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Call me back when people stop shitting in the punch bowl...
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  1. asm68k

    20 July 2014 - 12:49 PM

    I'm trying to implement running a build batch file from Triad. While I can access cmd.exe and begin running the file, I'm getting this issue once it does that:

    'asm68k' is not recognized as an internal or external command, operable program, or batch file.
    'fixheader.exe' is not recognized as an internal or external command, operable program, or batch file.

    Any Techs understand why this is occuring?
  2. M68K parser coding

    17 March 2014 - 04:48 PM

    This seems like a bit more than a BASIC question... so I felt I'd give it a topic thread.

    are the core scripts used in Sonic Triad Studio, for reading Sprite Mappings... in particular, mappings for Sonic 1 standard format sprite mappings. These are written in GML but I imagine anyone familiar with a similar coding language won't be too lost...

    In its current form, Triad IS capable of reading Sprite Mapping (and DPLC) ASM files, and gathering the needed data from them to construct sprites. However... one can tell that I'm not the best at coding a parser script... loading ASMs of a certain format... or ASMs that are laid out differently than what is the norm... can tend to lead to errors...

    My question I wanted to field out to you guys... is where can I go to learn how to improve my parser code? Or perhaps you could fire off a couple tips my way. Much appreciated!



    Figured it out. Disregard.
  3. MarkeyJester's Sonic 128 - REVAMPED

    26 August 2013 - 09:49 AM

    Y'all remember this? Of course you do. 3 years ago MarkeyJester brought this wonderful mod to us all. For those that use this... one complaint may have been that it is in the old Hivebrain disassembly, and NOT in the new updated disassembly. Now, that said, Markey DID label all of his changes with ;MJ: so a port shouldn't be too hard... and could easily be done by anyone of us with minimal effort... BUT given that nothing of the sort had happened... at least to my knowledge, I decided to take it upon myself to perform the task.

    Now, for newer hackers that don't know how, or don't want to try to port this over... it is here. Also this should bring Markey's project back into the limelight because quite frankly I much prefer this to the original Sonic 1 method. There are a couple things to point out, however... FIRST is that I have ported NO bugfixes to this disassembly. It is only the latest Sonic 1 HG disassembly with MJ's 128 mod.

    SECONDLY, there is the issue with switching the ROM from the REV00 to REVJP1 revisions. As of right now, there are some background issues... I'm looking into them.

    Big thanks goes to Markey, of course. Without him, we would not have this at all to begin with. Now, hopefully more people can/will make use of it.

    https://github.com/s...tSonic1TwoEight - It's now officially on the GitHub repository! Please disregard any other download links from this thread and get it there! Thank you Clownacy, MainMemory and any others who contributed to the new disasm.
  4. Level Tropes - Let's talk about them

    06 June 2013 - 04:13 AM

    This page for reference, if you don't know what I'm talking about.

    What types of levels do you enjoy the most in a Sonic game? Least favorite? - For me I can say that my favorite is the flying fortress theme, second being the casino/carnival theme.
    My least favorite would HAVE to be anything associated with the Ancient Ruins trope. I don't necessarily dislike most Ruins stages... but to me they usually seem the least memorable of the zones in most cases. (Marble Zone being a lovely exception)


    Also wanna get your thoughts on any kinds of level tropes that SEGA hasn't done yet? Hard to think of any myself.

    EDIT: Revised the poll with more options. choose multiple options that you like.
  5. GML vs. C++

    29 March 2013 - 02:49 AM

    Pretty much complications with Triad are the reason why I am asking the question. Triad can run well enough on Game Maker, and I think that one of the things that makes Triad stand out is that its a multi-purpose editor (which in its final form WILL be Open Source) written in GML.

    However, I find GM to be primitive and restricting in some respects. One glaring example is its capabilities with using .DLLs. These problems tend to hold back Triad's capabilities a little bit. I've recently picked up a free copy of the new GM: Studio MIPS and tried porting everything to Studio, ONLY to find myself with MORE problems... and this is the permanent direction they are going in with Game Maker. So... seeing as how I'm not liking Game Maker Studio (and am NOT paying hundreds of dollars to upgrade it...) Should I stick with using GameMaker 8.1 for Triad? (And other projects???) Or should I make the heavily considered jump to C++?

    I have almost 11 years of experience with using GML, and know it very well, and there are some similarities with C++... and I feel very confident I can pick up and learn C++ without too much trouble...
    What does the community think? (I can only imagine that I will get a shitstream of GML sucks... so lets try to give productive, well thought out answers, with concrete reasoning, shall we?)