@@BrunoValads As it stands the encoder is based on making a savestate each frame, so it's not entirely optimized for use, but I'll try to see if I can improve it with Bizhawk.
@@Selicre for sure there's always room for improvement. My method is having the images pre-saved in the folder, then printing them on the go according to the RAM, using the borders (extra padding) feature in BizHawk, the simply start a normal A/V recording on the emu
@@BrunoValads yeah, but that doesn't account for any of the sprites or a dynamic world. My method fully reimplements the VDP features as well as the mappings renderer native to S3K, allowing you to see everything that's happening in the world. You can see in my past videos how the AIZ1 -> AIZ2 transition works, it looks pretty interesting; although I guess for the final I can make it a bit more polished and actually include both acts in the same map.
It's cool that you're collecting rings from Knuckles area
These atlas encodes are AWESOME ^-^
this is SO AMAZING! I love atlas encodes, all 8/16 bit platformers should have some atlas encodes
I'm actually also working on an encoder for SMW as well, and it should work as expected with romhacks too, so stay tuned for that!
@@Selicre wow nice! I have one too, didn't make it public yet, please once it's done announce on the SMW thread
@@BrunoValads As it stands the encoder is based on making a savestate each frame, so it's not entirely optimized for use, but I'll try to see if I can improve it with Bizhawk.
@@Selicre for sure there's always room for improvement. My method is having the images pre-saved in the folder, then printing them on the go according to the RAM, using the borders (extra padding) feature in BizHawk, the simply start a normal A/V recording on the emu
@@BrunoValads yeah, but that doesn't account for any of the sprites or a dynamic world. My method fully reimplements the VDP features as well as the mappings renderer native to S3K, allowing you to see everything that's happening in the world. You can see in my past videos how the AIZ1 -> AIZ2 transition works, it looks pretty interesting; although I guess for the final I can make it a bit more polished and actually include both acts in the same map.
Amazing
How can i play this? It is so cool!
This is not playable (yet), sorry.