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Engineering & Reverse Engineering (27 posts)
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User is offline Feb 27 2014 09:58 AM
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A 2D Physics Engine
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Topics I've Started

  1. Sonic 1 Direction Logic

    19 February 2014 - 04:34 AM

    I'm currently writing a C library implementation of the Sonic Physics Guide but I've noticed something that isn't documented and might not be as simple as I thought; how to determine which direction the character should face...

    In my implementation I naively switched direction based on gsp - if gsp is less than zero and we aren't facing left, then face left, and vice versa. However I've noticed the following:

    • When balancing on an edge, sonic seems to change direction to face the edge and this change seems permanent - you can see by jumping
    • When hitting the bumpers in SYZ the direction doesn't change although gsp does
    • When hitting a normal horizontal spring, direction changes but it doesn't seem to do so immediately


    Does anyone have the full behaviour documented? Are there other edge cases? Is there a delay when hitting a spring or is it just my eyes? :)

    Thanks!
  2. Sonic 1 Backgrounds

    16 June 2012 - 08:04 AM

    I'm working on a Sonic-style game engine and I'm testing it by trying to recreate the Sonic 1 title screen. I've implemented code in my engine for parallax backgrounds (video here: http://ubuntuone.com...9k9kNiBblDnKBuv), but I need to get hold of the sprites that make up the title screen background. So my questions are:

    • I assume that in the originals, the background animations (e.g. the waterfalls, ripples) are done by manipulating the colour palette?
    • Is it possible and easy to rip each frame of the background animations, has this been done already? (I've had a look around but I can't find anything except a single static full background)
    • It looks to me like the backgrounds in Sonic 1 are made up of 3 layers, is that correct?


    Ideally I need to get individual frames of each of the background layers, but I'm guessing that's not easy to extract... if it is something that I could learn to do (I have zero experience in hacking ASM or Sonic roms), could someone point me in the right direction?

    Thanks,

    Luke.
  3. Package problems on Ubuntu 11.10

    01 October 2011 - 04:33 AM

    Hey,

    Over the last few weeks I've been testing the beta of Ubuntu 11.10 which is the first release with the new "multiarch" support. Multiarch basically means that you can install i386 packages on an AMD64 system - which is cool..

    However, I've noticed that the Gens/GS i386 package refuses to install on AMD64. In previous releases this would just require the ia32-libs package, but I've tried everything I can think of with no joy :(

    Here's the output when trying to install the package:

    kazade@Hydrogen:~/Downloads$ sudo dpkg -I Gens_2.2.16.7_i386.deb 
    [sudo] password for kazade: 
    Selecting previously deselected package gens:i386.
    (Reading database ... 270884 files and directories currently installed.)
    Unpacking gens:i386 (from Gens_2.2.16.7_i386.deb) ...
    dpkg: dependency problems prevent configuration of gens:i386:
     gens:i386 depends on libsdl1.2debian (>= 1.1.3); however:
      Package libsdl1.2debian:i386 is not installed.
     gens:i386 depends on xdg-utils; however:
    dpkg: error processing gens:i386 (--install):
     dependency problems - leaving unconfigured
    Processing triggers for gnome-menus ...
    Processing triggers for bamfdaemon ...
    Rebuilding /usr/share/applications/bamf.index...
    Processing triggers for desktop-file-utils ...
    Errors were encountered while processing:
     gens:i386
    
    


    After that, running "sudo apt-get install -f" removes gens:i386 because it can't resolve the dependency on xdg-utils:i386 (which I think is because xdg-utils is an architecture independent package).

    So, this is sort of a semi-bug-report, because all future versions of Debian and Ubuntu will be multiarch. But also a request for any kind of workaround... I didn't realize how much I used Gens until I couldn't use it :D
  4. Invidual Sonic Sprite Frames

    06 February 2011 - 02:04 PM

    Hi guys,

    I don't suppose anyone knows where I can find individual Sonic animation frames (preferably in PNG format) that aren't on a sprite sheet (from any of Sonic 1, 2 or 3)?

    Ideally I'm looking for a zip file that contains each frame in its own file, I've been trying to manually cut them out of a sprite sheet but it's taking forever. Google isn't being very helpful either but perhaps I'm just rubbish at searching. smile.png

    Luke.
  5. Platformation

    23 November 2010 - 10:42 AM

    Hi guys,

    I'm working on a 2D platform game in my spare time that I hope to sell someday, although it will take some inspiration from Sonic among other games it isn't Sonic related.

    As part of developing the game I needed a level editor so I could throw stuff together for testing. While the editor is no-where near finished (or ready for use - you can't even save yet!) I've open sourced it under the LGPL and made the code available on launchpad: http://launchpad.net/platformation

    I intend to write a exporter plugin API so that people can use it for the own games (e.g. Sonic fangames - hence my post here smile.png )

    Here are the features:

    1. Load tiles from a directory of images (e.g. png)
    2. Edit the solid areas of tiles [1] these areas are saved to an XML file alongside the tile image
    3. Add/delete layers (can't yet rename, move them, or toggle them, activating is flakey)
    4. Add/delete instances of tiles

    It's written in C++ with OpenGL and Gtk and developed on Ubuntu. I will port it to Windows when I have a chance.

    Anyway, if anyone is interested the code is there, I'm happy to accept feature requests/patches/feedback. I've got a basic set of features I need to finish before I can continue with my game, so there should be a lot of progress over the next few weeks and then it'll calm down as I move onto the game itself. Again, it's REALLY EARLY in development, I've only been working on it over a month or so just an hour or two here and there.

    Hopefully it is useful for someone.

    Luke.

    P.S. Is there a Sonic engine out there that uses a documented file format for the levels? That way I could knock together an example level exporter, just a thought.

    P.P.S: Screenshot:



    [1] The inspiration for this came from a YouTube video I saw once, which I think was a development version of Sonic Maker, I'm not totally sure I couldn't find the video when I went to code it. It seemed like a simple way to do things, so if the developer is on here - thanks for the inspiration!

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