- Group:
- Member: Members
- Active Posts:
- 963 (0.36 per day)
- Most Active In:
- Sonic 2 HD (Archive) (293 posts)
- Joined:
- 13-April 08
- Profile Views:
- 3730
- Last Active:
Jul 23 2015 11:23 PM- Currently:
- Offline
My Information
- Member Title:
- Oooh Shiny stuff! don't touch it >:(
- Age:
- 24 years old
- Birthday:
- May 11, 1991
- Gender:
-
Male
- Location:
- Montevideo, Uruguay
Contact Information
- E-mail:
- Private
- MSN:
-
[email protected]
- Website:
-
http://www.nezumidev.com
- Skype:
-
Elratauru
Previous Fields
- Project:
- Web Developer
- National Flag:
- uy
- Wiki edits:
- 132
- SA2 Emblems:
- 6
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Topics I've Started
-
Model 2 Emulator 1.0
02 January 2011 - 12:13 AM
So, yeah, as you guys may know, Elsemi, creator of Nebula and the model 2 emu, updated his emulator to version 1.0!
And it brings lot of new features:
- Finally fixed VF2 hair problems, now all graphics are correct.
- Added LUA script support for options, cheats and other uses (check model2lua.txt in SCRIPTS folder)
- Added texture replacement support (check model2lua.txt in SCRIPTS folder)
- Added widescreen support (needs per-game lua scripts to know when to enable it). Requires a wide fullscreen resolution or WideScreenWindow set in emulator.ini
- Fixed texture border detection for textures that caused wrong colors & pixelation on borders
- Simplified pixel shaders (half the texture fetches)
- Improved House of the dead FM sound
- Fixed VF2 wrong sound speeds
- Fixed background distortion on Dural stage in VF2
- Added STCC Euro
- Added Sonic the fighters.
- Fixed Virtual On missing background color on title screen
- Rewritten SCSP code for improved accuracy
- Fixed ATI video card gfx problems
- Fixed audio stuttering on some windows 7 machines
- Added Sega Rally Championship rev B
Download:
http://www.emucr.com/2011/01/model-2-emulator-v10.html
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Now...the best part? Lua scripting...and freaking texture replacement support.
I have been doing new textures for Daytona this night, and hoooly, it looks sexy at a nice res with 4x FSAA.
I still need to fix some car textures and stuff, but I already made a new reflection texture for the windows...but anyways, if anyone wants to try them out, check out this topic at speksnk:
http://www.speksnk.org/foro/viewtopic.php?f=50&t=72858
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Project Egg & Watch
20 December 2010 - 07:42 PM
So, here I am again bitches, with more flash goodies! As some of you may remember, Im the guy that does some random Flash programming stuff over the time, messing with physics stuff. and blah blah blah.
But this time (Bah, I did this today
), I finished my latest Sonic-related game.
It started from a lovely concept I made in Ps, based on the old Game & Watch machines:
I tried to simplify the most I could, the GHZ Boss, and that's what I got, Of course, this went to Flash, and I started programming all the stuff. Its pure conditionals, if's whiles and similar stuff. Didnt used physics or colisions on this one, just boolean stuff.
Also, this is my first real submission to the world. I did lots of test/poc stuff back then, from random games to game engines. Of course this is still kinda basic, but meh! I'll try to do better stuff later ^^
So yeah, without any more words, I present you guys, Egg & Watch:
Egg & Watch - Newgrounds Link
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What do you guys think? Im open to comments, opinion and open talk about it.
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Actionscript Sonic Engine
26 October 2010 - 01:02 AM

Yay! My first topic on Engineering & Reverse Engineering!
So, yeah, this is a proof of concept I did a while ago on Actionscript, using Mercury's lovely Sonic Physics Guide, and as you guys can see, this was made in Actionscript 2.0, using Flash CS5.
I learned flash last year on my college as part of my web design career, and I always wanted to try to replicate the physics from the old and mighty classic games, so I gave it a try, this engine was written from the ground up using the SPG as my main reference. There are some bugs on it (most of them are visual) but the important thing is that it kinda works.
Already implemented:
- Walking
- Running
- Braking
- Max Speed limited
- Jumping
- Variable Jumps
- Rolling
List of Bugs:
- There seems to be a problem with the HitTest collision with the floor, nothing really important but we all know that flash is a bitch with it.
- When braking you can release the button, hold it again, release it, and the animation will change, that's just visual. Its mainly because of the IF's I used to show the braking animation.
For these that would like to edit the engine, or try it on their own flash, Sonic's AS file its here:
http://www.mediafire.com/?05h4gi2ew8mt8n3
I commented the whole AS file, Its divided on every action and its all controlled using If's and Else's along variables, remember to add a floor before trying it :P
So finally, here it is:
http://alforata.deviantart.com/art/Classic...ysics-183975969
Controls: Left and Right to move, Up to Jump, Down to Roll.
So...that's it! I know its nothing awesome but I'd like to hear your opinions about it people!

Find My Content
Jul 23 2015 11:23 PM
Male