- Group:
- Member: Members
- Active Posts:
- 623 (0.23 per day)
- Most Active In:
- General Sonic Discussion (87 posts)
- Joined:
- 29-December 07
- Profile Views:
- 2184
- Last Active:
Jul 09 2015 02:42 AM- Currently:
- Offline
My Information
- Member Title:
- Hopelessly Lost in Aisle 5
- Age:
- 99 years old
- Birthday:
- January 1, 1916
- Gender:
-
Male
- Location:
- The Reverse Batmobile
Contact Information
- E-mail:
- Click here to e-mail me
- Website:
-
http://
Previous Fields
- Other Contact Info:
- Willynet, iGopher, SchuMahFriend, Woolworths BBS
- National Flag:
- sl
- Wiki edits:
- 5
Latest Visitors
-
NeoFusionBox 
29 Jun 2015 - 16:28 -
Xeal 
13 May 2015 - 11:30 -
Kaiser 
22 May 2013 - 03:17 -
Mystical Ninja 
23 Jan 2012 - 23:12 -
sonicguy 
29 Nov 2011 - 16:27
Posts I've Made
-
In Topic: Sonic Neo Genesis
13 June 2015 - 08:17 PM
That's incredible!
One idea: Adding more substance to the pale blue background in the Jungle level would give it a lot of extra depth and make it more consistent with the highly detailed BGs in the other pictures.
Seriously though, that cityscape background is beautiful. -
In Topic: Playing the "Bad" Sonic Games
11 February 2015 - 01:05 PM
The Sonic Adventure DX port for XBLA/PSN is good for a glitch run. I tried it once or twice hoping it would be good, but I couldn't stop spin dashing through walls in the Mystic Ruins. -
In Topic: SEGA Posts $18.5 Million Loss, Restructuring to Focus on Online G
05 November 2014 - 08:28 PM
TheKazeblade, on 05 November 2014 - 07:21 PM, said:
Eviltaco64, on 05 November 2014 - 06:53 PM, said:SEGA was the most ambitious and daring game developer.
That's how it became significant. That's how it destroyed itself.
Not quite. Sega destroyed itself by enforcing Japanese sensibilities into territories where they didn't work. Sega was on top of the world in the US and the UK in the early 90's, but for some reason, be it wounded pride or jealousy, Sega of Japan chose to tighten the vice on their US and UK branches and force them to abandon the approaches that were proven successes and replace it with an approaches that didn't even work in their own country.
Sega was brought down by oblivious leaders who never understood why they were succeeding in the first place. And that exact same mentality continues to act like an anchor around the feet of the company. Instead of letting each territory take advantage of their own cultural marketing strengths, they remain tight-fisted and close-minded. Sega needs to fall apart and those individuals finally pulled from power if the Sega IPs will ever have the opportunity to truly flourish.
All truth, yet my point stands.
SEGA's ambition was what lead to it becoming an industry leader. That ambition gave us the likes of Hang-On, Outrun, Sonic, Virtua Fighter, co-ops with Lockheed Martin for Arcade hardware...
SEGA's ambition was what lead to it's downfall. They spent a lot of money, time, and effort pioneering technology that their competitors had the privilege to observe and imitate. Virtua Fighter's innovation led a strong hand in inspiring the hardware of the PS1 and ultimately the console brand that forced SEGA out of the console business. Shenmue's budget is a fine example of going all out. The regional divisions could barely communicate with each other, but they could make different consoles at the same time! Now that's ambition!
I'm glad it all happened the way it did. If all the regional divisions actually worked together in the 90s... We could have had a Sega Saturn with disc-based N64 hardware. Then we may not have had all the 2D gems and games like Panzer Dragoon Saga, or games like GoldenEye, Smash Bros, and Conker. Maybe they would have all come out anyway, but in radically different forms. -
In Topic: SEGA Posts $18.5 Million Loss, Restructuring to Focus on Online G
05 November 2014 - 06:53 PM
SEGA was the most ambitious and daring game developer.
That's how it became significant. That's how it destroyed itself.
15 years ago, you couldn't stop them from flooding the world with Samba De Amigo Maracas and Fishing Rod accessories.
Now, they're too cautious or indifferent to digitally distribute PSO 2 outside of Asia (even AFTER it's already been localized) -
In Topic: Sonic Mega Collection/Sonic Gems Collection
13 October 2012 - 04:49 AM
Interestingly enough, the drx Mega Collection prototype for Gamecube gives a little bit of insight on that MD/GEN emulator's overall progress.
If you open it up in GCTool, you will see a 'sonic3.bin' in the main root of the directory. This can be extracted and run in any typical Genesis emulator. If anyone can confirm that Sonic 3 runs in this prototype of Mega Collection, then we might be able to try rom swapping it with something else.
Overall, both collections have a very similar architecture.
.BNR is used for the title screen graphics, while
.ADX is used for all background music
.SFD files are used for video playback (whether it's for the title screen or even something more remote like Sonic CD cutscenes)
.TPL is for all the various graphics files that make up the menus
Gems Sonic CD is simply the PC version compressed: http://forums.sonicr...12
Sonic R is simply the PC Version, never did any research on that.
Sonic the Fighters is interesting. It's all CMP and FTS files. The more important chunks of the source code seem to be CMP. I'm guessing they either slightly altered the source code and did a direct port or did some sort of partial Model 2 emulation.
(EDIT: Hey, 600 posts! ...How did I get 600 posts here? o_0 I haven't logged in for months!)

Find My Content
Jul 09 2015 02:42 AM
Male