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Trial Member: Trial Members
Active Posts:
25 (0.01 per day)
Most Active In:
Engineering & Reverse Engineering (17 posts)
Joined:
04-August 10
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My Information

Member Title:
Nah. Fuck it.
Age:
9 years old
Birthday:
August 4, 2005
Gender:
Not Telling Not Telling
Location:
Chile
Interests:
Video engineering, cinematography, maths.

Contact Information

E-mail:
Click here to e-mail me
Website:
Website  http://
Skype:
Skype  hcktrox

Previous Fields

Project:
Tails Into Dreams, Tails in Alphaomega
National Flag:
cl
Wiki edits:
4

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Posts I've Made

  1. In Topic: Porting any Sonic Megadrive game to SNES

    09 October 2014 - 08:07 PM

    Approaching current situation, I wanna just throw something here...

    Posted Image
    It was an original idea by other of mine friends, but I was asked to join and help on anything it required, maybe documenting stuff about original engine, helping with the code logic, stuff like that. Main game coding is ran under SuperFX chip for this version
  2. In Topic: General Project Screenshot/Video Thread

    24 August 2014 - 01:42 PM

    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:


  3. In Topic: Basic Questions & Answers thread

    14 July 2014 - 09:53 PM

    I'm answering here to avoid keeping off-topic in the other post...

    Although this isn't completely DPLC-related, would it be possible to do some simple VRAM emulation, allowing multiple files to be loaded? Not only would help to decide whether or not to use DPLC under certain circumstances (you know, DPLC's main cons are the lag it takes to draw or their ROM space),but it would come really handful in situations like this:

    Posted Image
  4. In Topic: Generic error debugger + disassembler

    21 May 2014 - 04:16 PM

    Excuse me for bumping this up, but I have just noticed a little issue trying to build it for my SegaCD hack:

    	subi.w	#System_Stack,d3			; d3 = -1 * number of bytes to print
    
    


    This line gave me a little error, which I fixed this way...

    	subi.w	#(System_Stack)&$FFFF,d3		; d3 = -1 * number of bytes to print
    
    


    I know this may look insignificant, but you know, perhaps not everybody knows about it or whatever :v

    * NOTE: I'm using the 1.42 (beta, build 92) version (Win32).
  5. In Topic: Windows 8.1

    03 May 2014 - 01:57 AM

    Didn't these complaints already happened since the huge change Windows 3.1 had against Windows 95? Many people complained about the new design (although the complaints weren't overcrowded because internet wasn't that big and accessable as today).
    I guess it's just a matter of time to get used to a new style, just like we done before.