Sonic and Sega Retro Message Board: Shockwave - Viewing Profile - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help

Group:
Member: Members
Active Posts:
31 (0.02 per day)
Most Active In:
Engineering & Reverse Engineering (12 posts)
Joined:
08-July 11
Profile Views:
4137
Last Active:
User is offline Today, 07:34 PM
Currently:
Offline

My Information

Age:
21 years old
Birthday:
May 10, 1994
Gender:
Male Male
Location:
LA, CA

Contact Information

E-mail:
Click here to e-mail me

Previous Fields

Project:
Sonic: South Island Warped
National Flag:
us

Latest Visitors

Posts I've Made

  1. In Topic: General Project Screenshot/Video Thread

    31 March 2015 - 02:38 AM

    I will say that it's certainly the kind of thing that would probably have made a bigger (and more satisfying) impact if it were left as a surprise until finished. Regardless, I'm happy to know that there's a Sonic CD disassembley in the works for public release, even if I personally have no interest in modifying the game myself.

    Also...

    View PostStrife, on 30 March 2015 - 11:48 PM, said:

    For Knuckles, bonus points if you replace Sonic's "I'm outta here!" with "Oh no."

    This, please.
  2. In Topic: Basic Questions & Answers thread

    11 March 2015 - 06:36 PM

    I would actually load all three at the same time and have them wait for a timer that gets set right as their loaded, like this for example:
    TrailFrameDuration: = ; whatever the frame duration of your animation is
    
    Sonic_HammerSpin:
                    tst.b	($FFFFFFCC).w			; was jumpdash flag set?
    		beq	HS_End3			        ; if yes, branch
                    move.b	($FFFFF603).w,d0		; move the current button press to d0
    		btst	#1,($FFFFF602).w		; is Down button pressed?
    		beq.s	HS_End3				; if not, return
    		and.b	#$40,d0				; get only button A
    		beq.s	HS_End3				; if A wasn't pressed, branch
    
    HammerSpin_Cont:
    		move.b	#1,($FFFFFFCC).w		; set jumpdash flag
    		move.b	#$20,$1C(a0)			; show hammer animation
    		move.w	#$BC,d0				; set jumpdash sound
    		jsr	(PlaySound).l			; play jumpdash sound
    
                    bsr     SingleObjLoad
                    bne     HS_End2
                    move.b  #$10,(a1)
                    move.w  8(a0),d0
                    move.w  $C(a0),$C(a1)
                    subi.w  #$20,d0
                    btst    #0,$22(a0)
                    beq     @Set1stXPos
                    neg     $10(a1)
                    addi.w  #$40,d0
                    
                    @Set1stXPos:
                    move.w  d0,8(a1)
                    move.b  #1*TrailFrameDuration,$2A(a1)
                    
                    bsr     SingleObjLoad
                    bne     HS_End2
                    move.b  #$10,(a1)
                    move.w  8(a0),8(a1)
                    move.w  $C(a0),$C(a1)
                    btst    #0,$22(a0)
                    beq     @Set2ndFrameDuration
                    neg     $10(a1)
    
                    @Set2ndFrameDuration:
                    move.b  #3*TrailFrameDuration,$2A(a1)
                    
                    bsr     SingleObjLoad
                    bne     HS_End2
                    move.b  #$10,(a1)
                    move.w  8(a0),d0
                    move.w  $C(a0),$C(a1)
                    addi.w  #$20,d0
                    btst    #0,$22(a0)
                    beq     
                    neg     $10(a1)
                    subi.w  #$40,d0
    
                    @Set3rdXPos:
                    move.w  d0,8(a1)
                    move.b  #5*TrailFrameDuration,$2A(a1)
    
    HS_End2:
    		clr.w	$10(a0)					; clear X-velocity to move sonic directly down
    		tst.w	$12(a0)					; is Sonic moving upwards?
    		bpl.s	HS_End3					; if not, branch
    		clr.w	$12(a0)					; clear X-velocity to move sonic directly down
    
    HS_End3:
    		rts
    


    Then you could just make the beginning of the object look like this:
    Obj10:
                    subq.b  #1,$2A(a0)
                    bmi     @Start
                    rts
                    
                    @Start:
                    ; object init stuff
    


    Oh, whoops, Selbi's already helping. Eh, whatever, someone may get something out of this.
  3. In Topic: The Sonic 3, 20th Anniversary & Knuckles Thread

    17 February 2015 - 08:48 PM

    Well damn, I'm familiar with that Sunset Park art, but the rest of those are new to me. And they all look gorgeous. I'd put money towards a project like this in a heart beat if one ever came around. I wouldn't mind seeing a Chaotix remaster either, if anything to clean that game up a bit and make it more readily available.
  4. In Topic: "Sonic Spitball" - a deconstruction of the franchise

    26 January 2015 - 11:13 PM

    This was a really fantastic watch. It's kind of disappointing that a lot of people outside of this community will most likely ignore a video like this in favor of more "lolSonic06" shit. I could think of at least four people off the top of my head I would want to see this, but they wouldn't set aside the patience for it when it's so much easier and quicker to look at Sonic '06 or Sonic Boom and leave it at that.

    Regardless, I'm happy that I at least was able to view this as it was indeed a very well presented analysis that deserves much more attention.
  5. In Topic: Sega Homebrew Competition 2015

    24 January 2015 - 01:17 AM

    Oh this is excellent, I've been waiting for something like this to come up. The idea of seeing more homebrew MD projects has interested me since MarkeyJester posted his ROM for The Chaos Layer a few months back. Looks like this will certainly encourage more material of that nature to be shown, not to mention also encourage people who primarily focus on Sonic ROMs to explore other mediums (I should certainly jump on that at some point). Can't wait to see what comes out once the showcase week arrives.