Random quickie... I'm curious... do you guys know WHY the engine opts not to draw skidding or spindash dust when Sonic is in the process of drowning? in S2 and S3K this is the case... though I don't quite understand why.If you are already in the process of spindashing when the timer starts, it stays on screen and doesn't seem to interfere with the number sprites... Why is it coded this way?
Except it does: Did a quick hack to remove the air check in Obj08, and as expected it glitches out. The numbers get partially overwritten by the spindash dust tiles. So there's your answer.
Check again, the spindash dust does disappear when the countdown is about to show; you are probably seeing Tails' spindash dust instead. The reason the spindash dust disappears when you are starting to drown, and why no braking dust is even created when underwater, is the same: the countdown numbers use the same VRAM as those two. So you would either have a garbled countdown or garbled dust.
Ah. K I see where I got mixed up then. Thank you guys for clarifying that. Well then, I suppose as long as I keep them from overwriting in my Sonic 1 hack (I backported them in) I can remove these checks.
Trying to build Sonic 2 using the linux build tools on android. I get an error telling me that the files in the linux folder do not exist. How can I fix this? Edit: after talking with Flamewing over irc and doing some research... it seems it is just not possible to split and build on android. The build files will not execute on ARM unless somebody compiles them for it. That would solve the build issue. As for split, perl does not exist on android. I have seen something about perl on android but only using an emulator. Is there anybody other than me interested in Getting something like this to work? I think it could be useful.
GUYS GUYS I have made an unfortunate realisation. Should I skip the chicken level I planned due to the rise of a negative slang?
http://info.sonicretro.org/Cucky Every zone in Flicky Turncoat DX is based on an animal+underused theme. I had planned for the base game the original little animal team you saved for in sonic 1, with the sonic 2 unique ones if there is space or maybe a level pack afterwards. It was the chicken + Mexico as the specific level, which turns out to be Cucky Casa. Turns out there is this slang on the internet that has exploded within several months, that is called cuck/cucking/cuckold. I will leave it to you to look it up.
"Cuckolding" as a phrase long predates 4chan and Tumblr. I see no issues with using Cucky. Moreso because I also had no idea what you were on about until you explicitly spelled it out - I've never seen cucky used in that context.
Oh ok I was wondering if that's what you were referring to, but I was just kinda like, oh ok sure why not. Nah go ahead and use Cucky. That's the thing's name after all (I don't know why they didn't call it Clucky but idk Sega of Japan 91 why not). Cucky isn't slang for Cuckold as far as I'm aware.
This goes back to Shakespeare. I don't think it's a big deal though, most people aren't going to think there's any kind of connection there, deliberate or otherwise.
Does anyone know how to program in double checks for button held routines: Code (Text): ; --------------------------------------------------------------------------- ; Subroutine to activate Sonic's Jump Attack ; --------------------------------------------------------------------------- ; ||||||||||||||| S U B R O U T I N E ||||||||||||||||||||||||||||||||||||||| Sonic_Hover: move.b ($FFFFF602).w,d0 ; move the current button press to d0 andi.b #$30,d0 ; get only button A beq.s Sonic_Hover_Return ; if yes, branch tst.b ($FFFFFFAA).w ; was jumpdash flag set? bne.w Sonic_Hover_Return ; if yes, branch move.b #1,($FFFFFFAA).w : set hover flag move.b #$21,$1C(a0) clr.w $12(a0) ; clear X-velocity to move sonic directly down move.w #$B7,d0 jsr (PlaySound_Special).l move.b ($FFFFF602).w,d0 ; move the current button press to d0 and.b #$30,d0 ; get only button A bne.s Sonic_Hover_return ; if yes, branch Sonic_Hover_Stop: move.b #$1F,$1C(a0) ; reset animation Sonic_Hover_Return: rts ; End of function Sonic_Hover Basically I want it so holding B/C while in the air makes you go into one animation, and letting go transitions it into another. Right now the routine makes you go into the first animation the moment you press jump and letting go does nothing, you just keep in the first animation.
Well, you can't "directly" check for something like that, but a conceptual workaround is rather simple with something like a state machine. Unfortunately, I'm not entirely sure what you want to make happen. You jump, let go of B/C, press B/C again so some animation thing happens, then you let go of B/C again and another animation thing happens?
E-122-Psi, sorry, I have no time to explain everything in detail now, but I believe, you'll quickly get the idea, as it's fairly simple. Code (Text): Sonic_Hover: tst.b ($FFFFFFAA).w ; is Sonic in hovering state? bne.s @Hover_Process ; if yes, branch ; This code branch works if Sonic isn't in hovering state yet move.b ($FFFFF602).w,d0 ; move the curently held buttons into d0 andi.b #$30,d0 ; B/C being held? beq.s @Hover_Return ; if not, branch move.b #1,($FFFFFFAA).w ; set hover flag to $01 move.b #$21,$1C(a0) ; play hovering animation clr.w $12(a0) ; clear Y-velocity moveq #$FFFFFFB7,d0 jsr PlaySound_Special ; play SFX ; This code branch works if Sonic is in the hovering state @Hover_Process: move.b ($FFFFF602).w,d0 ; move the curently held buttons into d0 andi.b #$30,d0 ; B/C being held? bne.s @Hover_Return ; if yes, branch move.b #$1F,$1C(a0) ; reset animation move.b #0,($FFFFFFAA).w ; set hover flag to $00 (I suppose, you need it) @Hover_Return: rts
This finally makes the hover duration controllable, however it still has the problem of starting in place of standard jumping. I think I've fixed this by changing the first hold command to a press one (I also took out the clear flag command at the end since I don't want it to be too abusable). I think that's got things exactly how I wanted it. Thanx. :D
SSRG Link - Bubble Bounce in Sonic 1 Please consult the original post... Retro forum isn't letting me post it here for some reason. Giving me some captcha bullshit.
Does anyone know where I could find a model of Eggman from Sonic Adventure/Sonic Adventure DX? He's the only model I've been unable to find from that game and I'd really like to examine it.