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Fangaming Discussion (23 posts)
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User is offline Jul 18 2015 02:10 PM
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My Information

Age:
27 years old
Birthday:
October 8, 1987
Gender:
Male Male
Location:
Los Angeles, CA

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Project:
Sonic: Time Twisted
National Flag:
us
Wiki edits:
8

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Topics I've Started

  1. New Game Maker Studio Sonic Engine

    13 July 2013 - 07:48 PM

    This download requires an up-to-date copy of Game Maker : Studio on the stable channel. (1.3.1347) You can also download the previous version here.
    Download this if you just want to play with the results.

    If there are features you would like to see added out of the box, feel free to recommend them although there is no guarantee I will actually add them. (It largely depends on how much utility it has)

    Posted Image Posted Image

  2. Question about Sonic 2 tile mappings

    05 August 2008 - 11:44 AM

    Are the 8x8 indexes in the 16x16 mappings the same in VRAM as they are in the actual rom (assuming you apply the correct offset)? If not, is there a known conversion between the two?

    It seems as though they're not, because some of them are not divisible by 0x20, would exceed the correct pattern section if multiplied by 0x20, and would start at the wrong starting position for an 8x8 pattern if used as is.

    Maybe they're based on every pattern overall, and not just the one matching them when disassembled? Please help me out here.
  3. Something doesn't add up...

    08 June 2008 - 02:03 PM

    I've been reading information about collision in Sonic 2. I was eventually able to understand the basics, but there's a question I'm still not sure off:

    Sonic 2's collision array doesn't contain any collision blocks that would match, for instance, the top-right corner of a loop. Actually, there doesn't seem to be anything like that in the array. Sonic 1's collision array, on the other hand, does.

    I'm assuming Sonic 2 does something special to save space on making predefined versions of such collisions. I just don't know what it is they do. It would suck if they were hard-coded based on each level, but at least I would be certain of what it means to replicate that.

    Viewing Solidity Paths in SonED2 didn't help, especially since the numbers shown to be from the index, compared to the associated numbers in the collision array, didn't make much sense to me (I.e. some of collision array blocks share the same number, according to the SolidityBlock graph). It at least confirmed my readings on loops (A second index stores collisions for the left side of the loop, and the game just toggles through them using the "loop" chunk)

    Emerald Hill Zone shows the top-right collisions of the first loop to have an array spot of A8, B8, and 98. The SolidityGraph doesn't even have those numbers. What's going on?

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