I'm really hoping someone does a "no horizontal underflow" run. That would be really impressive imo, because it wouldn't ban all zipping - just all the "finish level instantly" scenarios
Thanks for making these. I know the backgrounds don't really work when you increase the viewing area, but I wouldn't mind just a rectangle around sonic, like the foreground in Star Light zone.
So that's what Sonic's been up to when he (automatically) goes offscreen after completing each act or freeing the animals. An invisible force stops him from going any further.
I've honestly been super busy with other stuff, mostly gamedev, but I do have plans to make some Super Metroid encodes soon. edit: oh wait, the description teases something that unfortunately got put on hold very late in production and is still being sorted out. Sorry about that.
@@Selicre Its actually not even a full game, its one challenge in a game that I cant beat. The game is for Sega CD, its called Make My Video - Kris Kross. I got the good ending/result on every challenge except the Charise challenge.
I read the object list, filter by rings, and decompress them, then use the current global animation frame variable to pick the right frame. Longer answer: The way rings work in this game is basically that the subtype carries two settings, the offset between the rings and the amount of rings. The game then tracks which rings were collected via the object respawn table - each bit available for that purpose corresponds to a ring in the sequence, hence why there can only be up to 7 rings drawn by a single object (though technically it supports up to 15 or 16 iirc). I will open-source this thing eventually when I finish the bugs with the special stage rendering.
That's not considered a zip. A zip is defined as being on the ground and being ejected laterally by walls; this, instead, is a sprite ejection, which works downwards.
The game looks so much cooler when you can see a huge chunk of the level
Yeah but its sad the backgrounds dont work
I'm happy you made one with a no-zip run :)
I'm really hoping someone does a "no horizontal underflow" run. That would be really impressive imo, because it wouldn't ban all zipping - just all the "finish level instantly" scenarios
@@Selicre the levels in this game are so short that even without the HU it would probably be too fast
@@sylabulus That is exactly what I want, though. Just going through the level at absurdly high speeds.
Thanks for making these. I know the backgrounds don't really work when you increase the viewing area, but I wouldn't mind just a rectangle around sonic, like the foreground in Star Light zone.
I was considering it, but unfortunately I just couldn't find the energy to screw with openGL any more at that point lmao
It looks so weird but oddly good from a far angle!
It’s nice to see The Whole Map to see what’s loading or not 😊
wow, very impressive TAS! also 4K neet
So that's what Sonic's been up to when he (automatically) goes offscreen after completing each act or freeing the animals. An invisible force stops him from going any further.
Thanks for your work
11:32 lmfao the TAS manages to outrun the boss
So very amazing!
You need to do Sonic 2 next like this!
0:14 An unseen moterbug.
1:48 Buzzer.
Prototype leftovers maybe?
Tem link download pra mim abaixar
So is the next video ever coming out?
I've honestly been super busy with other stuff, mostly gamedev, but I do have plans to make some Super Metroid encodes soon.
edit: oh wait, the description teases something that unfortunately got put on hold very late in production and is still being sorted out. Sorry about that.
Hey I was wondering, would you be interesting in producing a TAS for compensation?
A TAS of what? I could try, but I'm not sure if I can fit that into my schedule.
@@Selicre Its actually not even a full game, its one challenge in a game that I cant beat. The game is for Sega CD, its called Make My Video - Kris Kross. I got the good ending/result on every challenge except the Charise challenge.
How do you animate far objects like rings?
I read the object list, filter by rings, and decompress them, then use the current global animation frame variable to pick the right frame.
Longer answer: The way rings work in this game is basically that the subtype carries two settings, the offset between the rings and the amount of rings. The game then tracks which rings were collected via the object respawn table - each bit available for that purpose corresponds to a ring in the sequence, hence why there can only be up to 7 rings drawn by a single object (though technically it supports up to 15 or 16 iirc). I will open-source this thing eventually when I finish the bugs with the special stage rendering.
hey just asking, how do i use your homebrew game engine?
im windows user btw
you mean the snes one? honestly don't bother, it's a very old thing that barely even works and I have moved on since then
Where it all started, so dinky compared to sonic 3!
How do you do?
1:40
15:31 u zipped
That's not considered a zip. A zip is defined as being on the ground and being ejected laterally by walls; this, instead, is a sprite ejection, which works downwards.
what's coming soon 😡😡😡😡😤😤😤😤😤😤😤😤😤😤😤😤😤😤😤😤
your face
me
@@Selicre damn that was a good roast