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Member: Members
Active Posts:
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Most Active In:
Engineering & Reverse Engineering (7 posts)
Joined:
04-May 10
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Birthday Unknown
Gender:
Female Female

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Project:
S3K:Something And A Certain S1 Hack
National Flag:
None
Wiki edits:
2

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Posts I've Made

  1. In Topic: Basic Questions & Answers thread

    19 September 2010 - 10:48 AM

    What I posted is pretty much the same as what you had, the only difference is that it doesn't do the ring check every frame.
    I mostly work with Sonic 3 but there's no fault from what I can see.

    Does the rings drain in-game or remain constant?
  2. In Topic: Basic Questions & Answers thread

    19 September 2010 - 08:55 AM

    Try this:

    Syntax Highlighted Code: ASM
     
    Obj01_Super:
    tst.b (superflag).w
    beq.s countend
     
    Obj01SuperLoop:
    subq.w #1,($FFFFF614).w
    bne.w countend
    move.w #60,($FFFFF614).w
    move.b #1,(update_HUD_rings).w;
    subq.w #1,($FFFFFE20).w
    beq.w makenotsuper ;if rings=0, branch.
     
    countend:
    rts
     

  3. In Topic: General Project Screenshot/Video Thread

    20 August 2010 - 07:46 AM

    QUOTE (PsychoSk8r @ Aug 20 2010, 01:08 PM)
    Wow, you must've done a lot of work if you're disassembling it all too. O_o
    Do you plan on releasing the Disassemblies in the future?

    I didn't really start on it with plans of releasing it, mostly just made for myself, because of that some code has been cut, like all the lock-on checks found throughout the rom, making the built rom a permanent Sonic 3 and Knuckles rom.
    So, I don't know.

    QUOTE (Selbi @ Aug 20 2010, 01:15 PM)
    Wow, just... wow. I think you just blew my mind. I smell new Tech Members . :V

    Out of curiousity: How long did only this boss take?

    I don't remember, it was a while ago since I made that boss and I like to polish a lot so they get updated more as I play through.
  4. In Topic: General Project Screenshot/Video Thread

    20 August 2010 - 03:38 AM

    QUOTE (Animemaster @ Aug 19 2010, 10:15 PM)
    Wtf?! a new commer that already seems to present something that could possible be awsome that people haven't done yeah?! shit man.... I'm impressed.... and this was done in a hex editor?.... wow just wow.

    It's not made in hex, that... would take ages.
    It's made using asm and split disassembling, splitting data as I go.
    Sonic 3 is completely disassembled at the moment, S&K about 40%.

    QUOTE (Aquaslash @ Aug 20 2010, 02:36 AM)
    >Linncaki
    >Newcomer

    Lolwut.

    Anywho, I know anything the two of you work on has awesome potential all over it smile.png

    It's just me alone, so far, Robjoe's just been beta testing for me. smile.png
  5. In Topic: General Project Screenshot/Video Thread

    18 August 2010 - 09:03 PM

    Lots of dynamic stuff, swapping out palette, PLCs/art, depending on where the player is.

    The SSZ transition artwork is moved to the 2nd palette line, making it seamless

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