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Group:
Oldbie: Oldbie
Active Posts:
171 (0.04 per day)
Most Active In:
Engineering & Reverse Engineering (141 posts)
Joined:
05-June 04
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4729
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User is offline Yesterday, 08:06 PM
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My Information

Member Title:
I don't even know.
Age:
28 years old
Birthday:
June 27, 1987
Gender:
Male Male
Location:
wait... what?

Contact Information

E-mail:
Private
Website:
Website  http://

Previous Fields

Project:
Castlevania Bloodlines shit. a bagel
National Flag:
us
Wiki edits:
48
SA2 Emblems:
5

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Posts I've Made

  1. In Topic: General Project Screenshot/Video Thread

    17 May 2015 - 02:24 PM

    Posted ImagePosted Image

    I'd been working on this for a couple weeks now, just got through re-spriting and programming this monster here after a few days of work.. I barely ever post here lately, cause I work on a lot of other things that aren't sonic, but yeah I guess I still work on stuff ocasionally. these mountains though were a pain in the ass.
  2. In Topic: General Project Screenshot/Video Thread

    31 August 2014 - 10:09 PM

    View PostKingofHarts, on 31 August 2014 - 09:56 PM, said:

    Awesome work Mr. Gambit. I was waiting anxiously to see this in action. I'm looking forward to playing this hack. My guess is SHC 2015???


    I'm thinking about it. although I do have some new plans for this hack to make it move in a more different direction If I'm going to enter it next year. But there's still things I wanna finish up, such as getting a proper working Ball in GHZ, and the two variants of Splats from the iOS version. The latter is easy enough.
  3. In Topic: General Project Screenshot/Video Thread

    31 August 2014 - 09:01 PM


    I got the sparkles working perfectly. they basically are objects that spawn into the BG. it took a lot of work, especially considering there was a lot of objects in the level already, but I think this will do just fine. :P
  4. In Topic: General Project Screenshot/Video Thread

    24 August 2014 - 06:32 PM

    View PostHCKTROX, on 24 August 2014 - 01:42 PM, said:

    View PostMistergambit, on 24 August 2014 - 08:23 AM, said:

    According to what HCKTROX had told me when I was helping him out formerly with a hack, He had found supposedly that S1 had at one time the ability to load objects to the background plane too.

    View Postflamewing, on 24 August 2014 - 09:22 AM, said:

    HCKTROX is wrong; S1 never had the ability to load objects to the background plane.


    Hmmm... Not exactly:

    - At some point, like flamewing said, some objects could indeed had the ability to be rendered with the background coordinates.
    - However, what I tried to say, is the following:

    From ObjPos_Load (If we're in GHZ1):
    		; . . .
    		lea	(ObjPos_Index).l,a0 ; load object list pointers
    		movea.l	a0,a1
    		adda.w	(a0,d0.w),a0	; load object list for the level
    		move.l	a0,($FFFFF770).w ; load first pointer, ObjPos_GHZ1
    		move.l	a0,($FFFFF774).w ; load first pointer, ObjPos_GHZ1
    		adda.w	2(a1,d0.w),a1
    		move.l	a1,($FFFFF778).w ; load second pointer, ObjPos_Null
    		move.l	a1,($FFFFF77C).w ; load second pointer, ObjPos_Null
    		; . . .
    
    


    and like so:
    		dc.w	ObjPos_GHZ1-ObjPos_Index, ObjPos_Null-ObjPos_Index
    


    Such dead code/pointers lead me to think that at some point S1 had the ability to load two obj lists at same time, perhaps each with different coordinates, the second possibly meant for objects rendered by setting the background coordinates at obRender.

    My english isn't this good to explain it very well, but if you understand, it's required to work like this in the case you need to have background sprites at "free positions"
    I re-setup it for the trees that appear between FG and BG planes here:

    View PostHCKTROX, on 10 February 2014 - 09:40 AM, said:





    I figured it out, it was thanks to a lot of work today, that I was successfully able to implement Spring Yard's Sparkles.
    Posted Image

    I still have a lot of work to do with them, but you and flamewing I thank a lot for this.
  5. In Topic: General Project Screenshot/Video Thread

    24 August 2014 - 08:23 AM

    View PostMarkeyJester, on 24 August 2014 - 07:39 AM, said:

    That's rather cool stuffs, the LZ background especially!! What are the bright white streaks in the background? I'm assuming it's shards of light from open holes on the ceiling, but I can't be sure, Either way it looks like it has great depth!

    Regarding objects in the background, be warned, it will require all of the FG plane to be high plane, this is to bring the FG infront of the sprites. This may cause an issue with Sonic however, since his graphics are sprites, this may mean needing some sort of pathswapping object (not to change the path, but to change Sonic to high plane/low plane, so he can go infront of or behind certain FG sections). CPZ is a good example of this. Worth checking out.


    Yes, I'm well aware of that, though the problems I'm trying to solve is a bit more complex. Specifically what I'm trying to accomplish is this...
    Posted Image
    According to what HCKTROX had told me when I was helping him out formerly with a hack, He had found supposedly that S1 had at one time the ability to load objects to the background plane too. Which might explain how Sparkling Zone had animated Sparkles in the background in the game's development. I'm not sure if reenabling that is even possible.

    Currently Spring Yard/Sparkling uses a ton of uncompressed art, pretty much maxed out to the limits uncompressed art can be used. it takes up a lot of space and makes the level take a while to load. I'd discuss this more, but perhaps I should make a new topic. or discuss this via private messaging. I don't want to fill up the screenshot thread with posts like this :P.

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