwing massive curveballs and real life kicking you in the shins? I can understand if you even just don't want too.

    Well, it's not so much that I didn't want to finish it, but the hacking community seemed to start to dispiate, and I didn't know people still did a lot of rom edits. I shelved it, and it's written in VB6—something I haven't worked with in a few years.

    I also have a inventory management database project I'm working on, that will net me around $1000 when finished. Honestly I don't know how I'd get back into working on it. I would probably just end up giving the source away. The source wasn't really commented all too well however, so people would really need to know what they're doing to finish it (honestly though the program is finished for the most part, what was left was adding the sprite informatino to the database. All of Sonic 1 was supported, as well as a lot of compressed art. The only problem was I never allowed data to be saved to the end of the rom. If compressed art didn't compress small enough, it wouldn't let you save it)
  3. In Topic: How do I edit S2 so that sonic sprite doesn't give

    12 August 2006 - 01:49 PM

    I really wish when I wrote Sonik Sprite that I had better explained the magenta tiles. I never actually knew how popular that program was going to be.

    Ah well. The short answer is you really can't do anything about it short of editing sprites the old fashioned way. It would require editing the actual sprite mappings, then adding script files for Sonik Sprite that told Sonik Sprite where all the new tiles were. As Hivebrain stated, it's really not worth it at that point since you're already doing all the dirty work, which Sonik Sprite was designed to do for you.

    When I started working on Sonik Sprite Remix, which admittedly didn't get finished as I wanted, I had began correcting the magenta tile issue by allowing people to switch to a mode that automatically tried to tag the extra data to the end of the rom. It was starting to look nessisary since recompressing the sprite data didn't always fit (Since remix did compressed art). It's a shame I never got that finished.

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