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Posts I've Made
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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...
Strife, 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. -
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. -
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. -
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. -
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.

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