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Group:
Trial Member: Trial Members
Active Posts:
5 (0 per day)
Most Active In:
Engineering & Reverse Engineering (4 posts)
Joined:
12-November 08
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1276
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My Information

Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
Female Female
Location:
Dimension Alpha
Interests:
Biology and Genetics, Knowledge, Gaming and Animes.

Contact Information

E-mail:
Private

Previous Fields

Project:
Sonic 1 on SNES (Super FX Engine), Sonic 3 Clone Driver (?), DisCompress
National Flag:
jp

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Posts I've Made

  1. In Topic: Basic Questions & Answers thread

    09 November 2014 - 09:01 PM

    I talked with Hitaxas and I did this thing to help his issue, if you get bad underwater palette, it's because of a relationship of Normal_Palette and Underwater_Pallete, to fix this:

    Find PalLoad3_Water and replace:
    suba.l #$A80,a3
    

    With this:
    suba.l #(Normal_palette-Underwater_palette)-$80,a3
    


    Find PalLoad4_Water and replace:
    suba.l #$B00,a3
    

    With this:
    suba.l #(Normal_palette-Underwater_palette),a3
    

    You just have to take care of where you'll put the underwater address but overally this fix should work normally.

    E-122-Psi: Maybe it's a bad programming practice but I put my art files on the lock-on area and my objects after a rts of a known object and/or routine. It's not that clean but worked for me so far, albeit I plan to clean things up later on.
  2. In Topic: General Project Screenshot/Video Thread

    08 November 2014 - 09:26 PM

    Well, here I am again with an update I did lately, I was fooling around with S3K disassembly and I managed to implement the shared shields gimmick, albeit I won't use anyway. I could use but I don't know, maybe in a not so distant future, anyway here's the picture.

    Posted Image
  3. In Topic: General Project Screenshot/Video Thread

    01 November 2014 - 02:44 PM

    Green Snake, I have checked your thread in regards to this tool and so far, I'm finding this pretty useful, I can't wait until I get to do mapping works with it! Keep up the good job!

    View Postpacguy, on 01 November 2014 - 12:03 AM, said:

    I'm glad to see you haven't given up on this project; I'm still eagerly looking forward to it! It's incredibly impressive, seeing how much you've managed to port into S3K! I have two questions, though: (A) How do you plan to add the special stages? (B) WHY THE BOSS MUSIC! WHY!


    Well, for your (A) question, I'm pretty much working on compatibility x speed, more like unifying engines and improving them as I keep going, the result you can see in the below video. Also, aside from that, I'm working on a new compression system that can surpass Kosinski speed and Nemesis compression ratio, so far I'm still working on it but perhaps it can come out eventually.



    As for your (B) statement, well, I know there are musics that people won't like, so I'll try to overcome this issue by allowing new playlists as soon I expand my driver capabilities, it's basically pretty much that.
    Thanks for the replies.
  4. In Topic: General Project Screenshot/Video Thread

    31 October 2014 - 07:02 PM

    Well, this is my first post around this community so I'll be blunt and quick, My name is DiscoTheBat, many people may know me (or not) from my SSRG account, my SMW works as well and some of my projects such as the Sonic 1 for SNES port and my Sonic 2 & Knuckles hack which I'll be posting the video's link here.



    Unfortunately, due to some personal issues, the project is partially frozen, but for now I have a bit of progress done in it, such as some levels, cutscenes and the new sound driver I'm developing/adapting for it.